epic games

marvel’s-midnight-suns-is-free-right-now,-and-you-should-grab-it-(even-on-epic)

Marvel’s Midnight Suns is free right now, and you should grab it (even on Epic)

The Midnight Suns also rises (on a different storefront) —

Sadly overlooked on release, the card/turn-based battler is a real bargain.

Characters in battle, with cards in the forefront, in Midnight Suns

Enlarge / All these goons are targeting Captain America, as shown in icons above their heads. Good. That’s just how he likes it. (No, really, he’s a tank, that’s his thing.)

2K/Firaxis

I fully understand why people don’t want multiple game launchers on their PC. Steam is the default and good enough for (seemingly) most people. It’s not your job to compel competition in the market. You want to launch and play games you enjoy, as do most of us.

So when I tell you that Marvel’s Midnight Suns is a game worth the hassle of registering, installing, and using the Epic Games Launcher, I am carefully picking my shot. For the price of giving Epic your email (or a proxy/relay version, like Duck), or just logging in again, you can play a fun, novel, engaging turn-based strategy game, with deckbuilding and positioning tactics, for zero dollars. Even if you feel entirely sapped by Marvel at this point, like most of us, I assure you that this slice of Marvel feels more like the comic books and less like the overexposed current films. Just ask the guy who made it.

Tactical deckbuilding is fun

The game was very well-regarded by most critics but was not a financial success upon release in December 2022, or was at least “underwhelming.” Why any game hits or doesn’t is a combination of many factors, but one of them was likely that the game was trying something new. It wasn’t just X-COM with Doctor Strange. It had some Fire Emblem relationship-building and base exploration, but it also had cards. The cards blend into the turn-based, positional, chain-building strategy, but some people apparently saw cards and turned away.

“Before, I never had an experience where people had expressed disappointment before playing, you know,” Jake Solomon, the now-departed director of Midnight Suns and XCOM, told Rock Paper Shotgun in an interview. “As we told people from the beginning, it’s not an accident, we don’t share a single mechanic with XCOM. … And so I think when people play it, they get it, it’s really fun, and you can get as addicted to this as you can to XCOM. But I also totally get it when people look at images coming out and go ‘What the fis that? Are those… are those cards? Cards!?’ So yeah, I can sympathise with people for that reason, I guess.”

  • Blade is in charge of training, i.e. upgrading your cards. He’s tough, but fair!

    2K/Firaxis

  • As with XCOM, you’ll eventually get mission choices, with different rewards and expiring deadlines.

    2K/Firaxis

  • Most battles are in big arenas, but some make you figure out the best angles very up-close.

    2K/Firaxis

  • Socking goons into each other, and into that ambulance over there, is real fun.

    2K/Firaxis

  • In X-COM fashion, the moves and bad guys occasionally get a close-up.

    2K/Firaxis

Folks, the cards are fun. The resources you gather go into upgrading your cards, which are all your moves in combat. There are strategies inherent to each character, like chaining attacks, moving enemies through portals, area-of-effect attacks, and the like. But then you can min-max heroes’ abilities, focus on your favorite heroes, and laugh when things go horribly awry or ridiculously in your favor.

You don’t build one deck in Midnight Suns, you build a whole team of little decks. As a designer for deckbuilder Cobalt Core told Ars, deckbuilding puts you “in this space where no two turns are ever exactly the same, so players get to keep figuring out new optimal solutions. But even though the options are always huge, they’re made up of pretty simple building blocks, so it’s not overwhelming.”

The other big change from XCOM and similar games is a rich use of both a destructible environment and rag-doll enemies. Having Magik set up a portal, then Iron Man blasts a goon through it, then seeing that enemy fly through the exit portal into an overloaded battery that explodes, knocking out two more baddies—it’s a great feeling.

Even devout Marvel fans will find some characters they'd never delved into previously, like Nico Minoru of the Midnight Suns crew.

Even devout Marvel fans will find some characters they’d never delved into previously, like Nico Minoru of the Midnight Suns crew.

2K/Firaxis

Comicbook Marvel, not movie-stars Marvel

The thing that most often happens in between missions is talking. You seek out and talk to your teammates, respond to things they say, go on excursions with them. It gets to the point where you can join a book club with Captain America, Blade, Captain Marvel, and, reluctantly, Wolverine.

