gaming

new-project-brings-strong-linux-compatibility-to-more-classic-windows-games

New project brings strong Linux compatibility to more classic Windows games

Those additional options should be welcome news for fans looking for new ways to play PC games of a certain era. The PC Gaming Wiki lists over 400 titles written with the D3D7 APIs, and while most of those games were released between 2000 and 2004, a handful of new D3D7 games have continued to be released through 2022.

The D3D7 games list predictably includes a lot of licensed shovelware, but there are also well-remembered games like Escape from Monkey Island, Arx Fatalis, and the original Hitman: Codename 47. WinterSnowfall writes that the project was inspired by a desire to play games like Sacrifice and Disciples II on top of the existing dxvk framework.

Despite some known issues with certain D3D7 titles, WinterSnowfall writes that recent tuning means “things are now anywhere between decent to stellar in most of the supported games.” Still, the project author warns that the project will likely never reach full compatibility since “D3D7 is a land of highly cursed API interoperability.”

Don’t expect this project to expand to include support for even older DirectX APIs, either, WinterSnowfall warns. “D3D7 is enough of a challenge and a mess as it is,” the author writes. “The further we stray from D3D9, the further we stray from the divine.”

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with-skigill,-the-classic-rpg-skill-tree-becomes-a-crowded-battlefield

With Skigill, the classic RPG skill tree becomes a crowded battlefield

The stark presentation can threaten to be overwhelming at times, especially when nearly the entire screen descends into a mass of yellow pixels. But the simplicity of the colors also makes it easy to unfocus your eyes and instinctually plan a path away from the red and yellow threats and through to the safety of the inky black void.

Skigill also benefits from allowing players to speed up or slow down time with a quick tap of the shoulder buttons. This is a lifesaver for the tedium of the early parts of runs, when the enemies are coming in at a relative trickle and you don’t want to stand around waiting for the actual challenging part of the run.

Thankfully, you can fast-forward through the early-run doldrums…

Credit: Achromi

Thankfully, you can fast-forward through the early-run doldrums… Credit: Achromi

Where Skigill suffers most, for the moment, is in an overall lack of variety. The recent Early Access release only has three playable characters and four skill-tree maps. While they differ in some important ways, the options fall far short of the dozens of arcane unlockable options that can keep players coming back to a game like Vampire Survivors for dozens of hours.

For replayability, Skigill currently relies on a difficulty system that simply scales up the quantity and health of enemies alongside a secondary skill tree that lets you purchase more permanent upgrades from the main menu. Unfortunately, even at the higher difficulty levels, you’ll see the same four yellow-on-black enemies filling your immediate vicinity, with little in the way of interesting movement or attack patterns to mix things up.

The developers promise on Steam that Skigill will see at least three new characters “along with more weapons and build possibilities” as it goes from Early Access to a Version 1.0 launch. We’re happy to hear that, because even this limited, somewhat repetitive taste of the game has had us coming back for the fun take on an old RPG staple.

With Skigill, the classic RPG skill tree becomes a crowded battlefield Read More »

after-confusing-driver-release,-amd-says-old-gpus-are-still-actively-supported

After confusing driver release, AMD says old GPUs are still actively supported

The release notes for the 25.10.2 Adrenalin release also dropped Windows 10 from the list of “compatible operating systems,” listing only Windows 11 21H2 and later. But AMD confirmed to Windows Latest that the driver packages would still support Windows 10 for the foreseeable future. The company said that the OS is not listed in the release notes because Microsoft has technically ended support for Windows 10, but home users running Windows 10 on their PCs can get an extra year of security patches relatively easily. Microsoft will continue to provide support for the OS in businesses, schools, and other large organizations until at least 2028.

Why all the fuss?

It would look bad if AMD dropped or reduced support for those Radeon 5000- and 6000-series GPUs, given that Nvidia continues to support GeForce RTX 20- and 30-series graphics cards launched in the same 2019 to 2022 time window. But the end of support could have been even worse for gaming handhelds and lower-end PCs with integrated graphics.

