Games Archive

How a counterfeit NES opened up the Russian games market

Back in the 90s, if you had mentioned the names Nintendo and Sega to a kid in America, Japan or Europe, their face would have likely lit up. They'd instantly know what these words represented; the colour and excitement of a game on the TV screen in their front room, and a sense of fun. But if you said these words to a child in Russia, they'd have looked at you blankly. These companies were not present in the region at the time. Say 'Dendy', however, and you'd invoke that same kind of magic.

This was a counterfeit NES console that was released in December 1992 by a Russian technology company called Steepler. It all began when Victor Savyuk, then working at another tech firm called Paragraph, first learnt of 'TV games'; machines that plugged into your TV at home, were controlled with joysticks and let people enjoy video games.

There were no IP protections for games on consoles in Russia at the time, making this entire endeavor possible.

Making a Game Boy game in 2017

Everyone has childhood dreams. Mine was to make a game for my fist console: the Nintendo Game Boy. Today, I fulfilled this dream, by releasing my first Game Boy game on a actual cartridge: Sheep It Up!

In this article, I'll present the tools I used, and some pitfalls a newcomer like me had to overcome to make this project a reality!

This isn't simply a ROM you run in an emulator - no, this is a real Game Boy cartridge. Amazing work.

Assassin’s Creed Origins will have a combat-free ‘discovery tour’

Players will have the chance to explore Assassin's Creed Origins' virtual Egypt free of combat and story constraints in a new "Discovery Tour" gamemode, developer-publisher Ubisoft announced today.

Discovery Tour turns Origins' map, as the company puts it, into a "combat-free living museum, with guided tours that let players delve into its history firsthand." Given the lengths Ubisoft went to creating a large-scale as-accurate-as-possible map of the country, hiring historians and Egyptologists as consultants, this is a chance for the developer to showcase its map and the functioning virtual world it's created, rather than it simply existing as a backdrop for action.

This is a great move, as it turns what is normally 'just' a game into a tool that can be used for education and learning, or something more casual as just walking around in a beautiful environment without having to worry about being attacked or killed or whatever.

Ataribox has $250-300 price point, Linux core, custom AMD chip

Ars Technica:

The spec sheet, as announced, is still pretty vague, but Atari has confirmed a few notable things, starting with a price point between $250 and $300. In exchange for costing roughly as much as a Nintendo Switch, Xbox One S, or PlayStation 4, the Ataribox will come packed with an "AMD customized processor with Radeon graphics technology." Additionally, this will not be an Android system. Instead, the Ataribox will run Linux "with a customized, easy-to-use user interface."

Open, hackable Linux-based consoles don't exactly have a great track record, so colour me skeptical.

Wouldn't be the first time my skepticism turns out to be spot-on. I don't think the Ataribox is the next Commodore USA, but I'm afraid its fate will be the same, regardless.

The enduring influence of Metroid

Metroid, which debuted in 1986, would go on to spawn one of Nintendo's most-revered franchises. The ongoing adventures of bounty hunter Samus Aran differed quite a bit from the company's other big names, like Zelda and Mario. In comparison, Metroid was dark and solemn, with a looming feeling of isolation and a powerfully alien sense of place, inspired in large part by the first Alien film. It was also a game that felt unique in its structure. While Metroid was a 2D, side-scrolling game, it took place in an expansive, interconnected world. Players could explore in a nonlinear fashion, and would often have to return to areas using newfound abilities.

The game went on to spawn a number of beloved follow-ups, including the sublime Super Metroid in 1994, and the Metroid Prime spinoff series that transformed the 2D adventures into a first-person, 3D experience. Most recently, Nintendo is set to release Metroid: Samus Returns on the Nintendo 3DS, the first traditional side-scrolling Metroid in nearly a decade. But the importance of Metroid can be seen in more than the games released by Nintendo. The series has also had a profound influence on gaming as a whole, inspiring a generation of designers along the way.

I ordered a special edition New 3DS XL just for the new Samus Returns. The Metroid series is one of my favourite series in gaming, and many of them are classics all of us have played at some point in our lives. Personally, I greatly prefer the 2D, side-scrolling Metroid games, as the series foray into 3D/FPS - the Prime series - fell a bit flat to me.

