gaming

star-wars:-fate-of-the-old-republic-announced-as-a-kotor-spiritual-successor

Star Wars: Fate of the Old Republic announced as a KOTOR spiritual successor

Over two decades after the release of Star Wars: Knights of the Old Republic II, a new project described as a “spiritual successor” to that seminal RPG series was announced at The Game Awards Thursday night. Star Wars: Fate of the Old Republic will be a collaboration between Lucasfilm Games and Arcanaut Studios, a new development house being launched by original KOTOR director Casey Hudson.

Hudson, who will serve as director on the new game, said in an interview with StarWars.com that he has remained in contact with Lucasfilm since the KOTOR days, in the hopes of being able to collaborate in the Star Wars universe again. “It took the right conditions to get everything to line up,” he told the site.

Calling KOTOR “one of the defining experiences of my career,” Hudson said he wants to “explore a contemporary vision” of the Star Wars universe and “deliver on the combination of player agency and immersion in Star Wars” that defined the original games. As director on the upcoming game, Hudson said he sees his role as “to gather and shape a cohesive vision that the entire team contributes to. Ensuring that everyone shares that vision and understands their part in creating it is critical to the success of a project.”

Star Wars: Fate of the Old Republic announced as a KOTOR spiritual successor Read More »

jonathan-blow-has-spent-the-past-decade-designing-1,400-puzzles-for-you

Jonathan Blow has spent the past decade designing 1,400 puzzles for you

For many independent developers, of course, spending nine years on a single game idea is an unthinkable luxury. Financial constraints mean many game ideas have to be shipped “as soon as you get to the point where it’s fun and shippable,” Blow said, leading to games that “kind of converge to a certain level of complexity and then stop there.”

But thanks to the sales success of The Witness—which reportedly grossed over $5 million in just its first week—Blow said he and his team have had the freedom to spend years “generat[ing] this giant space that’s much more complex than where you go with a typical puzzle game… When we create that much possibility, we feel like we have to explore it. Otherwise we’re not doing our duty as designers and correctly pursuing this agenda of design research.”

The sales success of The Witness helped enable the extended development time for Order of the Sinking Star.

The sales success of The Witness helped enable the extended development time for Order of the Sinking Star.

Blow also said the size of this project helped get him past his general distaste for playtesting, which he said he was “not that big on” for his previous games. “Even The Witness didn’t have that much play testing, because I always felt like that was a way to make games a little more generic or something, you know? Like playtesters have complaints and then you file down the complaints and then you get a generic game.”

After being immersed in Order of the Sinking Star development for so long, though, Blow said he realized it was important to get a fresh perspective from playtesters who had no experience with the idea. “We have to playtest it because it doesn’t fit in my brain all at once, you know?” he said.

Some might say a nine-plus-year development cycle might be a sign of perfectionist tinkering past the point of diminishing returns. But Blow said that while he “might have been a perfectionist” in his younger days, the difficult process of game development has beaten the tendency out of him. “But I have the remnants of perfectionism,” he said. “I have… wanting to do something really good.”

And eventually, even an idea you’ve been tinkering with for roughly a decade needs to see the light of day. “Even for us, this was very expensive,” Blow admitted. “Man, I’ll be happy to get it out and have a new game making some money, because we need to make that happen at this point.”

Jonathan Blow has spent the past decade designing 1,400 puzzles for you Read More »

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Reminder: Donate to win swag in our annual Charity Drive sweepstakes

How it works

Donating is easy. Simply donate to Child’s Play using a credit card or PayPal or donate to the EFF using PayPal, credit card, or cryptocurrency. You can also support Child’s Play directly by using this Ars Technica campaign page or picking an item from the Amazon wish list of a specific hospital on its donation page. Donate as much or as little as you feel comfortable with—every little bit helps.

Once that’s done, it’s time to register your entry in our sweepstakes. Just grab a digital copy of your receipt (a forwarded email, a screenshot, or simply a cut-and-paste of the text) and send it to [email protected] with your name, postal address, daytime telephone number, and email address by 11: 59 pm ET Friday, January 2, 2026. (One entry per person, and each person can only win up to one prize. US residents only. NO PURCHASE NECESSARY. See Official Rules for more information, including how to enter without making a donation. Also, refer to the Ars Technica privacy policy (https://www.condenast.com/privacy-policy).

We’ll then contact the winners and have them choose their prize by January 31, 2025 (choosing takes place in the order the winners are drawn). Good luck!