The RDNA 2 architecture, in particular, has enjoyed a long and ongoing life as an integrated GPU, including for systems that are explicitly marketed and sold as gaming PCs. And because so many of AMD and Intel’s lower-end chips are just rebranded versions of older silicon, AMD continues to launch “new” products with RDNA 2 GPUs. The RDNA 2 architecture is the one Valve has used in the Steam Deck since 2022, for example, but Microsoft and Asus’ just-launched ROG Xbox Ally series also includes an RDNA 2 GPU in the entry-level model.

The last time AMD formally scaled back its GPU driver support was in 2023, when it moved drivers for its Polaris and Vega GPU architectures into a separate package that would only get occasional “critical updates.” At the time, AMD had launched its last dedicated Vega-based GPU just four years before, and many lower-end desktop and laptop processors still shipped with Vega-based integrated GPUs.

For the Steam Deck and other SteamOS and Linux systems, at least, it seems that things aren’t really changing, no matter what happens with the Windows drivers. Phoronix points out that the Linux driver package for AMD’s GPUs has always been maintained separately from the Windows drivers and that GPU architectures considerably older than RDNA 1 continue to get official support and occasional improvements.

After confusing driver release, AMD says old GPUs are still actively supported Read More »

cs2-item-market-loses-nearly-$2b-in-value-overnight-due-to-“trade-up”-update

CS2 item market loses nearly $2B in value overnight due to “trade up” update

Valve benefits from any panicked trading in the short term, with every Steam Marketplace sale carrying a 5 percent “Steam Transaction Fee” on top of a 10 percent “Counter-Strike 2 fee… that is determined and collected by the game publisher” (read: Valve). In the long term, though, making some of the rarest items in the game easier to obtain will likely depress overall spending among the whales that dominate the market.

Wild CS2 update tonight. I’ve spent the last few hours digging through market data and built this projection chart to show how I think things play out.

Knives and gloves drop fast (40–50%) as the new trade-up path floods supply, while Covert skins surge short-term as everyone… pic.twitter.com/8NOMIBPZ1F

— SAC (@SAC_IG) October 23, 2025

Using marketplace data, Irish Guys esports team owner SAC ran some projections estimating that, over the next few months, “the market settles about 5–10% lower overall, not a crash, just a correction.” But there are also more bullish and bearish possibilities, depending on how overall item demand and market liquidity develops in the near future.

Market tracker CSFloat also crunched some numbers to determine that the overall supply of knives and gloves could roughly double if every common item were traded up under the new update. In practice, though, the supply increase will likely be “far less.”

Massive monetary shifts aside, this latest update seems set to make it easier for new CS2 players to access some once-rare in-game items without breaking the bank. “I got burned a little [by the update]… but honestly, this is the way to go for the long term health of the game,” Redditor chbotong wrote. “[It’s] given me faith that Valve is actually steering in a direction that favors the average player than a market whale.”

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roberta-williams’-the-colonel’s-bequest-was-a-different-type-of-adventure-game

Roberta Williams’ The Colonel’s Bequest was a different type of adventure game

However, my mom was another story. I remember her playing Dr. Mario a lot, and we played Donkey Kong Country together when I was young—standard millennial childhood family gaming stuff. But the games I most associate with her from my childhood are adventure games. She liked King’s Quest, of course—but I also remember her being particularly into the Hugo trilogy of games.

As I mentioned above, I struggled to get hooked on those. Fortunately, we were able to meet in the middle on The Colonel’s Bequest.

I remember swapping chairs with my mom as we attempted additional playthroughs of the game; I enjoyed seeing the secrets she found that I hadn’t because I was perhaps too young to think things through the way she did.

Games you played with family stick with you more, so I think I mostly remember The Colonel’s Bequest so well because, as I recall, it was my mom’s favorite game.

The legacy of The Colonel’s Bequest

The Colonel’s Bequest may have been a pivotal game for me personally, but it hasn’t really resonated through gaming history the way that King’s Quest, The Secret of Monkey Island, or other adventure titles did.

I think that’s partly because many people might understandably find the game a bit boring. There’s not much to challenge you here, and your character is kind of just along for the ride. She’s not the center of the story, and she’s not really taking action. She’s just walking around, listening and looking, until the clock runs out.

That formula has more niche appeal than traditional point-and-click adventure games.