Half-Life’s writer maybe just revealed the plot of HL2: Episode 3

So this happened, and half the internet is in a frenzy. Now, admittedly, it doesn't take much to frenzy the internet, but this is truly a doozy:

The lesson here is "never go to sleep". All sorts of things happen while people sleep. Cats go on adventures, presidents threaten nuclear war and, well, ex-Valve writers post thinly-disguised plot summaries of the unreleased and, so far as best guesses go, long-cancelled Half-Life 2: Episode 3. Long time Half-Life scribe, the excellent Marc Laidlaw (who left Valve last year), casually tossed out a link to his website last night, which led to a short story about Gertie Fremont, Alex Vaunt and their climactic battle against evil alien invaders the Disparate (the site's having a wobble, but the page is archived right here).

While that might sound like satirical tomfoolery, the actual story very much sounds like how the final chapter of Half-Life 3 could have played out. It involves time-travelling cruise liners, resurrected overlords, the heart of the Combine and the fate of one Doctor Gordon Freeman.

This is really happening.

Everything points to this being a thinly-veiled act of rebellion against Half-Life's creators never getting the chance to finish the story they were telling. Half-Life 2: Episode 2 ended on probably the biggest unfulfilled cliffhanger in gaming history, and for almost ten years now, we've been waiting for a continuation or a conclusion. This must be incredibly frustrating for the original creators of the Half-Life series, and honestly, I'm surprised it's taken them this long to start breaking rank.

From everything we've heard over the years, we can conclude that there will never be a Half-Life 3 or even an Episode 3. Many - if not most - of the original creators of Half-Life 1 and 2 have left Valve, and the company has little to no incentive to create a game that, like Duke Nukem Forever, will never live up to the hype they themselves created.

The established theory regarding why there's no Half-Life 3 or Episode 3 is that Valve wanted the game to be as defining and revolutionary as Half-Life 1 and Half-Life 2, but I think that's the wrong mindset to have. Gaming has come a long, long way since the late 90s and early 2000s, and over roughly the past decade or so there simply haven't been any games that rebooted or revolutionised entire genres, or established new ones. The only game I can think of in the past ten years that created a new genre of games and had an everlasting impact on the industry is Minecraft, and that was a fluke.

The industry is more mature, more settled now, and it's much harder to be revolutionary today than it was 20 years ago. The great games of today aren't revolutionary; they are evolutionary, perfecting and polishing established genres, taking them to new heights. Games like The Witcher 3 and Horizon: Zero Dawn aren't loved because they changed the industry; they're loved because they took existing genres and executed them in the very best ways the current generation of technologies allows us to do.

I see no reason why Half-Life 3 or Episode 3 should change the world or revolutionise what we think of as games. Just let it tell a great story with the characters we love, polish its chosen genre to perfection, and people will love it just as much 20 years from now as we love Half-Life 1 and 2 today.

Valve says it’s working on Steam client UI update

Valve's Alden Kroll was at Indigo 2017 to talk about Steam and the changes they're working on. The talk covered the business side of Steam as well as some specific features available for game makers. The company wanted to meet developers face to face, answer questions, and hear feedback and suggestions as well.

The slides of the talk are available at the link (thanks to Valvetime.net), and interestingly enough, the slides states Valve is working on a "overall UI refresh & update" of the Steam client - which I applaud greatly. I hope it's more than just a new skin, and that they are actively going to address the performance issues and UI complexity - preferably by making the clients on the various platforms (Windows, Linux, macOS) feel like proper, native applications.

In addition, one of the slides also shows that Steam is still growing, with 33 million daily users, 67 million monthly users, and 26 million new purchases since January 2016 (so 1.5 million per month). Those are healthy statistics.

Valve does not care about its customers

PC Gamer has an article up about the failure of SteamOS, and it serves as a good anchor to talk about Valve in general.

"The fundamental reasons that Valve cares about SteamOS haven't gone away, and we continue our work to expand it," Valve said in a statement to PC Gamer. I had asked if SteamOS was still a priority, how many people were working on it, and if Windows 10 changed Valve's approach. "The launch of Steam Machines taught us a lot about what Steam customers value in hardware. Right now we're continuing to work on SteamOS as a product, with over 96 updates and 3,525 games released. We have many incentives for those making SteamOS titles and we see a bright future for SteamOS, especially in VR."

