gaming

why-won’t-steam-machine-support-hdmi-21?-digging-in-on-the-display-standard-drama.

Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama.

When Valve announced its upcoming Steam Machine hardware last month, some eagle-eyed gamers may have been surprised to see that the official spec sheet lists support for HDMI 2.0 output, rather than the updated, higher-bandwidth HDMI 2.1 standard introduced in 2017. Now, Valve tells Ars that, while the hardware itself actually supports HDMI 2.1, the company is struggling to offer full support for that standard due to Linux drivers that are “still a work-in-progress on the software side.”

As we noted last year, the HDMI Forum (which manages the official specifications for HDMI standards) has officially blocked any open source implementation of HDMI 2.1. That means the open source AMD drivers used by SteamOS can’t fully implement certain features that are specific to the updated output standard.

“At this time an open source HDMI 2.1 implementation is not possible without running afoul of the HDMI Forum requirements,” AMD engineer Alex Deucher said at the time.

Doing what they can

This situation has caused significant headaches for Valve, which tells Ars it has had to validate the Steam Machine’s HDMI 2.1 hardware via Windows during testing. And when it comes to HDMI performance via SteamOS, a Valve representative tells Ars that “we’ve been working on trying to unblock things there.”

That includes unblocking HDMI 2.0’s resolution and frame-rate limits, which max out at 60 Hz for a 4K output, according to the official standard. Valve tells Ars it has been able to increase that limit to the “4K @ 120Hz” listed on the Steam Machine spec sheet, though, thanks to a technique called chroma sub-sampling.

Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama. Read More »

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Testing shows why the Steam Machine’s 8GB of graphics RAM could be a problem

By Valve’s admission, its upcoming Steam Machine desktop isn’t swinging for the fences with its graphical performance. The specs promise decent 1080p-to-1440p performance in most games, with 4K occasionally reachable with assistance from FSR upscaling—about what you’d expect from a box with a modern midrange graphics card in it.

But there’s one spec that has caused some concern among Ars staffers and others with their eyes on the Steam Machine: The GPU comes with just 8GB of dedicated graphics RAM, an amount that is steadily becoming more of a bottleneck for midrange GPUs like AMD’s Radeon RX 7060 and 9060, or Nvidia’s GeForce RTX 4060 or 5060.

In our reviews of these GPUs, we’ve already run into some games where the RAM ceiling limits performance in Windows, especially at 1440p. But we’ve been doing more extensive testing of various GPUs with SteamOS, and we can confirm that in current betas, 8GB GPUs struggle even more on SteamOS than they do running the same games at the same settings in Windows 11.

The good news is that Valve is working on solutions, and having a stable platform like the Steam Machine to aim for should help improve things for other hardware with similar configurations. The bad news is there’s plenty of work left to do.

The numbers

We’ve tested an array of dedicated and integrated Radeon GPUs under SteamOS and Windows, and we’ll share more extensive results in another article soon (along with broader SteamOS-vs-Windows observations). But for our purposes here, the two GPUs that highlight the issues most effectively are the 8GB Radeon RX 7600 and the 16GB Radeon RX 7600 XT.

These dedicated GPUs have the benefit of being nearly identical to what Valve plans to ship in the Steam Machine—32 compute units (CUs) instead of Valve’s 28, but the same RDNA3 architecture. They’re also, most importantly for our purposes, pretty similar to each other—the same physical GPU die, just with slightly higher clock speeds and more RAM for the 7600 XT than for the regular 7600.

Testing shows why the Steam Machine’s 8GB of graphics RAM could be a problem Read More »

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After a Witcher-free decade, CDPR still promises three sequels in six years

It’s been over 10 years since the launch of the excellent The Witcher 3: Wild Hunt, and nearly four years since the announcement of “the next installment in The Witcher series of video games.” Despite those long waits, developer CD Projekt Red is still insisting it will deliver the next three complete Witcher games in a short six-year window.