It can be a bit much, but the dialogue and voice acting is well-done, in my estimation. In some comic-book-but-also-movie games, the lack of rights to an actor’s face can be hard to get past, if you’re used to seeing them in that superhero getup. Midnight Suns has both pretty close approximations of various heroes, or alternate faces that didn’t bug me after the first few sightings. And if none of the world-building/friend-making stuff is for you, you can hold a button and skip through toward more goon-bashing.

Solomon noted in that same RPS interview that he is a “really, really, like, super Marvel Comics nerd.” That comes through in how each character is framed, how they interact, and their motivations. There’s still a good bit of the modern Marvel quip quotient, but it’s palatable. Going on friend dates with the Scarlet Witch may not be something you seek out in your turn-based tactics, but give it a try. It gives you some motivation to see your heroes succeed and work together.

Epic has the base Midnight Suns game free through June 13 at 11 am. You could add on some DLC if you like, with new characters like Storm, Venom, Morbius, and Deadpool (if you’re _really_ okay with quipping). You’ll see various costumes and in-game currencies available for sale, too, but none of them are at all necessary to play and succeed at the game. If you’re enjoying the game, and wish it ran a bit faster, consider disabling the 2K launcher in the Epic Games version.

A lot of games release every day, and some of them end up being games I wish I could have written about and recommended. Midnight Suns has long resided in that mental space for me. For the price of zero dollars, plus whatever level of commitment is required for an Epic Store download, it’s an easy game to recommend.

Marvel’s Midnight Suns is free right now, and you should grab it (even on Epic) Read More »

google-mocks-epic’s-proposed-reforms-to-end-android-app-market-monopoly

Google mocks Epic’s proposed reforms to end Android app market monopoly

Google mocks Epic’s proposed reforms to end Android app market monopoly

Epic Games has filed a proposed injunction that would stop Google from restricting third-party app distribution outside Google Play Store on Android devices after proving that Google had an illegal monopoly in markets for Android app distribution.

Epic is suggesting that competition on the Android mobile platform would be opened up if the court orders Google to allow third-party app stores to be distributed for six years in the Google Play Store and blocks Google from entering any agreements with device makers that would stop them from pre-loading third-party app stores. This would benefit both mobile developers and users, Epic argued in a wide-sweeping proposal that would greatly limit Google’s control over the Android app ecosystem.

US District Court Judge James Donato will ultimately decide the terms of the injunction. Google has until May 3 to respond to Epic’s filing.

A Google spokesperson confirmed to Ars that Google still plans to appeal the verdict—even though Google already agreed to a $700 million settlement with consumers and states following Epic’s win.

“Epic’s filing to the US Federal Court shows again that it simply wants the benefits of Google Play without having to pay for it,” Google’s spokesperson said. “We’ll continue to challenge the verdict, as Android is an open mobile platform that faces fierce competition from the Apple App Store, as well as app stores on Android devices, PCs, and gaming consoles.”

If Donato accepts Epic’s proposal, Google would be required to grant equal access to the Android operating system and platform features to all developers, not just developers distributing apps through Google Play. This would allow third-party app stores to become the app update owner, updating any apps downloaded from their stores as seamlessly as Google Play updates apps.

Under Epic’s terms, any app downloaded from anywhere would operate identically to apps downloaded from Google Play, without Google imposing any unnecessary distribution fees. Similarly, developers would be able to provide their own in-app purchasing options and inform users of out-of-app purchasing options, without having to use Google’s APIs or paying Google additional fees.

Notably, Epic filed its lawsuit after Google removed the Epic game Fortnite from the Google Play Store because Epic tried to offer an “Epic Direct Payment” option for in-game purchases.

“Google must also allow developers to communicate directly with their consumers, including linking from their app to a website to make purchases and get deals,” Epic said in a blog post. “Google would be blocked from using sham compliance programs like User Choice Billing to prevent competing payment options inside an app or on a developer’s website.”

Unsurprisingly, Epic’s proposed injunction includes an “anti-retaliation” section specifically aimed at protecting Epic from any further retaliation. If Donato accepts the terms, Google would be violating the injunction order if the tech giant fails to prove that it is not “treating Epic differently than other developers” by making it “disproportionately difficult or costly” for Epic to develop, update, and market its apps on Android.

That part of the injunction would seem important since, last month, Epic announced that an Epic Games Store was “coming to iOS and Android” later this year. According to Inc, Epic told Game Developers Conference attendees that its app-distribution platform will be the “first ever game-focused, multiplatform store,” working across “Android, iOS, PC and macOS.”