Still, the game has its fans. You can buy and download it from GOG to play it today, of course, but it also recently inspired a not-at-all-subtle spiritual successor by developer Julia Minamata called The Crimson Diamond, which we covered here at Ars. That game is worth checking out, too, though it goes a more traditional route with its gameplay.

The Crimson Diamond‘s influence from The Colonel’s Bequest wasn’t subtle, but that’s OK. Credit: GOG

And of course, The Colonel’s Bequest creators Roberta and Ken Williams are still active; they somewhat recently released a 3D reboot of Colossal Cave, a title many credit as the foremost ancestor of the point-and-click adventure genre.

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

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open-source-gzdoom-community-splinters-after-creator-inserts-ai-generated-code

Open source GZDoom community splinters after creator inserts AI-generated code

That comment led to a lengthy discussion among developers about the use of “stolen scraped code that we have no way of verifying is compatible with the GPL,” as one described it. And while Zahl eventually removed the offending code, he also allegedly tried to remove the evidence that it ever existed by force-pushing an update to delete the discussion entirely.

// This is what ChatGPT told me for detecting dark mode on Linux.

Graf Zahl code comment

Zahl defended the use of AI-generated snippets for “boilerplate code” that isn’t key to underlying game features. “I surely have my reservations about using AI for project specific code,” he wrote, “but this here is just superficial checks of system configuration settings that can be found on various websites—just with 10x the effort required.”

But others in the community were adamant that there’s no place for AI tools in the workflow of an open source project like this. “If using code slop generated from ChatGPT or any other GenAI/AI chatbots is the future of this project, I’m sorry to say but I’m out,” GitHub user Cacodemon345 wrote, summarizing the feelings of many other developers.

A fork in the road

In a GitHub bug report posted Tuesday, user the-phinet laid out the disagreements over AI-generated code alongside other alleged issues with Zahl’s top-down approach to pushing out GZDoom updates. In response, Zahl invited the development community to “feel free to fork the project” if they were so displeased.

Plenty of GZDoom developers quickly took that somewhat petulant response seriously. “You have just completely bricked GZDoom with this bullshit,” developer Boondorl wrote. “Enjoy your dead project, I’m sure you’ll be happy to plink away at it all by yourself where people can finally stop yelling at you to do things.”

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amd-and-sony’s-ps6-chipset-aims-to-rethink-the-current-graphics-pipeline

AMD and Sony’s PS6 chipset aims to rethink the current graphics pipeline

It feels like it was just yesterday that Sony hardware architect Mark Cerny was first teasing Sony’s “PS4 successor” and its “enhanced ray-tracing capabilities” powered by new AMD chips. Now that we’re nearly five full years into the PS5 era, it’s time for Sony and AMD to start teasing the new chips that will power what Cerny calls “a future console in a few years’ time.”

In a quick nine-minute video posted Thursday, Cerny sat down with Jack Huynh, the senior VP and general manager of AMD’s Computing and Graphics Group, to talk about “Project Amethyst,” a co-engineering effort between both companies that was also teased back in July. And while that Project Amethyst hardware currently only exists in the form of a simulation, Cerny said that the “results are quite promising” for a project that’s still in the “early days.”

Mo’ ML, fewer problems?

Project Amethyst is focused on going beyond traditional rasterization techniques that don’t scale well when you try to “brute force that with raw power alone,” Huynh said in the video. Instead, the new architecture is focused on more efficient running of the kinds of machine-learning-based neural networks behind AMD’s FSR upscaling technology and Sony’s similar PSSR system.

From the same source. Two branches. One vision.

My good friend and fellow gamer @cerny and I recently reflected on our shared journey — symbolized by these two pieces of amethyst, split from the same stone.

Project Amethyst is a co-engineering effort between @PlayStation and… pic.twitter.com/De9HWV3Ub2

— Jack Huynh (@JackMHuynh) July 1, 2025

While that kind of upscaling currently helps let GPUs pump out 4K graphics in real time, Cerny said that the “nature of the GPU fights us here,” requiring calculations to be broken up into subproblems to be handled in a somewhat inefficient parallel process by the GPU’s individual compute units.