In a recent earnings call, CDPR VP of Business Development Michał Nowakowski suggested that a rapid release schedule would be enabled in no small part by the team’s transition away from its proprietary REDEngine to the popular Unreal Engine in 2022. At the time, CDPR said the transition to Unreal Engine would “elevate development predictability and efficiency, while simultaneously granting us access to cutting-edge game development tools.” Those considerations seemed especially important in the wake of widespread technical issues with the console versions of Cyberpunk 2077, which CDPR later blamed on REDEngine’s “in-game streaming system.”

“We’re happy with how [Unreal Engine] is evolving through the Epic team’s efforts, and how we are learning how to make it work within a huge open-world game, as [The Witcher 4] is meant to be,” Nowakowski said in the recent earnings call. “In a way, yes, I do believe that further games should be delivered in a shorter period of time—as we had stated before, our plan still is to launch the whole trilogy within a six-year period, so yes, that would mean we would plan to have a shorter development time between TW4 and TW5, between TW5 and TW6 and so on.”

Don’t start the clock just yet

To be clear, the “six-year period” Nowakowski is talking about here starts with the eventual release of The Witcher 4, meaning the developer plans to release two additional sequels within six years of that launch. And CDPR confirmed earlier this year that The Witcher 4 would not launch in 2026, extending the window for when we can expect all these promised new games.

After a Witcher-free decade, CDPR still promises three sequels in six years Read More »

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Revisiting Jill of the Jungle, the last game Tim Sweeney designed

Boy, was 1992 a different time for computer games. Epic MegaGames’ Jill of the Jungle illustrates that as well as any other title from the era. Designed and programmed by Epic Games CEO Tim Sweeney, the game was meant to prove that console-style games of the original Nintendo era could work just as well on PCs. (Later, the onus of proof would often be in the reverse direction.)

Also, it had a female protagonist, which Sweeney saw as a notable differentiator at the time. That’s pretty wild to think about in an era of Tomb Raider‘s Lara Croft, Horizon Forbidden West‘s Aloy, Life is Strange‘s Max Caulfield, Returnal‘s Selene Vassos, Control‘s Jesse Faden, The Last of Us‘ Ellie Williams, and a seemingly endless list of others—to say nothing of the fact that many players of all genders who played the games Mass Effect and Cyberpunk 2077 seem to agree that the female protagonist options in those are more compelling than their male alternatives.

As wacky as it is to remember that the idea of a female character was seen as exceptional at any point (and with the acknowledgement that this game was nonetheless not the first to do that), it’s still neat to see how forward-thinking Sweeney was in many respects—and not just in terms of cultural norms in gaming.

Gameplay to stand the test of time

Having been born in the early 80s to a computer programmer father, I grew up on MS-DOS games the way many kids did on Atari, Nintendo, or PlayStation. Even I’ll admit that, as much as I enjoyed the DOS platformers, they don’t hold up very well against their console counterparts. (Other genres are another story, of course.)

I know this is blasphemy for some of my background and persuasion, but Commander Keen‘s weird, floaty controls are frustrating, and what today’s designers call the “game feel” just isn’t quite right.

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GPU prices are coming to earth just as RAM costs shoot into the stratosphere

It’s not just PC builders

PC and phone manufacturers—and makers of components that use memory chips, like GPUs—mostly haven’t hiked prices yet. These companies buy components in large quantities, and they typically do so ahead of time, dulling the impact of the increases in the short-term. The kinds of price increases we see, and what costs are passed on to consumers, will vary from company to company.

Bloomberg reports that Lenovo is “stockpiling memory and other critical components” to get it through 2026 without issues and that the company “will aim to avoid passing on rising costs to its customers in the current quarter.” Apple may also be in a good position to weather the shortage; analysts at Morgan Stanley and Bernstein Research believe that Apple has already laid claim to the RAM that it needs and that its healthy profit margins will allow it to absorb the increases better than most.

Framework on the other hand, a smaller company known best for its repairable and upgradeable laptop designs, says “it is likely we will need to increase memory pricing soon” to reflect price increases from its suppliers. The company has also stopped selling standalone RAM kits in its online store in an effort to fight scalpers who are trying to capitalize on the shortages.