Google mocks Epic’s proposed reforms to end Android app market monopoly Read More »

“you-a—holes”:-court-docs-reveal-epic-ceo’s-anger-at-steam’s-30%-fees

“You a—holes”: Court docs reveal Epic CEO’s anger at Steam’s 30% fees

Not just for show —

Unearthed emails show the fury that helped motivate Epic’s Games Store launch.

Epic Games founder and CEO Tim Sweeney.

Epic Games founder and CEO Tim Sweeney.

Epic CEO Tim Sweeney has long been an outspoken opponent of what he sees as Valve’s unreasonable platform fees for listing games on Steam, which start at 30 percent of the total sale price. Now, though, new emails from before the launch of the competing Epic Games Store in 2018 show just how angry Sweeney was with the “assholes” at companies like Valve and Apple for squeezing “the little guy” with what he saw as inflated fees.

The emails, which came out this week as part of Wolfire’s price-fixing case against Valve (as noticed by the GameDiscoverCo newsletter), confront Valve managers directly for platform fees Sweeney says are “no longer justifiable.” They also offer a behind-the-scenes look at the fury Sweeney and Epic would unleash against Apple in court proceedings starting years later.

“I bet Valve made more profit… than the developer themselves…”

The first mostly unredacted email chain from the court documents, from August 2017, starts with Valve co-founder Gabe Newell asking Sweeney if there is “anything we [are] doing to annoy you?” That query was likely prompted by Sweeney’s public tweets at the time questioning “why Steam is still taking 30% of gross [when] MasterCard and Visa charge 2-5% per transaction, and CDN bandwidth is around $0.002/GB.” Later in the same thread, he laments that “the internet was supposed to obsolete the rent-seeking software distribution middlemen, but here’s Facebook, Google, Apple, Valve, etc.”

Expanding on these public thoughts in a private response to Newell, Sweeney allows that there was “a good case” for Steam’s 30 percent platform fee “in the early days.” But he also argues that the fee is too high now that Steam’s sheer scale has driven down operating costs and made it harder for individual games to get as much marketing or user acquisition value from simply being available on the storefront.

Calculating.... calculating... profit maximizing point found!

Enlarge / Calculating…. calculating… profit maximizing point found!

Getty / Aurich Lawson

Sweeney goes on to spitball some numbers showing how Valve’s fees are contributing to the squeeze all but the biggest PC game developers were feeling on their revenues:

If you subtract out the top 25 games on Steam, I bet Valve made more profit from most of the next 1,000 than the developer themselves made. These guys are our engine customers and we talk to them all the time. Valve takes 30% for distribution; they have to spend 30% on Facebook/Google/Twitter [user acquisition] or traditional marketing, 10% on server, 5% on engine. So, the system takes 75% and that leaves 25% for actually creating the game, worse than the retail distribution economics of the 1990’s.”

Based on experience with Fortnite and Paragon, Sweeney estimates that the true cost of distribution for PC games that sell for $25 or more in Western markets “is under 7% of gross.” That’s only slightly lower than the 12 percent take Epic would establish for its own Epic Games Store the next year.

“Why not give ALL developers a better deal?”

The second email chain revealed in the lawsuit started in November 2018, with Sweeney offering Valve a heads-up on the impending launch of the Epic Games Store that would come just weeks later. While that move was focused on PC and Mac games, Sweeney quickly pivots to a discussion of Apple’s total control over iOS, the subject at the time of a lawsuit whose technicalities were being considered by the Supreme Court.

Years before Epic would bring its own case against Apple, Sweeney was somewhat prescient, noting that “Apple also has the resources to litigate and delay any change [to its total App Store control] for years… What we need right now is enough developer, press, and platform momentum to steer Apple towards fully opening up iOS sooner rather than later.”

To that end, Sweeney attempted to convince Valve that lowering its own platform fees would hurt Apple’s position and thereby contribute to the greater good:

A timely move by Valve to improve Steam economics for all developers would make a great difference in all of this, clearly demonstrating that store competition leads to better rates for all developers. Epic would gladly speak in support of such a move anytime!

In a follow-up email on December 3, just days before the Epic Games Store launch, Sweeney took Valve to task more directly for its policy of offering lower platform fees for the largest developers on Steam. He offered some harsh words for Valve while once again begging the company to serve as a positive example in the developing case against Apple.