Reminder: Donate to win swag in our annual Charity Drive sweepstakes Read More »

apple-loses-its-appeal-of-a-scathing-contempt-ruling-in-ios-payments-case

Apple loses its appeal of a scathing contempt ruling in iOS payments case

Back in April, District Court Judge Yvonne Gonzalez Rogers delivered a scathing judgment finding that Apple was in “willful violation” of her 2021 injunction intended to open up iOS App Store payments. That contempt of court finding has now been almost entirely upheld by the Ninth Circuit Court of Appeals, a development that Epic Games’ Tim Sweeney tells Ars he hopes will “do a lot of good for developers and start to really change the App Store situation worldwide, I think.”

The ruling, signed by a panel of three appellate court judges, affirmed that Apple’s initial attempts to charge a 27 percent fee to iOS developers using outside payment options “had a prohibitive effect, in violation of the injunction.” Similarly, Apple’s restrictions on how those outside links had to be designed were overly broad; the appeals court suggests that Apple can only ensure that internal and external payment options are presented in a similar fashion.

The appeals court also agreed that Apple acted in “bad faith” by refusing to comply with the injunction, rejecting viable, compliant alternatives in internal discussions. And the appeals court was also not convinced by Apple’s process-focused arguments, saying the district court properly evaluated materials Apple argued were protected by attorney-client privilege.

While the district court barred Apple from charging any fees for payments made outside of its App Store, the appeals court now suggests that Apple should still be able to charge a “reasonable fee” based on its “actual costs to ensure user security and privacy.” It will be up to Apple and the district court to determine what that kind of “reasonable fee” should look like going forward.

Speaking to reporters Thursday night, though, Epic founder and CEO Tim Sweeney said he believes those should be “super super minor fees,” on the order of “tens or hundreds of dollars” every time an iOS app update goes through Apple for review. That should be more than enough to compensate the employees reviewing the apps to make sure outside payment links are not scams and lead to a system of “normal fees for normal businesses that sell normal things to normal customers,” Sweeney said.

Apple loses its appeal of a scathing contempt ruling in iOS payments case Read More »

instead-of-fixing-wow’s-new-floating-house-exploit,-blizzard-makes-it-official

Instead of fixing WoW’s new floating house exploit, Blizzard makes it official

In a forum post formally announcing the official UI change, Community Manager Randy “Kaivax” Jordan noted that the team “quickly” got to work on enabling the floating house UI after seeing the community “almost immediately” embrace the glitch. But Kaivax also notes that the undersides of houses were never intended to be visible, and thus “aren’t modeled are textured.” Players who make floating houses “may decide to hide that part behind other things,” Kaivax suggests.

Players with houses that float too high may also have problems positioning the camera so they can click the door to enter the house. For this problem, Kaivax suggests that “you might want to consider building a ramp or a jumping puzzle or a mount landing spot, etc.”

WoW‘s floating houses join a long legacy of beloved game features that weren’t originally intended parts of a game’s design, from Street Fighter II‘s combo system to Doom‘s “rocket jump.” Now if we could only convince Blizzard to make Diablo III gold duplication into an official feature.

Instead of fixing WoW’s new floating house exploit, Blizzard makes it official Read More »

please-send-help-i-can’t-stop-playing-these-roguelikes.

Please send help. I can’t stop playing these roguelikes.


it’s “rogue,” not “rouge”

2025 was a very good year for my favorite genre.

Hades 2 has me in a chokehold. Credit: Supergiant Games

Hades 2 has me in a chokehold. Credit: Supergiant Games

It’s time to admit, before God and the good readers of Ars Technica, that I have a problem. I love roguelikes. Reader, I can’t get enough of them. If there’s even a whisper of a hot new roguelike on Steam, I’m there. You may call them arcane, repetitive, or maddeningly difficult; I call them heaven.

The second best part of video games is taking a puny little character and, over 100 hours, transforming that adventurer into a god of destruction. The best thing about video games is doing the same thing in under an hour. Beat a combat encounter, get an upgrade. Enter a new area, choose a new item. Put together a build and watch it sing.

If you die—immediately ending your ascent and returning you to the beginning of the game—you’ll often make a pit stop at a home base to unlock new goodies to help you on your next run. (Some people distiguish between roguelikes and “roguelites,” with the latter including permanent, between-run upgrades. For simplicity’s sake, I’ll use “roguelike” as an umbrella term).

2025 has been a truly horrific year for most things. But for roguelikes? It’s been an embarrassment of riches. Because I’m an editor and there’s no one here to stop me, I’d like to tell you about them. To keep things manageable, I’ll stick to games that hit 1.0 in 2025.