To get around this issue, Project Amethyst uses “neural arrays” that let compute units share data and process problems like a “single focused AI engine,” Cerny said. While the entire GPU won’t be connected in this manner, connecting small sets of compute units like this allows for more scalable shader engines that can “process a large chunk of the screen in one go,” Cerny said. That means Project Amethyst will let “more and more of what you see on screen… be touched or enhanced by ML,” Huynh added.

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it’s-time-for-game-developers-to-bring-back-the-cheat-code

It’s time for game developers to bring back the cheat code


Arcane hidden options can offer accessibility without confusing the “core” game experience.

For gamers of a certain age, gibberish character sequences like idkfa, torg, ABACABB, and UUDDLRLRBA are akin to long-lost magical incantations. They evoke an era where game developers frequently and routinely let players use cheat codes to customize their gameplay experience with everything from infinite health and instant level selection to full debug menus or gigantic anime-style giant-headed avatars. There were even external cheat devices that let players hack console games with cheat codes the developers never intended.

While the cheat code’s heyday is long in the past, the idea of letting players manipulate their gameplay experiences in similar ways is coming back into fashion for some developers. Last month, Square Enix announced that upcoming Switch 2 and Xbox ports of Final Fantasy VII Remake Intergrade would include new “streamlined progression” features. As the name implies, the new options menu will give players the opportunity to blaze through the game with infinite health, magic, and money, quicker leveling, maximum damage attacks, and more.

“Constant Max HP” is a funny way to spell and pronounce “god mode.”

“Constant Max HP” is a funny way to spell and pronounce “god mode.” Credit: Reddit / Square Enix

While some responded negatively to what they derisively called a “cheat mode,” director Naoki Hamaguchi defended the new options in a recent interview with Automaton. “Personally, I like to try many different games just to keep myself up to date, but I don’t really have the time, so I only get so far,” he said. “I personally believe that, with digital entertainment today, the player should have the choice in how they interact with content. That’s why I pushed for it.”

He’s right. Players are responsible enough to know if, when, and how to use these kinds of options to help streamline their progress through a game. At the same time, I think many games would benefit from hiding these kinds of gameplay-altering options behind the obscurity of old-fashioned cheat codes, rather than tempting built-in menus.

Developer intent

Final Fantasy VII Remake is far from the first modern game to offer players a simple option for friction-free progress. In Mass Effect 3 it’s Narrative Mode. In Nier Automata it’s Auto Mode. In Assassin’s Creed Origins it’s Discovery Mode. In Death Stranding it’s just Very Easy Mode. In a game like Celeste it’s a whole menu of accessibility options that allow for fine-tuning of the game’s precision platforming rules.

In each case, there’s a recognition that some players might want to explore a game’s world—to experience the characters, art, and dialogue that the developers worked so hard to craft—without struggling through mechanical reflex tests or grindy, repetitive challenges. Even players who enjoy the “intended” difficulty most of the time might want to treat the game like a giant sandbox on subsequent playthroughs, or quickly skip to their favorite part when revisiting years later.

As Penny Arcade memorably put it back in 2005: “I play games to enter a trance state and experience other lives, [others] play them to defeat the designer of the game by proxy. That’s a significant distinction.”

But there are some games where this kind of built-in difficulty manipulation would be antithetical to a game’s very nature. In Baby Steps for example, struggling with the game’s controls and suffering when you lose significant progress to an errant step is very much the point.

A “perfect balance” toggle would completely ruin the impact of this Baby Steps moment.

A “perfect balance” toggle would completely ruin the impact of this Baby Steps moment.

A version of Baby Steps where you could plow through to the end with perfect balance or frequent save points would ruin the experience in some crucial ways. Just offering this kind of “Exploration Mode” in the options menu would undercut the message the developers are trying to impart, giving players an easy out in a game where those don’t and shouldn’t exist.

FF7 Remake‘s Hamaguchi acknowledged a similar issue in discussing why he wouldn’t initially offer “streamlined progression” options for the upcoming third game in the remake series. “If we were to add it to the third installment at launch, it would probably spark controversy,” Hamaguchi said. “We’d risk disrupting the experience for fans who have been waiting the longest and deserve to enjoy it the most (through spoilers coming out early and similar).”

This is where I think the added friction of the old-fashioned cheat code can come in handy. While a tempting “easy mode” menu option can weaken the impact of a game’s “intended” design, a hidden cheat code is much more clearly set apart as an unrelated option intended for tinkerers and fun-seekers.