Right now, you assholes are telling the world that the strong and powerful get special terms, while 30% is for the little people. We’re all in for a prolonged battle if Apple tries to keep their monopoly and 30% by cutting backroom deals with big publishers to keep them quiet. Why not give ALL developers a better deal? What better way is there to convince Apple quickly that their model is now totally untenable?

After being forwarded the message by Valve’s Erik Johnson, Valve COO Scott Lynch simply offered up a sardonic “You mad bro?”

GameDiscoverCo provides a good summary of other legal tidbits offered in the (often heavily redacted) documents published in the case file this week. Wolfire is now seeking a class-action designation in the suit with arguments that largely rehash those that we covered when the case was originally filed in 2021 (and revived in 2022). While Epic Games isn’t directly involved in those legal arguments, it seems Sweeney’s long-standing position against Valve’s monopoly might continue to factor into the case anyway.

“You a—holes”: Court docs reveal Epic CEO’s anger at Steam’s 30% fees Read More »

apple-backtracks,-reinstates-epic-games’-ios-developer-account-in-europe

Apple backtracks, reinstates Epic Games’ iOS developer account in Europe

Never mind —

After EU began investigation, Apple repaves path for Fortnite on European iOS.

Artist's conception of Epic Games celebrating their impending return to iOS in Europe.

Enlarge / Artist’s conception of Epic Games celebrating their impending return to iOS in Europe.

Epic Games

Apple has agreed to reinstate Epic Game’s Swedish iOS developer account just days after Epic publicized Apple’s decision to rescind that account. The move once again paves the way for Epic’s plans to release a sideloadable version of the Epic Games Store and Fortnite on iOS devices in Europe.

“Following conversations with Epic, they have committed to follow the rules, including our DMA policies,” Apple said in a statement provided to Ars Technica. “As a result, Epic Sweden AB has been permitted to re-sign the developer agreement and accepted into the Apple Developer Program.”

Apple’s new statement is in stark contrast to its position earlier this week when it cited “Epic’s egregious breach of its contractual obligations to Apple” as a reason why it couldn’t trust Epic’s commitments to stand by any new developer agreement. In correspondence with Epic shared by the Fortnite maker Wednesday, Apple executive Phil Schiller put an even finer point on it:

Your colorful criticism of our [Digital Markets Act] compliance plan, coupled with Epic’s past practice of intentionally violating contractual provisions with which it disagrees, strongly suggest that Epic Sweden does not intend to follow the rules… Developers who are unable or unwilling to keep their promises can’t continue to participate in the Developer Program.

A new regulatory world

Apple’s quick turnaround comes just a day after the European Commission said it was opening an investigation into Apple’s conduct under the new Digital Markets Act and other potentially applicable European regulations. That investigation could have entailed hefty fines of up to “10 percent of the company’s total worldwide turnover” if Apple was found to be in violation.

“We have the DMA coming into compliance [Thursday], so the demand of compliance is… listen, you need to be able to carry another app store, for instance, and you cannot put in place a fee structure that sort of disables the benefits of the DMA for all the market participants,” European Commission Executive Vice President Margrethe Vestager told Bloomberg TV Tuesday.

In an update on its official blog, Epic linked Apple’s decision to “public backlash for retaliation” and said the whole affair “sends a strong signal to developers that the European Commission will act swiftly to enforce the Digital Markets Act and hold gatekeepers accountable. We are moving forward as planned to launch the Epic Games Store and bring Fortnite back to iOS in Europe. Onward!”

In a social media post celebrating Apple’s move, Epic CEO Tim Sweeney said that “the DMA just had its first major victory” and called the move “a big win for European rule of law, for the European Commission, and for the freedom of developers worldwide to speak up.”

Apple’s apparent retreat on the issue preempts what would have likely been a lengthy legal and public relations battle between the two corporate giants, much like the one resulting from Epic’s 2020 decision to violate Apple’s developer agreement by adding third-party payment options to Fortnite on iOS. But that battle, which played out primarily in a series of US courts, differed in many particulars from the new conflict that was developing under the new enforcement regime surrounding Europe’s DMA rules.

Epic said last month that it plans to launch the Epic Games Store on iOS sometime in 2024.

Apple backtracks, reinstates Epic Games’ iOS developer account in Europe Read More »

apple’s-treatment-of-epic-games-draws-the-eye-of-eu-regulators

Apple’s treatment of Epic Games draws the eye of EU regulators

We’re watching you —

Apple could face massive fines if it’s found in violation of new rules.