Hades II

Screenshot of hades 2

Credit: Supergiant Games

Where else could we start? In a year of wall-to-wall video game showstoppers, Hades II sticks out. The first Hades got our nod for best game of 2020, and Hades 2 certainly has my vote for 2025.

This time, you play as Melinoë, sister to Hades protagonist Zagreus and daughter of Hades himself, as she attempts to take back the house of Hades from Chronos, the titan of time. The cast of Olympian gods returns to bestow blessings (upgrades to your various attacks and defensive maneuvers) to help you on your way. If you played the first game, you’ll know what you’re getting into here; the sequel just vastly expands the content and mechanics.

As you fight through the game’s two different paths, you’ll slowly uncover the game’s story via little snippets of dialogue (there’s a truly mind-boggling amount of dialogue in this game), and oodles of unlockables and endgame challenge runs ensure you’ll be playing for a long time.

You won’t find many roguelikes with higher production values. The game is $30. Madness! If you like roguelikes, you’ve probably already picked this up. I’ll go further, though. If you enjoy video games at all, you should buy Hades II. It’s that good.

Ball x Pit

ball x pit screenshot

You ever boot up a new game and immediately think, “Well, this thing is going to be a problem for me”? Yeah.

We’ve been blessed with several pachinko-style roguelites over the past couple of years (Peglin, Ballionaire, and Nubby’s Number Factory are all worth your time); now comes a take on another ball-centric classic. I’m talking about last month’s Ball x Pit, a roguelite version of Breakout. Or at least that’s the simple way to describe it. In actuality, the game is that rarest of finds: something that feels unique.

Take one of your many and varied characters onto the battlefield, and you’ll lob a stream of balls toward the top of the screen, where slowly descending enemies periodically fire attacks back at you. When you level up, you’ll choose “special balls,” which have all manner of effects, like inflicting fire or poison on enemies or balls that explode into other balls. As the game progresses, you can “fuse” these balls together, combining the effects. Sometimes, you’ll be able to “evolve” two balls into an entirely new type of ball. Not enough for you? Slam two evolved balls together for even more wackiness.

The moment-to-moment gameplay is fantastic, with different characters and upgrades forcing you to play differently to succeed. The game doles out new mechanics and surprises along the way to keep things fresh, though this is a game you can “complete”; the between-run metaprogression eventually lets you become a bit of a god.

A base-building system—and a minigame in which you bounce your characters around the map to activate buildings—is a nice, thematic diversion between runs, but it’s mostly just a flashy upgrade screen. I usually just wanted to get back into the game as soon as possible.

Need more convincing? Check out the free demo.

Absolum

absolum screenshot

Absolum’s well-regarded demo was released in June, but this thing came out of nowhere for me. The elevator pitch: a beat ‘em up, but make it roguelite.

Not really a beat ‘em up fan? Me neither. Doesn’t matter. The last side-scrolling brawler I played for more than an hour was probably 1991’s The Simpsons arcade game or that same year’s Teenage Mutant Ninja Turtles: Turtles in Time (though the original TMNT arcade game from 1989 was my first quarter-munching arcade love).

The game features gorgeous hand-drawn visuals and the year’s best soundtrack, including this absolute banger from Doom’s Mick Gordon (that’s from a particularly metal boss fight; most of the songs are more fantasy-forward).

Over your runs, you’ll traverse multiple paths, finding secrets and unlocking new features. The roguelike elements are a bit thin at first, but piecing together powerful builds becomes simple as you fill out your options. The combat is sublime—you can get away with button-mashing for a while, but you’ll want to learn at least some of its intricacies to make it to the end.

This thing’s the complete package, and it’s easily one of the best games of the year. Bring along a friend if you’re into co-op. The surprisingly beefy demo is still available—there’s really no excuse not to check it out.

Clover Pit

clover pit screenshot

I’ve never actually been to a casino, but judging by the electric dopamine surge I get when hitting a jackpot in the slot machine roguelike Clover Pit, I know I should maintain my chastity.

Clover Pit locks you in a disgusting, blood-soaked closet of a room, and the only way to earn your freedom is to deposit money into an ATM over a series of ever-increasing payments. In other words, it’s what’s come to be known in some circles as a Balatro-like, aka a numbers-go-up game (of course, Balatro was just the first such game to hit it big; the genre’s true progenitor came a year or so earlier in the form of another excellent slot machine roguelike, Luck be a Landlord).

Standing on a trap door that will drop you to your death if you fail to hit your deadlines, you’ll pull a lever on a slot machine over and over, hoping to hit it big. It’s not totally random, though, of course. Purchaseable trinkets allow you to manipulate your odds, trigger beneficial effects, and multiply your score. Getting a jackpot of all 7’s? It’s easier than you may think.