Making “easy mode” harder to find

The difference comes down to context. Back in the day, players usually found cheat codes from a source outside of the game itself, passing around the arcane knowledge through online forums, printed magazines, or schoolyard rumors. That outside sourcing made it clear that, while these codes were obviously part of the game in a sense, they were also somehow separate from the core gameplay experience. Even the term “cheat code” connotes the idea that you’re getting away with something by evading the game’s built-in rules.

If you want to cheat, you should have to look at an eye-searing wall of monospaced text first.

If you want to cheat, you should have to look at an eye-searing wall of monospaced text first. Credit: GameFAQs

An ever-present “god mode” toggle or “accessibility” menu, on the other hand, presents those options as contextually valid and at least somewhat intended ways for different players to experience the same base game. And that’s perfectly fine in many cases; as Hamaguchi pointed out, sometimes players will just want to experience the story as quickly as possible. But in games where the difficulty is integral to the developer’s intent, putting that kind of option upfront can confuse the message and confuse the player as to which is the most “correct” way to play.

Toggling an “easy mode” through a menu is like flipping a light switch that the developers left invitingly available in a little-used corner of the house. Tracking down a cheat code, on the other hand, feels more like going to the hardware store and asking for help to install your own light switch. The effect is the same, but the path to get there makes all the difference.

In modern PC gaming, mods often offer that same kind of context change. This fanmade Baby Steps mod offers the ability to fly to any location and save at any time, completely ruining the game as it was designed. But players that go to the trouble of seeking out, downloading, and installing that mod obviously have no one to blame for that bastardization but themselves.

Look into my eyes.

Credit: id Software

Look into my eyes. Credit: id Software

Cheat codes also offer developers additional options for how and when they present new options to players. In UFO 50, for instance, players can discover many of the game’s gameplay-altering Terminal Codes by beating a subgame and watching the credits. Even outside the game, a developer can keep a cheat code’s very existence hidden for months or even years after a game’s launch, ensuring that early adopters experience the game as designed (this happened all the time in the pre-Internet era of game magazines).

Trying to bring back that era of hidden knowledge might seem silly in an age where Internet sleuths are data-mining games before they even come out. But I still think that a revival of the humble video game cheat code can help offer fun and helpful gameplay options for those who want them while protecting the intent of today’s video game designers.

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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rubik’s-cube-gets-a-$299-update,-complete-with-ips-screens-and-its-own-apps

Rubik’s Cube gets a $299 update, complete with IPS screens and its own apps

The Rubik’s Cube has been reinvented with more games and many more screens for much more money.

What has long been cherished as a simple toy yet complex puzzle requiring nothing but a healthy amount of twisting, turning, and patience has been rebooted for the 21st century. Naturally, that calls for a few dashes of technology.

Differing from the original Rubik’s Cube, which has six faces that each contain a 3×3 grid, the Rubik’s WOWCube, made available for preorder today, as spotted by The Verge, has six faces with 2×2 grids.

Rather than a solid-colored sticker, each of the toy’s 24 squares is a 240×240 IPS display. The cube itself is composed of eight “cubicle modules,” as Cubios, the company behind the toy, calls them. Each module includes three of those IPS screens and a dedicated SoC. As a Cubios support page explains:

Our patented magnetic connectors allow the modules to maintain perfect electrical contact and seamless data flow between them, no matter how the cube is rotated. This ensures that data can be transferred between autonomous modules on the fly, enabling data sharing and distributing low voltage power across the WOWCube …

Each of the 24 displays can be set to show a solid color for solving a simpler, but still captivating, Rubik’s puzzle. Alternatively, the screens can be twisted and turned to play dozens of different games, including Block Buster, Space Invaders, and Jewel Hunter.

The WOWCube weighs 11.29 ounces.

Credit: Cubios

The WOWCube weighs 11.29 ounces. Credit: Cubios

Also part of the toy is a gyroscope, 6-axis accelerometer, and eight speakers. Cubios claims the integrated battery can last for up to seven hours before needing a recharge.

In order to add games or other apps to the WOWCube, you must download the WOWCube Connect iOS or Android app, pair the toy with your phone over Bluetooth, and then use the mobile app to download games onto the WOWCube.