Artist's conception of Apple attempting to dodge the concerns of EU regulators.

Enlarge / Artist’s conception of Apple attempting to dodge the concerns of EU regulators.

Epic Games

European Union regulators are investigating whether Apple’s recent revocation of an Epic Games iOS developer account puts the iPhone-maker in violation of the Digital Markets Act and other rules in the continent. If Apple is found in violation, the European Commission could impose significant fines as part of its effort to put some force behind its sweeping tech regulations.

“We have requested further explanations on this from Apple under the DMA (Digital Markets Act),” a European Commission spokesperson told Reuters late Thursday. “We are also evaluating whether Apple’s actions [regarding Epic Games] raise doubts on their compliance with the DSA (Digital Services Act) and the P2B (Platform to Business Regulation), given the links between the developer program membership and the App store as designated VLOP (very large online platform).”

More than just the DMA

Apple’s plans for what Epic calls “malicious compliance” under the DMA, which goes into effect today, have gotten plenty of attention in recent months. But the European Commission’s statement suggests its investigation could encompass other regulations as well.

The Digital Services Act, which went into effect in Europe last year, is mainly focused on transparency in algorithmic recommendations and “systemic risks” in platforms promoting misinformation. But the act also stipulates that platform moderation, including account suspension or termination, must be enforced “in a diligent, objective, and proportionate manner (emphasis added).” Whether Epic’s apparently indefinite ban from iOS development fits that proportionality standard is something the EU is seemingly interested in investigating.

The EU’s platform-to-business trading regulations, meanwhile, require major platforms like Apple to meet certain guidelines for transparency in their communications with other businesses. That includes detailed instructions for “specific preliminary steps” that have to be taken before a large platform terminates a business account.

“Listen, you need to be able to carry another app store…”

Earlier this week, the European Commission imposed a significant $2 billion fine on Apple over the company’s treatment of competing music subscription services on its devices. That penalty, which Apple is appealing, could be seen as a sign that European regulators plan to enforce violations of their major tech regulations with more than a slap on the wrist. The available penalties for DMA violations can run up to “10 percent of the company’s total worldwide turnover” for a first offense.

“The fine is there to punish past behavior and of course to be a deterrent for it not to be repeated,” European Commission Executive Vice President Margrethe Vestager told Bloomberg TV Tuesday. “We have the DMA coming into compliance [Thursday], so the demand of compliance is… listen, you need to be able to carry another app store, for instance, and you cannot put in place a fee structure that sort of disables the benefits of the DMA for all the market participants…”

In a statement Wednesday Apple cited “Epic’s egregious breach of its contractual obligations to Apple” in its decision to rescind Epic’s Swedish iOS developer account. Apple also cited US legal cases establishing its “right to terminate ‘any or all of Epic Games’ wholly owned subsidiaries, affiliates, and/or other entities under Epic Games’ control at any time and at Apple’s sole discretion.'”

Epic says it has provided a “good faith” promise to abide by Apple’s terms for creating a competing App Store in the EU and that it is being punished for criticizing the iPhone maker publicly. “Apple is retaliating against Epic for speaking out against Apple’s unfair and illegal practices, just as they’ve done to other developers time and time again,” the company said in a statement Wednesday.

Apple’s treatment of Epic Games draws the eye of EU regulators Read More »

disney-invests-$1.5b-in-epic-games,-plans-new-“games-and-entertainment-universe”

Disney invests $1.5B in Epic Games, plans new “games and entertainment universe”

Steamboat Willie in Fortnite when? —

Major move continues Disney’s decades-long, up-and-down relationship with gaming.

What is this, some sort of

Enlarge / What is this, some sort of “meta universe” or something?

Disney / Epic

Entertainment conglomerate Disney has announced plans to invest $1.5 billion for an “equity stake” in gaming conglomerate Epic Games. The financial partnership will also see both companies “collaborate on an all-new games and entertainment universe that will further expand the reach of beloved Disney stories and experiences,” according to a press release issued late Wednesday.

A short teaser trailer announcing the partnership promises that “a new Universe will emerge,” allowing players to “play, watch, create, [and] shop” while “discover[ing] a place where magic is Epic.”

In announcing the partnership, Disney stressed its long-standing use of Epic’s Unreal Engine in projects ranging from cinematic editing to theme park experiences like Star Wars: Galaxy’s Edge. Disney’s new gaming universe will also be powered by the Unreal Engine, the company said.