Tom’s Hardware reports that AMD has told its partners that it expects to raise GPU prices by about 10 percent starting next year and that Nvidia may have canceled a planned RTX 50-series Super launch entirely because of shortages and price increases (the main draw of this Super refresh, according to the rumor mill, would have a bump from 2GB GDDR7 chips to 3GB chips, boosting memory capacities across the lineup by 50 percent).

GPU prices are coming to earth just as RAM costs shoot into the stratosphere Read More »

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Valve’s Steam Machine looks like a console, but don’t expect it to be priced like one

After Valve announced its upcoming Steam Machine living room box earlier this month, some analysts suggested to Ars that Valve could and should aggressively subsidize that hardware with “loss leader” pricing that leads to more revenue from improved Steam software sales. In a new interview with YouTube channel Skill Up, though, Valve’s Pierre-Loup Griffais ruled out that kind of console-style pricing model, saying that the Steam Machine will be “more in line with what you might expect from the current PC market.”

Griffais said the AMD Zen 4 CPU and RDNA3 GPU in the Steam Machine were designed to outperform the bottom 70 percent of machines that opt-in to Valve’s regular hardware survey. And Steam Machine owners should expect to pay roughly what they would for desktop hardware with similar specs, he added.

“If you build a PC from parts and get to basically the same level of performance, that’s the general price window that we aim to be at,” Griffais said.

The new comments follow similar sentiments relayed by Linus Sebastian on a recent episode of his WAN Show podcast. Sebastian said that, when talking to Valve representatives at a preview event, he suggested that a heavily subsidized price point would make the Steam Machine hardware into “a more meaningful product.” But when he suggested that he was imagining a console-style price in the range of $500, “nobody said anything, but the energy of the room wasn’t great.”

Forget about $500

Based on these comments, we could start estimating a potential Steam Machine price range by speccing out a comparable desktop machine. That would likely require building around a Ryzen 5 7600X CPU and Radeon RX 7600 GPU, which would probably push the overall build into the $700-plus range. That would make the Steam Machine competitive with the pricey PS5 Pro, even though some estimates price out the actual internal Steam Machine components in the $400 to $500 range.

Valve’s Steam Machine looks like a console, but don’t expect it to be priced like one Read More »

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Return to the year 2000 with classic multiplayer DOS games in your browser

Chrono Divide is a fan-made project which aims to recreate the original “Red Alert 2” from the “Command & Conquer” series using web technologies. The result is a game client that runs in your web browser, with no additional plugins or applications installed.

The project initially started out as an experiment and was meant to prove that it was possible to have a fully working, cross-platform RTS game running in a web browser. Now, with a playable version already available, the end-goal is reaching feature parity with the original vanilla “Red Alert 2” engine.

It works with a client-server model (“say goodbye to port forwarding and firewall exceptions”), supports mods, offers both modern and classic mouse control schemes, and works “on any device and operating system, directly from your web browser,” including phones and tablets. You (understandably) have to have a copy of the game files to play, though.

Further, there are leaderboards and a Discord server, plus modern-game-style “seasons” (with no monetization, of course) that feature special rules and map rotations. So there’s a decent-sized community playing Red Alert 2 on the regular in 2025, which is pretty wild.

Chrono Divide joins a handful of similar projects in bringing older multiplayer PC games with modern bells and whistles to web browsers. One example: DOS Zone offers one-click joining of online matches of Doom, Quake 2 and 3, Unreal Tournament, and Half-Life: Deathmatch—again, with a Discord server for an extra community layer.

So if you want to spend your Friday night reliving the TCP/IP and LAN party multiplayer games of the early 2000s, well, there you go. I’ll see you there—I still think Unreal Tournament is the best multiplayer first-person shooter ever made.

Return to the year 2000 with classic multiplayer DOS games in your browser Read More »

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Microsoft makes Zork I, II, and III open source under MIT License

Zork, the classic text-based adventure game of incalculable influence, has been made available under the MIT License, along with the sequels Zork II and Zork III.

The move to take these Zork games open source comes as the result of the shared work of the Xbox and Activision teams along with Microsoft’s Open Source Programs Office (OSPO). Parent company Microsoft owns the intellectual property for the franchise.