Currently, the WOWCube’s online app store lists 47 games; some cost money to download, and some aren’t available yet. The WOWCube runs its own operating system, dubbed CubiOS, and Cubios (the company) offers a free DevKit.

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rally-arcade-classics-is-a-fun-’90s-throwback-racing-game

Rally Arcade Classics is a fun ’90s-throwback racing game

Over the years, racing sims have come a long way. Gaming PCs and consoles have become more powerful, physics and tire models have become more accurate, and after COVID, it seems like nearly everyone has a sim rig setup at home. Sim racing has even become an accepted route into the world of real-life motorsport (not to be confused with the Indy Racing League).

But what if you aren’t looking to become the next Max Verstappen? What if you miss the more carefree days of old, where the fidelity wasn’t quite so high, nor were the stakes? Rally Arcade Classics is worth a look.

Developed by NET2KGAMES, you might think of RAC as a spiritual successor to legendary titles like Sega Rally and Colin McRae Rally. Forget about the Nürburgring or even street circuits laid out in famous cities you might have visited; instead, this game is about point-to-point racing against the clock—mostly—across landscapes that long-time World Rally Championship fans will remember.

Not a Focus but a Sufoc WRC, getting air in Finland. Credit: NET2KGAMES

There’s Finland, with plenty of fast dirt roads, complete with crests that will launch your car into the air. Or the dusty, sinewy mountain roads of Greece. Catalyuna (in Spain) provides technical tarmac stages. And Monte Carlo combines tarmac, ice, snow, and challenging corners. But since this is rallying, each location is broken into a series of short stages. Oh, and some of them will be at night.

Then there are the cars. This is an indie game, not a AAA title, so there are no official OEM licenses here. But there are plenty of cars you’ll recognize from the 1970s, ’80s, and ’90s. These comprise a mix of front-, rear-, and all-wheel drive machinery, some of them road cars and others heavily modified for rallying. You start off in the slowest of these, the Kopper, which is an off-brand Mini Cooper, a car that won a famous victory at the 1964 Monte Carlo Rally, despite being many, many horsepower down on the mostly RWD cars it beat.

The models of the cars, while not Gran Turismo 7-level, are close enough that you don’t really notice the Peugeot 205 is called the Paigot 5, or the Golf GTI now being the Wolf. The Betta is a Lancia Delta Integrale, the Fourtro is an Audi Quattro, and the Selicka is the Toyota Celica, but I must admit I’m not quite sure why the Subaru Imprezas are called the Imperial R and the MR Bang STI—answers in the comments if you know, please.

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hands-on-with-fallout-76’s-next-expansion:-yep,-it-has-walton-goggins

Hands-on with Fallout 76’s next expansion: Yep, it has Walton Goggins


TV tie-ins aside, it’s the combat tweaks over the past year that really matter.

There aren’t a lot of games set in Ohio, but here we are. Credit: Bethesda

Bethesda provided flights from Chicago to New York City so that Ars could participate in the preview opportunity for Fallout 76: Burning Springs. Ars does not accept paid editorial content.

Like anybody, I have a few controversial gaming opinions and tastes. One of the most controversial is that Fallout 76 —the multiplayer take on Bethesda’s rethink of a beloved ’90s open-world computer roleplaying game—has been my favorite online multiplayer game since its launch.

As much as I like the game, though, I’ve been surprised that it has actually grown over the past seven years. I’m not saying it’s seen a full, No Man’s Sky-like redemption story, though. It’s still not for everyone, and in some ways, it has fallen behind the times since 2018.

Nevertheless, the success of the streaming TV show based on the game franchise has attracted new players and given the developers a chance to seize the moment and attempt to complete a partial redemption story. To help make that happen, the game’s developers will soon release an expansion fully capitalizing on that TV series for the first time, and I got to spend a few hours playing that update to see if it’s any fun.

That said, don’t get distracted by the shiny TV tie-in. The important work is a lot less flashy: combat overhauls, bug fixes, balance updates, quality-of-life improvements, and technological tweaks—all of which have been added to the game over time. Ultimately, that little stuff adds up to be more impactful than the big stuff for players.