The comment about VR is interesting, as the new tech is clearly Valve's present focus. If SteamOS can provide a better VR experience than Windows, and VR technology proves itself more popular in the future, perhaps the OS has a shot of resurging with a new round of 'SteamVR Machines'. But the success of SteamVR isn't a sure thing, either.

The problem with Valve is that they are the technology company equivalent of a toddler - kind of cute and adorable (if they're not yours), but easily distracted, unfocused, and kind of living in their own fantasy world. Valve wanders from left to right, never committing to anything, just doing whatever it fancies. That would be completely fine if it wasn't for the fact that it strings partners and consumers along for the ride - only to jump off midway, leaving the ride to slowly come to a grinding halt in the middle of nowhere.

While the company devoted time and money to SteamOS and SteamVR, it let its most important piece of software - the Steam client - languish, to the point where it's now probably the most unusable piece of software on any Windows PC. It's slow, ugly, bloated, confusing, overly complex verging on the unusable, and in general just frustrating and cumbersome to use. In fact - and some people might balk at this - but EA's Origin client has improved so much over the years, that it's much nicer, cleaner, and easier to use now than the Steam client ever was. I will fight you on this.

And, of course, they left us at one of the biggest cliffhangers in gaming, and we have no Half-life 3. No Portal 3. No Left 4 Dead 3. No new IP. Nothing. We cry foul at EA, Ubisoft, and Bethesda for being unoriginal, but meanwhile, continue to treat Valve like the greatest gaming company in history, even though they haven't released a new game and haven't introduced a new IP in a long, long time.

It's high time Valve demonstrates that it actually cares about its customers, by improving Steam or releasing games we actually want - or in general just by showing some damn follow-through for once, or at least being open about plans for the future so we know what we can expect before we plonk down a bunch of cash for the next shiny they're peddling.

As it stands now, Valve isn't showing any signs that it cares about the fans of its games, and as the competition catches up to and races past Steam in user experience, the resentment grows ever deeper. Yes, the headline is harsh, but I can't find any sign that it's not true.

Sure, Steam is the giant of PC gaming today - but no giant remains standing forever.

Nintendo could’ve supported Super FX long before the SNES Classic

Since launching the Virtual Console in 2006, Nintendo has officially re-released dozens of Super NES games for play on modern consoles. As that emulated library has grown, though, many have noted an important gap: Nintendo hasn't re-released any SNES games that made use of the 3D-focused Super FX chip (or the improved Super FX2 follow-up).

That streak of Super FX disrespect will finally end in September when Yoshi's Island and Star Fox will show up on the Super NES Classic Edition. They'll be joined by the previously unreleased, Super FX2-powered Star Fox 2, which was completed in the mid-'90s but cancelled to avoid the shadow of more powerful 3D games on the likes of PlayStation and Nintendo 64.

While it's nice to see the Super FX getting some official attention, the question remains: what took so long? Why has Nintendo ignored the Super FX corner of its history all these years?

It turns out that this story is a lot more intricate - and mysterious - than I thought. Since I've been using snes9x for ages to play SNES games, it never dawned on me that Nintendo's own later consoles did not get any SuperFX-powered games.

Nobody can find the source code for Icewind Dale II

The people who make enhanced editions of old role-playing games like Baldur's Gate and Planescape: Torment want to do the same thing for Icewind Dale II. There's just one problem: nobody knows where to find the code.

It's hard to believe that things like this happen - Icewind Dale II was released about 15 years ago, developed and published by big, popular companies. You'd think the source code would be properly protected and stored.

Nintendo unveils SNES Classic, doesn’t include Chrono Trigger

Nintendo has revealed details for the SNES Classic. The standalone mini console will feature 21 games, including Super Mario World, Earthbound, Super Mario Kart, and The Legend of Zelda: A Link to the Past. But the most surprising inclusion is Star Fox 2, the unreleased sequel to the original Star Fox for SNES.

No Chrono Trigger.

Why would I buy a SNES if I can't play the best game ever made on it? This is a baffling, dealbreaking omission.

Atari CEO confirms Atari is working on a new game console

Atari CEO Fred Chesnais told GamesBeat in an exclusive interview that his fabled video game company is working on a new game console.

In doing so, the New York company might be cashing in on the popularity of retro games and Nintendo’s NES Classic Edition, which turned out to be surprisingly popular for providing a method to easily play old games like Super Mario Bros. and The Legend of Zelda in HD on a TV.