Only the code itself has been made open source. Ancillary items like commercial packaging and marketing assets and materials remain proprietary, as do related trademarks and brands.

“Rather than creating new repositories, we’re contributing directly to history. In collaboration with Jason Scott, the well-known digital archivist of Internet Archive fame, we have officially submitted upstream pull requests to the historical source repositories of Zork I, Zork II, and Zork III. Those pull requests add a clear MIT LICENSE and formally document the open-source grant,” says the announcement co-written by Stacy Haffner (director of the OSPO at Microsoft) and Scott Hanselman (VP of Developer Community at the company).

Microsoft gained control of the Zork IP when it acquired Activision in 2022; Activision had come to own it when it acquired original publisher Infocom in the late ’80s. There was an attempt to sell Zork publishing rights directly to Microsoft even earlier in the ’80s, as founder Bill Gates was a big Zork fan, but it fell through, so it’s funny that it eventually ended up in the same place.

To be clear, this is not the first time the original Zork source code has been available to the general public. Scott uploaded it to GitHub in 2019, but the license situation was unresolved, and Activision or Microsoft could have issued a takedown request had they wished to.

Now that’s obviously not at risk of happening anymore.

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Google’s latest swing at Chromebook gaming is a free year of GeForce Now

Earlier this year, Google announced the end of its efforts to get Steam running on Chromebooks, but it’s not done trying to make these low-power laptops into gaming machines. Google has teamed up with Nvidia to offer a version of GeForce Now cloud streaming that is perplexingly limited in some ways and generous in others. Starting today, anyone who buys a Chromebook will get a free year of a new service called GeForce Now Fast Pass. There are no ads and less waiting for server slots, but you don’t get to play very long.

Back before Google killed its Stadia game streaming service, it would often throw in a few months of the Pro subscription with Chromebook purchases. In the absence of its own gaming platform, Google has turned to Nvidia to level up Chromebook gaming. GeForce Now (GFN), which has been around in one form or another for more than a decade, allows you to render games on a remote server and stream the video output to the device of your choice. It works on computers, phones, TVs, and yes, Chromebooks.

The new Chromebook feature is not the same GeForce Now subscription you can get from Nvidia. Fast Pass, which is exclusive to Chromebooks, includes a mishmash of limits and bonuses that make it a pretty strange offering. Fast Pass is based on the free tier of GeForce Now, but users will get priority access to server slots. So no queuing for five or 10 minutes to start playing. It also lacks the ads that Nvidia’s standard free tier includes. Fast Pass also uses the more powerful RTX servers, which are otherwise limited to the $10-per-month ($100 yearly) Performance tier.

Google’s latest swing at Chromebook gaming is a free year of GeForce Now Read More »

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Celebrated game developer Rebecca Heineman dies at age 62

From champion to advocate

During her later career, Heineman served as a mentor and advisor to many, never shy about celebrating her past as a game developer during the golden age of the home computer.

Her mentoring skills became doubly important when she publicly came out as transgender in 2003. She became a vocal advocate for LGBTQ+ representation in gaming and served on the board of directors for GLAAD. Earlier this year, she received the Gayming Icon Award from Gayming Magazine.

Andrew Borman, who serves as director of digital preservation at The Strong National Museum of Play in Rochester, New York, told Ars Technica that her influence made a personal impact wider than electronic entertainment. “Her legacy goes beyond her groundbreaking work in video games,” he told Ars. “She was a fierce advocate for LGBTQ rights and an inspiration to people around the world, including myself.”

The front cover of

The front cover of Dragon Wars on the Commodore 64, released in 1989. Credit: MobyGames

In the Netflix documentary series High Score, Heineman explained her early connection to video games. “It allowed me to be myself,” she said. “It allowed me to play as female.”

“I think her legend grew as she got older, in part because of her openness and approachability,” journalist Ernie Smith told Ars. “As the culture of gaming grew into an online culture of people ready to dig into the past, she remained a part of it in a big way, where her war stories helped fill in the lore about gaming’s formative eras.”