With that in mind, let’s take a quick look at where things stand based on my seven years of regularly playing the game and a few hours with the next major expansion.

Months of combat and game balance overhauls

You probably already know that the game originally launched without NPCs or the kinds of story- and character-driven quests most people expect from Fallout and that those things were added to the game in 2020, with more similar additions in the years since.

You could make a case that the original, NPC-free vision made sense for a certain kind of player, but that’s not the kind of player who tends to like Fallout games. Bethesda clearly pictured a Rust-like, emergent social PvP (player vs. player) situation when the game first came out. By now, though, PvP is almost completely absent from the game, and story-based quests loaded with NPCs are plentiful.

It still wasn’t enough for some players. There were several small frustrations about gameplay balance, as some folks felt that combat wasn’t always as fun as it could be and that the viable character builds in the endgame were too narrow.

Through a series of many patches over just this past year, Bethesda has been making significant changes to that aspect of the game. Go to Reddit and you’ll see that some players have gripes—mainly because the changes nerfed some uber-powerful endgame builds and weapons to level the playing field. (Also, some recent changes to VATS are admittedly a double-edged sword, depending on your philosophy about what role it should play in the game.)

You’ll definitely engage in some combat in this Deathclaw junkyard battle arena. Credit: Bethesda

As someone who has been playing almost nonstop this whole time, though, I think the designers have done a great job of making more play styles viable while just generally making the game feel better to play. They also totally overhauled how the base-building system works. That’s the sort of stuff that is hard to convey in a marketing blitz, but you feel it when you’re playing.

I won’t get into every detail about it here since most people reading this probably haven’t played the game enough to warrant that, but you can look at the patch notes—it’s a lot.

But I want to point that out up front because I think it’s more important than anything in the actual expansion the developer and publisher are hyping up. The game is just generally more fun to play than it used to be—even a year ago. You love to see it.

Technically, it’s a mixed bag

Earlier, I mentioned that the game has fallen behind the times in many ways. I’m mostly talking about its technical presentation and the lack of modern features players now expect from big-budget, cross-platform multiplayer games.

The assets are great, the art direction is top-notch, and the world is dense and attractive, but there are some now-standard AAA boxes it doesn’t check. A full redemption story requires addressing at least some of these things to keep the game up to modern standards.

By and large, the game’s environments look great on PC. Consoles are a bit behind. Credit: Bethesda

First up, the game has no executable for modern consoles; the Xbox Series X|S and PlayStation 5/5 Pro consoles seem to run the last-gen Xbox One X and PlayStation 4 Pro versions, respectively, just with the framerate cap (thankfully) raised from 30 fps to 60 fps.

But there’s good news on that front: I spoke with development team members who confirmed that current-gen console versions are coming soon, though they didn’t specify what kinds of upgrades we can expect.

I hope that also means a rethought approach to how the game displays on HDR (high dynamic range) TVs. To this day, HDR does not work like you’d expect; the game looks washed out on an OLED TV in particular, and there are none of the industry-standard HDR calibration sliders to fix it. HDR also didn’t work properly in Starfield at launch (it got partially addressed about a year later), and it is completely absent from the otherwise gorgeous-to-behold The Elder Scrolls IV: Oblivion remaster that came out just this year. I don’t know what the deal is with Bethesda Game Studios and HDR, but I hope they figure it out by the time The Elder Scrolls VI hits.

I also asked the Fallout 76 team about cross-play and cross-progression—the ability to play with friends on different platforms (or to at least access the same character across platforms). These features are likely nontrivial to implement, and they weren’t standard in 2018. They’re increasingly expected for big-budget, AAA multiplayer games today, though.

Unfortunately, the Bethesda devs I spoke to didn’t have any plans to share on that front. Still, it’s good to hear that the company still supports this game enough to at least launch modern console versions—and to continue adding major content updates.

OK, we can talk about the TV show update now

Speaking of major content updates, Bethesda is planning a big release called Burning Springs this December. It marks the second significant map expansion. Whereas the first expanded from the game’s West Virginia locales southward into Virginia’s Shenandoah National Park, this one pushes the map farther west, into the state of Ohio.