Don’t expect Balatro-like depth—most strategies here involve simply picking one symbol and buffing it to high heaven—but fun, game-breaking builds are easy to put together to make you feel like a winner. There’s something disconcertingly hypnotic and soothing about repeatedly pulling a slot machine lever—it’s best to do it here, where you won’t end up losing your home.

Shape of Dreams

shape of dreams screenshot

I’ve been playing the hell out of this game, but if you stopped me on the street, I could not tell you what it’s called. Forgettable name aside, I love it.

I’ve heard the game’s combat and controls described as MOBA-like. That seems reasonable, at least from what I remember from my ill-advised and short-lived attempt to get into Dota 2 a decade ago. Don’t let that scare you off, though; this is basically a top-down action RPG where you’ll be fighting through small rooms of enemies, Hades-style.

What makes it special is its skill system. You start each run with a couple of attacks and a passive ability, and you’ll pick up (and replace) skills as you go. Each skill—here called “memories” (don’t ask me; I skipped the lore)—can fit up to three “essences,” modifications that affect how the skill functions. You can rearrange these modifications at any time, enabling a “make your own skill” system that’s endlessly fascinating.

Unique unlockable characters and robust metaprogression skill trees will keep you busy for embarrassing amounts of time. You can even play with friends. Before long, you’ll be creating game-breaking, room-nuking builds, the hallmark of my favorite games of the genre.

Megabonk

Megabonk screenshot

As its name might suggest, Megabonk is not a serious game. Unlike some other games on this list, there’s no chance of this one becoming an all-time great. But there’s a reason this buzzy little title has been on many gamers’ lips since its release in September. The concept is simple: it’s Vampire Survivors meets Risk of Rain 2.

If you’ve played both games, mash them up in your mind and you’ll know exactly how this thing plays. And not just in the way that most “Survivor-likes” tread extremely similar ground to the original. Megabonk‘s treasure-chest-opening animation is ripped straight from Vampire Survivors, and the game’s structure and items (down to the artwork style) are basically just Risk of Rain 2.

So no, it’s in no way original. And I was disappointed to learn that there are only two real “stages” to play; a Risk of Rain-style teleporter just takes you to a harder version of the stage you’ve picked. There are also balance issues; the damage scaling on anything but the first 10-minute stage is absurd. But there is some ridiculous fun to be had with it.

If you’re not into the whole auto-shooter/bullet heaven thing, there’s nothing here for you. But if you’re interested in seeing how chaotic a third-person Vampire Survivors can get, step right up.

It’s also the one 2025 game where you can play as a sunglasses-wearing, skateboarding skeleton who throws bouncing bones at enemies. In these tough times, that’s not nothing.

Deep Rock Galactic Survivor

deep rock galactic survivor screenshot

We’ve talked about this Survivors-like take on the beloved co-op shooter Deep Rock Galactic a couple of times over its Early Access period, but we were remiss in not discussing it upon its 1.0 release last month. The game was already an Ars favorite, but its progression systems still needed a bit of work. It’s now ready for public consumption, and it’s one of the best auto-shooters on the market. It’s so good that you might want to take a look at it even if you want nothing to do with the oversaturated subgenre.

Its Vampire Survivor-like bones are obvious—you walk around a map while your weapons fire automatically at hordes of enemies closing in on you. Collect the XP gems defeated enemies drop to level up and choose an upgrade. The difference here is that you’re also able to mine through walls of rocks, letting you escape tricky situations and funnel bad guys to traps you’ve laid.

The progression system is heavy on the grind, but there’s plenty of fun to be had no matter how hardcore you want to be about it.

Rock and stone!

Monster Train 2

monster train 2 screenshot

Five years after the original, it’s time for the sequel to the second-best roguelike deckbuilder of all time (the sequel to the first-best roguelike deckbuilder has—thankfully, if I’m being honest—been delayed until the beginning of next year). As in the first game, and as the game’s title might suggest, you’ll be fighting monsters on a train, trying to stop them before they ascend three floors to reach your “pyre”—your health pool for the run.

In Monster Train 2, as in any deckbuilder, you start with a fairly crappy deck of cards and upgrade and expand it throughout your run to try to make it to the end. But in addition to the usual spells and attacks, Monster Train 2 gives you units to assign to the different levels of your battlefield, infusing an interesting spatial element to the cartoonishly violent proceedings.