Celebrated to the end

Heineman was diagnosed with adenocarcinoma in October 2025 after experiencing shortness of breath at the PAX game convention. After diagnostic testing, doctors found cancer in her lungs and liver. That same month, she launched a GoFundMe campaign to help with medical costs. The campaign quickly surpassed its $75,000 goal, raising more than $157,000 from fans, friends, and industry colleagues.

Celebrated game developer Rebecca Heineman dies at age 62 Read More »

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The Analogue 3D is the modern N64 fans have been waiting for


Excellent design and display filters, but the lack of OpenFPGA support rankles.

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

Your Super Mario 64 cartridge has a new home. Credit: Kyle Orland

If you’ve ever tried to hook an old Nintendo 64 up to a modern HDTV, you know the results can be less than ideal. Assuming your original hardware still works and your flatscreen even has the requisite R/F and/or composite inputs to allow for the connection, the N64’s output will probably look like a blurry mess on a flatscreen that wasn’t designed with those old video signals as a priority.

The Analogue 3D solves this very specific problem very well, with a powerful FPGA core that accurately replicates a Nintendo 64 and well-made display filters that do a good job of approximating that cathode-ray tube glow you remember from decades ago. But the lack of easy expandability limits the appeal of this $250 device to all but the most die-hard fans of original N64 hardware.

A beauty to behold

As a piece of physical design, the Analogue 3D is a work of art. The gentle curves of its sleek black shell evoke the original N64 design without copying it, coming in at a slightly smaller footprint and height. Plus, there’s no ugly power brick.

3D COMPUTER GRAPHICS SYSTEM. Kyle Orland

This is a solidly built device, with a nice grippy underside and springy, elegant power and reset buttons. The shell has a lot of small, thoughtful touches, too, like a front power indicator that doubles as a Bluetooth sync button and lights on each controller port to indicate when a wireless controller is connected to that slot (the Hall Effect joysticks on 8bitdo’s wireless “64” controller are a joy compared to the crunchy mechanical sticks on your old N64 controller).

The one downside to this design is that the hardware can get slightly hot after running for a while, and it emits some noticeable fan noise when stressed. The welcome screen when you first boot the system recommends you give the vents adequate space to breathe, so be careful if you plan to place it directly on the carpet or something.

I saw the TV glow

The Analogue 3D’s custom 3DOS software automatically detects the game cartridge you’ve placed into its top-loading slot and displays basic info like player count, developer/publisher, and release date on-screen (you can also load your own custom cartridge images onto an included SD card). The system maintains this info in a scrollable list of every cartridge you’ve ever inserted, allowing for a quick way to browse through your library without the need to dig out your actual cartridges. You do have to plug in the cartridges to actually play the games, though, which limits the usefulness of the on-screen library more than a little bit.

Before you launch a game, you can also configure the Display Mode between five preset options (these can also be swapped during gameplay using controller hotkeys for an on-screen menu). Of these, you’ll generally want to stay away from the “Clean” option, which upscales the N64’s 320×240 image by simply blowing up each individual pixel to fit the display. The result is an incredibly blocky image with lots of jagged edges and blobs of color that refuse to blend well with nearby elements. It’s a look that’s especially unsuited to the low-resolution textures on most N64 games, which exploited the gentle blur of a CRT to create some vivid effects.

Switching over to the “Scanlines” display option helps a bit in rounding out those jagged N64 polygons, but things really start to look better if you activate one of the system’s three different CRT emulation modes. With these, 3DOS does its best to recreate the look of an electron beam actually scanning across the phosphors on an old tube TV. These filters do an admirable job of softening the hard edges of polygons and sprites while subtly and accurately blending the colors on those low-res textures.

A scene from Starfox 64, upscaled with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

The Analogue 3D has three tube TV emulation modes, each representing consumer CRTs and the kind of Pro/Broadcast Video Monitors you’d usually only find in TV station control rooms. You can go into the menus for each mode and tinker with settings like “beam convergence” and “edge hardness,” and you can toggle N64 hardware effects like anti-aliasing and de-blurring (you can also stretch the 4:3 image to fill a 16:9 display if you’re a specific kind of monster).