Ohio is a dust bowl now, it seems, so Fallout 76 will see its first desert locale. That’s an intentional choice, as the launch of this expansion will be timed closely to the release of season two of the TV show, and the show will be set in Nevada (specifically, around New Vegas). It obviously wouldn’t make sense to expand the game’s map all the way out to the western US, so this gives the developers a way to add a little season two flavor to Fallout 76.

As I was leaving my home to go to Bethesda’s gameplay preview event for Burning Springs, my wife joked that they should add Walton Goggins to the game as the ultimate tie-in with the show. Funny enough, that’s exactly what they’ve done. Goggins’ character from the show, The Ghoul, can be found in the new Burning Springs region, and he voices the character. This game is a prequel to the show by many, many years, but fortunately, Ghouls don’t age.

The Ghoul will give players repeatable bounty hunter missions of two types—one that you can handle solo and one that’s meant to be done as a public event with other players.

The Ghoul's ugly mug

Walton Goggins voices his character from the TV show in Fallout 76. That must have been expensive! Credit: Bethesda

I got to try both, and I found they were pretty fun, even though they don’t go too far in breaking the mold of Fallout 76‘s existing public events.

I also spent more than two hours freely exploring the game’s post-apocalyptic interpretation of Ohio. Despite the new desert aesthetic, it’s all pretty familiar Fallout stuff: raider-infested Super Duper Marts, blown-out neighborhoods, and the like. There is a very large new settlement that has a distinct character compared to the game’s existing towns, and it’s loaded with NPCs. I also enjoyed a public event that has players battling through a junkyard with a cyborg Deathclaw at their side—yep, you read that right.

I’m told there will be a new story quest line attached to the new region that involves a highly intelligent Super Mutant named the Rust King. I didn’t get to do those quests during this demo, though.

Burning Springs doesn’t do anything to rethink Fallout 76‘s basic experience; it’s just more of it, with a different flavor. But since Bethesda has done so much work making that basic experience more fun, that’s OK. It means more Fallout 76 is, in fact, more of a good thing.

TV tie-ins don’t fix a broken game, but they bring new or lapsed players back to a broken game that has since been fixed.

If you don’t like looter shooters, survival crafting games, or the very idea of multiplayer games—and some Fallout players just don’t—it’s not going to change your mind. But if the reason you skipped this game or bounced off of it was that you liked what it was going for but felt it stumbled on the execution, it can’t hurt to give it another try with the new update.

I don’t think that’s such a controversial opinion anymore. As a longtime player, it’s nice to be able to say that.

Photo of Samuel Axon

Samuel Axon is the editorial lead for tech and gaming coverage at Ars Technica. He covers AI, software development, gaming, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

Hands-on with Fallout 76’s next expansion: Yep, it has Walton Goggins Read More »

fortnite-disables-peacemaker-emote-that-might-resemble-a-swastika

Fortnite disables Peacemaker emote that might resemble a swastika

If you watch this for a full hour, leave a comment to receive absolutely no prize.

Epic Games has disabled a Fortnite emote based on the HBO show Peacemaker after the latest episode cast the dancing animation in a potentially different light.

The remainder of this post contains spoilers for Season 2 of Peacemaker.

The “Peaceful Hips” emote, which was first introduced to the game on September 15, mirrors the dance motions that John Cena’s character Christopher Smith makes during the opening credits sequence for the show’s second season. In the dance and the emote (which can be applied to any character in-game), the dancer briefly flails their arms at opposing right angles before shaking their hips seductively.

Some are seeing the dance in a different light after the sixth episode of the show’s second season, “Ignorance is Chris,” which revealed that the alternate universe featured throughout the season has been controlled by swastika-brandishing Nazis. With that knowledge front of mind, the arm movements in the dance emote could be seen as a winking reference to the arms of a swastika.

“[In] season 2 there’s a lot more of the story of the season in the intro, [in] the first season there wasn’t as much of a reference to the story,” choreographer Charissa Barton said in a video interview posted by Warner Bros. last month.

The opening dance sequence to Season 2 of Peacemaker.

The arm motions mean what?

Fans have been picking up on hints of the show’s eventual Nazi-related reveal (including from that opening dance) as the second season has aired over recent weeks. But the confirmation of the link in Sunday’s episode had Epic quickly re-evaluating the emote by Sunday night.

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