Content and characters from Disney’s Marvel and Star Wars subsidiaries were some of the first third-party content to be included in Epic’s mega-popular Fortnite, helping establish the game’s reputation as a major cross-media metaverse. Disney says that its new “persistent universe” will “interoperate with Fortnite” while offering games and “a multitude of opportunities for consumers to play, watch, shop and engage with content, characters, and stories from Disney, Pixar, Marvel, Star Wars, Avatar, and more.”

While a $1.5 billion investment sounds significant on its face, it only represents a small portion of a company like Epic, which was valued at $32 billion in a 2022 investment by Sony. Since 2012, nearly half of Epic has been owned by Chinese gaming conglomerate Tencent (market cap: $356 billion), an association that has led to some controversy for Epic in the recent past.

Here we go again

In announcing the new Epic investment, Disney CEO Bob Iger called the partnership “Disney’s biggest entry ever into the world of games… offer[ing] significant opportunities for growth and expansion.” But this is far from Disney’s first ride in the game industry rodeo; on the contrary, it’s a continuation of an interest in gaming that has run hot and cold since Walt Disney Computer Software was first established back in 1988.

Two logos plus an X means a partnership is official, right?

Enlarge / Two logos plus an X means a partnership is official, right?

Disney / Epic

That publisher, which operated under several names over the years, mainly published lowest-common-denominator licensed games based on Disney properties for dozens of platforms. Disney invested heavily in the Disney Infinity “toys-to-life” line starting in 2013 but then shut the game down and left game publishing for good in 2016. Since then, Disney has interacted with the game industry mainly as a licensor for properties such as the Sony-published Spider-Man series and Square Enix’s Kingdom Hearts 3.

After acquiring storied game developer LucasArts in 2012 (as part of a much larger Star Wars deal), Disney unceremoniously shut down the struggling game development division just six months later. But in 2021, Disney brought back the Lucasfilm Games brand as an umbrella for all future Star Wars games.

While today’s announcement doesn’t include any specific mention of linear TV or movie adaptations of Epic Game properties, the possibility seems much more plausible given this new financial and creative partnership. Given the recent success of linear narratives based on video game properties from Super Mario Bros. to The Last of Us, a Disney+ streaming series targeting Fortnite‘s 126 million monthly active players almost seems like a no-brainer at this point.

Disney’s stock price shot up nearly 8 percent to about $107 per share in 15 minutes of after-hours trading following the announcement, but has given back some of those gains as of this writing.

Disney invests $1.5B in Epic Games, plans new “games and entertainment universe” Read More »

harmonix-is-ending-rock-band-dlc-releases-after-16-years,-~2,800-songs

Harmonix is ending Rock Band DLC releases after 16 years, ~2,800 songs

Don’t look back in anger —

Previously purchased songs will still be playable via Rock Band 4.

After 16 (nearly unbroken) years of regular DLC releases, <em>Rock Band</em>‘s avatars haven’t aged a day.” src=”https://cdn.arstechnica.net/wp-content/uploads/2015/10/RockBand4_NoHUD_03-640×360.jpg”></img><figcaption>
<p>After 16 (nearly unbroken) years of regular DLC releases, <em>Rock Band</em>‘s avatars haven’t aged a day.</p>
</figcaption></figure>
<p>Here at Ars Technica, we remember covering <em>Rock Band</em>‘s weekly DLC song releases <a href=way back in 2007, when such regular content drops were still a new concept for a rhythm game. Now, Harmonix has announced the last of the series’ roughly 2,800 downloadable releases will finally come on January 25, marking the end of a nearly 16-year era in music gaming history.

Previously purchased DLC songs will still be playable in Rock Band 4, Harmonix’s Daniel Sussman writes in an announcement post. Rock Band 4 live services, including online play, will also continue as normal, after online game modes for earlier Rock Band games were finally shut down in late 2022.

“Taking a longer look back, I see the Rock Band DLC catalog as a huge achievement in persistence and commitment,” Sussman writes. “Over the years we’ve cleared, authored and released nearly 3,000 songs as DLC and well over 3,000 if you include all the game soundtracks. That’s wild.”

A long-lasting content commitment

You’d be forgiven for not realizing that Harmonix has kept up its regular releases of downloadable playable Rock Band songs to this day. While we were big fans of 2015’s Rock Band 4, the Xbox One and PS4 release generally failed to reignite the ’00s mania for plastic instruments that made both Guitar Hero and Rock Band into billion-dollar franchises during their heyday.