Chesnais declined to describe a lot of details about the console. But he said it is based on PC technology. He said Atari is still working on the design and will reveal it at a later date.

It seems extremely unlikely that this will be a console in the Xbox, Playstation, or Switch sense, but if it's based on PC technology, it won't be some rebranded Android tablet either. I wasn't an Atari kid when I was young - PC and Nintendo all the way - so I have no sense of nostalgia for the company, but I'm still intrigued.

The story behind Mass Effect: Andromeda’s 5-year development

Almost immediately, fans asked how this happened. Why was Andromeda so much worse than its predecessors? How could the revered RPG studio release such an underwhelming game? And, even if the problems were a little exaggerated by the internet's strange passion for hating BioWare, how could Andromeda ship with so many animation issues?

I've spent the past three months investigating the answers to those questions. From conversations with nearly a dozen people who worked on Mass Effect: Andromeda, all of whom spoke under condition of anonymity because they weren't authorized to talk about the game, a consistent picture has emerged. The development of Andromeda was turbulent and troubled, marred by a director change, multiple major re-scopes, an understaffed animation team, technological challenges, communication issues, politics, a compressed timeline, and brutal crunch.

Many games share some of these problems, but to those who worked on it, Andromeda felt unusually difficult. This was a game with ambitious goals but limited resources, and in some ways, it's miraculous that BioWare shipped it at all. (EA and BioWare declined to comment for this article.)

Mass Effect: Andromeda was in development for five years, but by most accounts, BioWare built the bulk of the game in less than 18 months. This is the story of what happened.

This is a great read, even if you don't care much about games in general or Mass Effect in particular. It's a cautionary tale.

BioWare is one the greatest game studios of all time, boasting a long list of genre-defining games that people will continue to enjoy for decades to come. I never bought into the whole "EA ruined BioWare" nonsense, but with a story like this under my belt - which I almost found a little emotional to read - it becomes harder and harder to discard the negative influence EA has over this great studio.

I enjoyed Mass Effect: Andromeda, and 100%-ed the game despite its uneven quality, and it sports some great moments and by far the best combat system of the entire series, but you'd have to be blind to not see the disjointed state of the game, with some aspects - like the aforementioned combat system - feeling fully realised and polished, while other aspects were subpar not just for BioWare standards, but for gaming standards in general - such as the story, some of the characters, and, of course, the animations. I am grateful to each and every writer, animator, designer, and programmer who, according to the reports in the article, were driven far, far beyond breaking point, for Andromeda.

BioWare and its people deserve a better master - or better yet, no master at all - and above all, the freedom to make their own choices. Most likely in vain, I hope EA learns from Andromeda.

The “Nintendo PlayStation” is finally working

Ars Technica's Kyle Orland:

In the nearly 18 months since a CD-ROM-based "Nintendo PlayStation" prototype was first found in an estate sale, emulator makers and homebrew programmers have created a facsimile of what CD-based games would look like on an SNES. Efforts by hacker Ben Heck to get that kind of software actually working on the one-of-a-kind hardware, though, had been stymied by problems getting the CD-ROM drive to talk to the system.

Those problems are now a thing of the past.

In a newly posted video, Heck lays out how the system's CD-ROM drive suddenly started sending valid data to the system literally overnight. "I was working on this yesterday and the CD-ROM wasn't even detecting the disc," Heck says in the video. "I came in this morning and jiggled the cables around and got ready to work on it some more, and all of a sudden it works... did a magic elf come in overnight?"

I'm a sucker for exotic game hardware.

The Story of NESticle

One of those fans, a programmer from Kansas with an offbeat sense of humor and an unmissable skillset, released a PC emulator for the NES - a reverse-engineered software version of the hardware platform. Called "NESticle", its Windows icon was, quite literally and indelicately, a pair of testicles.

NESticle, nonetheless, did something amazing: It allowed people to play old Nintendo games on cheap computers made by Packard Bell and other firms, and did so while introducing a number of fundamental new ways to appreciate those games. Divorced from Nintendo's famously draconian licensing strategy, it introduced new ways of thinking about well-tread video games.

Would we have the retro-friendly gaming culture that we do today without its existence? Maybe, but it's possible it might not be quite so vibrant.

This is the story of how NESticle helped turn retro gaming into a modern cultural force.