The sequel is more of the first game, but with smart updates that make everything flow smoother. It’s one of my favorite games of the year, and I highly recommend it to any fan of tactical card games.

Deadzone Rogue

deadzone rogue screenshot

Deadzone Rogue instantly joins the pantheon of roguelite first-person looter shooters, which includes perennial favorites Gunfire Reborn and Roboquest (I haven’t played them yet, but the brand-new Abyssus and Void/Breaker are also generating a bunch of buzz).

Where Roboquest excels at fun, Doom-like movement and colorful environments, Deadzone Rogue is all about the shooting. The game has the best gunplay of any FPS roguelike I’ve played, and the random weapons, armor, and upgrades you get give each run a sense of personality.

The game’s music, voice acting, and lore are best ignored, but the sound design is nice and punchy. This won’t be a game you’ll play for 100 hours, but sometimes it’s just fun to shoot a gun in a video game, and Deadzone Rogue gets that simple formula right.

9 Kings

9 kings screenshot

Look, I’m going to cheat here, and I’m not ashamed of it. It’s true—9 Kings is not fully released. But I can’t not talk about. I initially wrote the game off when it was released into Early Access in July, thinking it looked too simple. It is simple, but that’s to its credit.

The premise is easy to explain: Build a little kingdom on a 3-by-3 grid of squares. Play a card to construct or upgrade a building or unit in your kingdom. Afterward, a neighboring kingdom will attack, and your units will automatically fight to defend your home. After the battle, you draft a card from the defeated kingdom to add to your hand.

As you can see from the above screenshot, you can expand your kingdom beyond the initial nine squares, and unlockable perks change up the way you play each king. A handful of enemies are randomly chosen from the pool of nine, meaning that the cards you can draft each run will be different.

Making busted builds and fighting your way up the difficulty levels is extremely compelling; there was a week where the “one more run” curse descended on me, and I did little else than play this game.

Photo of Aaron Zimmerman

Aaron is Ars Technica’s Copy Chief. He has worked as an editor for over 17 years. In addition to editing features at Ars, he occasionally reviews board and video games. He lives in Chicago.

Please send help. I can’t stop playing these roguelikes. Read More »

steamos-vs.-windows-on-dedicated-gpus:-it’s-complicated,-but-windows-has-an-edge

SteamOS vs. Windows on dedicated GPUs: It’s complicated, but Windows has an edge

Other results vary from game to game and from GPU to GPU. Borderlands 3, for example, performs quite a bit better on Windows than on SteamOS across all of our tested GPUs, sometimes by as much as 20 or 30 percent (with smaller gaps here and there). As a game from 2019 with no ray-tracing effects, it still runs serviceably on SteamOS across the board, but it was the game we tested that favored Windows the most consistently.

In both Forza Horizon 5 and Cyberpunk 2077, with ray-tracing effects enabled, you also see a consistent advantage for Windows across the 16GB dedicated GPUs, usually somewhere in the 15 to 20 percent range.

To Valve’s credit, there were also many games we tested where Windows and SteamOS performance was functionally tied. Cyberpunk without ray-tracing, Returnal when not hitting the 7600’s 8GB RAM limit, and Assassin’s Creed Valhalla were sometimes actually tied between Windows and SteamOS, or they differed by low-single-digit percentages that you could chalk up to the margin of error.

Now look at the results from the integrated GPUs, the Radeon 780M and RX 8060S. These are pretty different GPUs from one another—the 8060S has more than three times the compute units of the 780M, and it’s working with a higher-speed pool of soldered-down LPDDR5X-8000 rather than two poky DDR5-5600 SODIMMs.

But Borderlands aside, SteamOS actually did quite a bit better on these GPUs relative to Windows. In both Forza and Cyberpunk with ray-tracing enabled, SteamOS slightly beats Windows on the 780M, and mostly closes the performance gap on the 8060S. For the games where Windows and SteamOS essentially tied on the dedicated GPUs, SteamOS has a small but consistent lead over Windows in average frame rates.

SteamOS vs. Windows on dedicated GPUs: It’s complicated, but Windows has an edge Read More »

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 »

testing-shows-why-the-steam-machine’s-8gb-of-graphics-ram-could-be-a-problem

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 »

after-a-witcher-free-decade,-cdpr-still-promises-three-sequels-in-six-years

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 »

revisiting-jill-of-the-jungle,-the-last-game-tim-sweeney-designed

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.

Revisiting Jill of the Jungle, the last game Tim Sweeney designed Read More »

gpu-prices-are-coming-to-earth-just-as-ram-costs-shoot-into-the-stratosphere

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 »