Yet, Harmonix has still been quietly releasing one to three new downloadable Rock Band 4 tracks to faithful fans every single week since the game’s release over eight years ago. Before that, Harmonix had kept a similar weekly release schedule for earlier Rock Band titles going back to 2007, broken up only by a 21-month gap starting in April 2013.

Those regular releases were key to maintaining interest and longevity in the Rock Band titles beyond the dozens of songs on the game discs. For a couple of bucks per song, players could customize their in-game soundtracks with thousands of tracks spanning hundreds of indie and mainstream acts across all sorts of genres. And even after all that time, the last year of newly released DLC has still included some absolute bangers from major groups like Steely Dan, Linkin Park, and Foo Fighters.

Rock Band 2 at that game’s 2008 launch party at LA’s Orpheum Theatre.” height=”481″ src=”https://cdn.arstechnica.net/wp-content/uploads/2022/12/GettyImages-81960955-640×481.jpg” width=”640″>

Enlarge / A couple of folks absolutely getting down to Rock Band 2 at that game’s 2008 launch party at LA’s Orpheum Theatre.

Getty Images

Harmonix also deserves credit for making its DLC cross-compatible across multiple different games and systems. That copy of The Police’s Roxanne that you bought to play on your Xbox 360 in 2007 could still be re-downloaded and played on Rock Band 4 via your Xbox Series X to this day (Switch and PlayStation 5 owners are less lucky, however). And for songs that were trapped on earlier game discs, Harmonix also went out of its way to offer song export options that let you transfer that content forward to newer Rock Band titles (with the notable exception of The Beatles: Rock Band, whose songs remain trapped on that version of the standalone game).

Compare that to the Guitar Hero franchise, which also relaunched in 2015 as the online-focused Guitar Hero Live. When Activision shut down the game’s “Guitar Hero TV” service in 2018, 92 percent of the new game’s playable songs became instantly inaccessible, leaving only 42 “on-disc” songs to play.

What’s next?

While official support for Rock Band DLC is finally ending, the community behind Clone Hero just recently hit an official Version 1.0 release for their PC-based rhythm game that’s compatible with many guitars, drums, keyboards, gamepads, and adapters used in Rock Band and other console rhythm games (microphones excluded). While that game doesn’t come with anything like Rock Band‘s list of officially licensed song content, it’s not hard to find a bevy of downloadable, fan-made custom Clone Hero tracks with a little bit of searching.

Rock Band DLC, but we do get… this.” height=”360″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/ff-640×360.jpg” width=”640″>

Enlarge / We might not get any more Rock Band DLC, but we do get… this.

Epic Games

Shortly after its acquisition by Epic in 2021, Harmonix has been working on “Fortnite Festival,” the incredibly Rock Band-esque mini-game embedded in Epic’s Fortnite “metaverse.” Sussman writes that a “rotating selection” of free-to-play songs will continue to cycle through that game mode, and that support for Rock Band 4 instruments will be coming to Fortnite in the future as well (peripheral-maker PDP looks like it will be getting in on the Fortnite guitar act as well).

As for the last few weeks of Rock Band DLC offerings, Sussman writes that Harmonix is planning “some tear jerkers that sum up our feelings about this moment.” Here’s hoping we finally get an official Rock Band version of November Rain as part of that closeout; as Guns N’ Roses memorably said, “Nothing lasts forever, and we both know hearts can change.”

Harmonix is ending Rock Band DLC releases after 16 years, ~2,800 songs Read More »

epic-games-is-“exploring-native-unreal-engine-support”-for-apple-vision-pro

Epic Games is “exploring native Unreal Engine support” for Apple Vision Pro

Unity, makers of the popular game engine, announced earlier this week it’s getting ready to levy some pretty significant fees on developers, causing many to rethink whether it makes more sense to actually go with the main competition, Unreal Engine from Epic Games. It seems Epic isn’t wasting any time to help transition those creating projects for Apple Vision Pro.

According to Victor Lerp, Unreal Engine XR Product Specialist at Epic Games, the company is now “exploring native Unreal Engine support for Apple Vision Pro,” the upcoming mixed reality headset due to launch in early 2024.

Lerp says it’s still early days though, noting that it’s “too early for us to share details on the extent of support or timelines.”