I have a retroarch setup on my PC with support for various systems from my childhood, stocked with the games I played as a kid. Other than such personal use, emulators for classic systems serve a vital function in our culture: they make sure old titles will still be playable long after the last hardware to play them on has perished.

Nintendo approached Cyanogen for the Switch’s OS

In the early life of the Nintendo Switch, when it was still codenamed Nintendo NX, there were a lot of rumors floating around about the device. We saw a console with an oval shape and a screen that seemed built into the buttons and rumors that the new device would run Android as its operating system.

While the product we have today resembles nothing of those early prototypes, it looks like the Android rumor may not have been far off. Cyanogen's Kirt McMaster tweeted early this morning to say that Nintendo had approached him about designing a custom Android-based operating system for their new console, but he had some choice words for the company.

Add this to the list of terrible business decisions by Cyanogen and its CEO.

This isn’t an operating system; it’s an RPG

In Kingsway, Andrew Morrish's upcoming PC role-playing game, monsters are pop-ups, quests are emails and your backpack is a cluttered file folder. That's right, it's an OSRPG.

Coming to PC later this year via Adult Swim games, Kingsway is a role-playing adventure that takes the form of the Kingsway Operating System, which is basically a primitive Windows/MacOS for the monster-slaying set. Travel the King's land via World Navigator window, slaying monsters as they pop up on your desktop. Drag-and-drop windows to your heart's content.

Incredibly creative, and I can't wait to play this when it comes out. And honestly - the 'operating system' looks better than most of the actual operating systems we have today.

Nintendo Switch runs FreeBSD

Interesting little tidbit for the weekend: we now know what operating system the Nintendo Switch is running. Since it's basically an NVIDIA Shield, I kind of expected it to be running Android - heavily modded, of course - but it turns out it's running something else entirely: it's running FreeBSD.

Like Sony, Nintendo also opts for FreeBSD for its games console. This means of the four major gaming platforms, two run Windows, and two run FreeBSD. Fascinating.

Nintendo Switch review

The Switch is a console sandwiched between a bar of success lowered by the disaster of the Wii U and the considerable ground Nintendo must make up.

Compared to the Wii U on its merits, the Switch is a slam dunk. It takes the basic concept of the Wii U, of a tablet-based console, and fulfills the promise of it in a way Nintendo simply wasn’t capable of realizing in 2012. It’s launching with a piece of software that, more than anything in the Wii U’s first year, demonstrates its inherent capability of delivering what Nintendo says is one of the Switch’s primary missions: a big-budget, AAA game that exists across a handheld device and a television-connected portable. The hardware lives up to its name in how easily and smoothly it moves between those two worlds, in how dead simple it all is to make something pretty magical happen.

I am genuinely excited by the Switch, and the prospects it brings to the table. I'm worried about the lineup of games - or lack thereof, really - so I'm not going to jump in straight away. The reviews of the device and its launch Zelda title are positive, though, so I'm looking forward to what Nintendo has in store for the Switch.

Gabe Newell isn’t really here

Gabe Newell sits perfectly still, leans forward. His hands are laid on his lap. Only his eyes are moving. They shift rapidly from left to right and back again. He's physically here, he's sort of listening, but I'd say he's also somewhere else, mentally untangling the knots of the future.

The way he talks bears this out. He's unscripted, exploratory. He ranges far from corporate dogma and empty visionary horseshit. He admits when he’s been wrong in the past, or that he might be wrong right now about one of the biggest gambles of his career.

I like this about him: the act of engaging with journalists without a script, enjoying an actual conversation, prodding ideas that might be important outside the confines of a media event.

While I wouldn't go as far as putting Gabe Newell on the same pedestal as tech personalities like Bill Gates or Linus Torvalds, I do feel Gabe is a similar sort of person. He worked on the first few releases of Windows at Microsoft, and then, as we all know, founded Valve, one of the most influential gaming - and therefore, technology - companies in the world, responsible for some of the best games of all time, and one of the most successful - if not the most successful - game platforms of all time.

While Valve is far from perfect - Half-Life 3, customer service, etc. etc. - I do feel the company has managed to create a great platform with Steam, which, even though it uses DRM, seems to be unobtrusive in its implementation and truly made PC gaming better, if not outright saved it in the face of ever-better consoles.