In general, though, I didn’t see much upside in this kind of settings tinkering. Using the system’s default “CRT” settings created a visual experience that was surprisingly authentic to the actual CRT sitting in my home office. The only thing really missing is an option to simulate the curve of a classic CRT; the hard square edges of the Analogue 3D output are a bit lacking on that score. But that’s a minor complaint for a filter that does such a good job mimicking an old TV on new display technology.

Paper Mario with the Analogue 3D’s “Clean” filter (direct capture). Nintendo / Analogue

Open and shut

Like previous Analogue hardware, the Analogue 3D uses FPGA to accurately recreate the inner workings of an N64 at the level of individual logic gates. This time, the Analogue 3D’s Altera Cyclone FPGA sports a whopping 220,000 logic elements. That’s a big step up from the two FPGAs on 2021’s Analogue Pocket, which have just 49,000 and 15,000, respectively.

That powerful FPGA allows for perfectly accurate and lag-free N64 emulation in all of our tests with original cartridges (Analogue’s Christopher Taber warns us that “flash carts and unofficial 3rd party products can be a bit of a wild card”). But players hoping to emulate other gaming systems with that powerful hardware may run into some problems. That’s because the Analogue 3D doesn’t support the OpenFPGA standard that Analogue itself rolled out in 2022 as “the future of video game preservation.”

That standard has allowed a vibrant community of OpenFPGA developers to create dozens of free “cores” that can recreate everything from classic arcade games to 16-bit consoles with amazing fidelity. Currently, though, those cores will only work on the Analogue Pocket and not subsequent hardware like the Analogue 3D or 2023’s Analogue Duo.

That’s a shame because the OpenFPGA community would certainly be happy to get their hands on the new, larger FPGA in the Analogue 3D to build out core support for even more classic gaming consoles. And we’re sure Analogue 3D owners would be happy to use their purchase to play existing OpenFPGA cores on the big screen, complete with 3DOS’ great display options.

The beginning of Goldeneye as seen through Analogue’s CRT filter (photo of the HDTV screen).

“If we wanted to offer Analogue 3D with OpenFPGA (which is not the purpose or focus of the product), it would require not only a second FPGA, but an even more powerful base FPGA, therefore increasing the price to a price that doesn’t suit our goals,” Analogue founder Christopher Taber told Ars when the system was first announced back in 2023.

It seems likely that hackers and tinkerers will be able to expand the Analogue 3D’s emulation capabilities in the future. As it stands, though, it’s hard to recommend the hardware when options like Android-based, emulation-focused handhelds, Raspberry Pi-based emulation consoles, and even (more expensive) MiSTer FPGA boxes offer able support for much more than just N64 games.

If you’re looking for a simple, plug-and-play way to use your original N64 cartridges and accessories on a modern display, the Analogue 3D offers pretty much everything you could hope for. If you want a single device that can handle more, though, you should look elsewhere.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble

A group of dedicated coders has managed to partially revive online gameplay for the PC version of Concord, the team-based shooter that Sony famously shut down just two weeks after its launch last summer. Now, though, the team behind that fan server effort is closing off new access after Sony started issuing DMCA takedown requests of sample gameplay videos.

The Game Post was among the first to publicize the “Concord Delta” project, which reverse-engineered the game’s now-defunct server API to get a functional multiplayer match running over the weekend. “The project is still [a work in progress], it’s playable, but buggy,” developer Red posted in the game’s Discord channel, as reported by The Game Post. “Once our servers are fully set up, we’ll begin doing some private playtesting.”

Accessing the “Concord Delta” servers reportedly requires a legitimate PC copy of the game, which is relatively hard to come by these days. Concord only sold an estimated 25,000 copies across PC and PS5 before being shut down last year. And that number doesn’t account for the players who accepted a full refund for their $40 purchase after the official servers shut down.

Better safe than sorry

Red accompanied their Discord announcement of the first “playable” Concord match in months with two YouTube videos showing sample gameplay (“Don’t mind my horrible aim, I spend so much time reverse engineering that I no longer have the time to actually play the game,” he warned viewers). In short order, though, those videos were taken down “due to a copyright claim from MarkScan Enforcement,” a company that has a history of working with Sony on DMCA requests.

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