Lerp posted the statement on Unreal Engine’s XR development forum. You can read it in full below, courtesy of Alex Coulombe, CEO of the XR creative studio Agile Lens:

During Vision Pro’s unveiling at WWDC in June, Apple prominently showcased native Unity support in its upcoming XR operating system, visionOS. Unity began offering beta access to its visionOS-supported engine shortly afterwards, making it feel like something of a ‘bait and switch’ for developers already creating new games, or porting existing titles to Vision Pro.

As explained by Axios, Unity’s new plan will require users of its free tier of development services to pay the company $0.20 per installation once their game hits thresholds of both 200,000 downloads and earns $200,000 in revenue. Subscribers to Unity Pro, which costs $2,000 a year, have a different fee structure that scales downwards in proportion to the number of installs. What constitutes an ‘install’ is still fairly nebulous at this point despite follow-up clarifications from Unity. Whatever the case, the change is set to go into effect starting on January 1st, 2024.

In the meantime, the proposed Unity price increase has caused many small to medium-size teams to reflect on whether to make the switch to the admittedly more complicated Unreal Engine, or pursue other game engines entirely. A majority of XR game studios fit into that category, which (among many other scenarios) could hobble teams as they look to replicate free-to-play success stories like Gorilla Tag, which generated over $26 million in revenue when it hit the Quest Store late last year.

Epic Games is “exploring native Unreal Engine support” for Apple Vision Pro Read More »

no-plans-for-‘fortnite’-vr-support,-says-epic-games-ceo-tim-sweeney

No Plans for ‘Fortnite’ VR Support, Says Epic Games CEO Tim Sweeney

Fortnite doesn’t natively support VR headsets, and although rumors have been floating around recently that allege the popular battle royale shooter may eventually include a VR mode, Epic Games CEO Tim Sweeney says it’s not happening.

Update (December 9th, 2022): In an interview with Tim Sweeney from The Verge, the Epic Games CEO made it clear that the company has “no plans” for a VR supported version of Fortnite. According to Sweeney, it just wouldn’t work well:

“The thing that we do in Fortnite every day as gamers is run through an environment rapidly, and it’s the kind of experience that involves intense motion and doesn’t work as well in VR,” Sweeney told The Verge.

This comes as stark contrast to previous rumors, which alleged that code found in recent updates included mention of Oculus. The rumor, detailed below, was most likely a case of leftover residue from Unreal Engine 5 development. The original article follows below:

Original Article (August 30th, 2022): Update 21.50, the game’s fifth and final update to Season 3, is rolling out today, and it seems data miner and itinerant Fortnite leaker HYPEX has gotten a look under the hood, maintaining that Epic has added “stuff related to Oculus.”

We haven’t been able to independently verify this, however HYPEX, who is known in the community as a reliable leaker, surmises this could point to VR support being added at some point in the future.

If Fortnite can manage the go native on the Quest platform like HYPEX’s tweet suggests, it’s a pretty big deal. Fortnite on Quest 2 would not only stand a chance at eclipsing its largest VR-supported competitors Roblox and Minecraft, but also offer up competition to multiplayer VR experiences and games like Meta’s Horizon platform, Rec Room, VRChat, and Population: One (2020). In short, Fortnite getting on Quest could make it one of the most popular VR games there overnight.

Of course, there’s the matter of shoehorning the large-scale multiplayer shooter onto Quest 2’s modest Qualcomm Snapdragon XR2 processor, which is a challenge in its own right. Still, Epic Games has been a big proponent of VR since the launch the original Oculus Rift in 2016, having pioneered VR support for its Unreal Engine whilst putting out one of the slickest VR arcade shooters to this day, Robo Recall (2016). It basically wrote the book on optimizing games for VR headsets, and is a founding member of the OpenXR initiative, an open standard for VR/AR app development.

In more recent years however, the company has focused on building its own Epic Games Store distribution channel and pushing Fortnite way past its original conception point as a free battle royale shooter. It now includes multiple game modes, a creative sandbox mode, and regularly hosts live events such as concerts and special in-game events.

Earlier this year Epic secured a $2 billion investment to stoke its metaverse ambitions, something CEO and founder of Epic Tim Sweeney said at the time would “accelerate our work to build the metaverse and create spaces where players can have fun with friends, brands can build creative and immersive experiences and creators can build a community and thrive.”

No Plans for ‘Fortnite’ VR Support, Says Epic Games CEO Tim Sweeney Read More »