gaming

fallout:-london-is-a-huge-fallout-4-mod-that-is-now-playable—and-worth-playing

Fallout: London is a huge Fallout 4 mod that is now playable—and worth playing

The UK equivalent of a Pip-Boy 3000, which is nice to see after so many hours with the wrist-mounted one. Team FOLON

‘Ello, what’s all this, then?

Fallout: London takes place 160 years after the global nuclear war, 40 years before Fallout 3, and in a part of the world that is both remote and didn’t really have official Fallout lore. That means a lot of the typical Fallout fare—Deathclaws, Super Mutants, the Pip-Boy 3000—is left out.

Or, rather, replaced with scores of new enemies, lore, companions, factions, and even some mechanics picked up from the modding scene (ladders!). It’s a kick to see the across-the-pond variants of wasteland stuff: tinned beans, medieval weapons, the Atta-Boy personal computer. There is at least one dog, a bulldog, and his name is Churchill.

As for the story, stop me if you’ve heard this one before: You, newly awakened from an underground chamber (not a Vault, though), enter a ruined London, one riven by factions with deep disagreements about how to move things forward. You’ll take up quests, pick sides, befriend or blast people, and do a lot of peeking into abandoned buildings, hoping to find that last screw you need for a shotgun modification.

London falling

When you first start Fallout: London, you’ll see a London that looks like, honestly, crap. Whatever London did to anger the nuke-having powers of the world, it got them good and mad, and parts of the city are very busted. The city’s disposition to underground spaces has done it well, though, and you can often find yesteryear’s glory in a Tube tunnel, a bunker, or a basement.

As you move on, you’ll get the surge of seeing a part of London you remember, either from a visit or from media, and how it looks with a bit of char to it. The post-war inhabitants have also made their own spaces inside the ruins, some more sophisticated and welcoming than others. Everywhere you look, you can see that familiar Fallout aesthetic—1950s atomic-minded culture persisting until its downfall—shifted into Greenwich Mean Time.

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video-game-libraries-lose-legal-appeal-to-emulate-physical-game-collections-online

Video game libraries lose legal appeal to emulate physical game collections online

In an odd footnote, the Register also notes that emulation of classic game consoles, while not infringing in its own right, has been “historically associated with piracy,” thus “rais[ing] a potential concern” for any emulated remote access to library game catalogs. That footnote paradoxically cites Video Game History Foundation (VGHF) founder and director Frank Cifaldi’s 2016 Game Developers Conference talk on the demonization of emulation and its importance to video game preservation.

“The moment I became the Joker is when someone in charge of copyright law watched my GDC talk about how it’s wrong to associate emulation with piracy and their takeaway was ’emulation is associated with piracy,'” Cifaldi quipped in a social media post.

The fight continues

In a statement issued in response to the decision, the VGHF called out “lobbying efforts by rightsholder groups” that “continue to hold back progress” for researchers. The status quo limiting remote access “forces researchers to explore extra-legal methods to access the vast majority of out-of-print video games that are otherwise unavailable,” the VGHF writes.

“Frankly my colleagues in literary studies or film history have pretty routine and regular access to digitized versions of the things they study,” NYU professor Laine Nooney argued to the Copyright Office earlier this year. “These [travel] impediments [to access physical games] are real and significant and they do impede research in ways that are not equitable compared to our colleagues in other disciplines.”

Software archives like the one at the University of Michigan can be a great resource… if you’re on the premises, that is.

Software archives like the one at the University of Michigan can be a great resource… if you’re on the premises, that is. Credit: University of Michigan

Speaking to Ars Technica, VGHF Library Director Phil Salvador said that the group was “disappointed” in the Copyright Office decision but “proud of the work we’ve done and the impact this process has had. The research we produced during this process has already helped justify everything from game re-releases to grants for researching video game history. Our fight this cycle has raised the level of discourse around game preservation, and we’re going to keep that conversation moving within the game industry.”

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meta-quest-3s-is-a-disappointing-half-step-to-carmack’s-low-cost-vr-vision

Meta Quest 3S is a disappointing half-step to Carmack’s low-cost VR vision


Significant visual and comfort compromises make last year’s Quest 3 a better VR investment.

Look at all those dots. Credit: Kyle Orland

It’s been just over two years now since soon-to-depart CTO John Carmack told a Meta Connect audience about his vision for a super low-end VR headset that came in at $250 and 250 grams. “We’re not building that headset today, but I keep trying,” Carmack said at the time with some exasperation.

On the pricing half of the equation, the recently released Quest 3S headset is nearly on target for Carmack’s hopes and dreams. Meta’s new $299 headset is a significant drop from the $499 Quest 3 and the cheapest price point for a Meta VR headset since the company raised the price of the aging Quest 2 to $400 back in the summer of 2022. When you account for a few years of inflation in there, the Quest 3S is close to the $250 headset Carmack envisioned.

A new button on the underside of the Quest 3S lets you transition to pass-through mode at any time.

Credit: Kyle Orland

A new button on the underside of the Quest 3S lets you transition to pass-through mode at any time. Credit: Kyle Orland

Unfortunately, Meta must still seriously tackle the “250 grams” part of Carmack’s vision. The 514g Quest 3S feels at least as unwieldy on your face as the 515g Quest 3, and both are still quite far from the “super light comforts” Carmack envisioned. Add in all the compromises Meta made so the Quest 3S could hit that lower price point, and you have a cheap, half-measure headset that we can only really recommend to the most price-conscious of VR consumers.

Meta Quest 2 Plus

iFixit’s recent teardown of the Quest 3S shows that the new headset is more than just a spiritual successor to the cheap and popular Quest 2. On the contrary, iFixit found the Quest 3S optical stack uses the exact same parts as the Quest 2, right down to the LCD panels and fresnel lenses.

In 2020, the 1832×1920 per-eye resolution offered by that visual stack represented a significant upgrade from what had come before, especially at such a low price point. Today, though, that dated display technology invites direct comparisons to the 2604×2208 per-eye display on last year’s Quest 3. With the displays sitting just inches from your eyes, that difference represents a very noticeable 20 percent drop in apparent clarity, down from 25 pixels per degree to a mere 20.

Going back to the 3S after a year spent in the Quest 3 is a bit like walking around in glasses that suddenly have a thin layer of Vaseline smeared on them. Everything looks quite a bit fuzzier, especially near the borders of the display, and edges of objects look distinctly more jagged than on the Quest 3. The difference is especially noticeable when trying to read small text in VR or make out fine details in the real world through the headset’s array of passthrough cameras.

It’s not quite a retreat to the days of the infamous “screen door effect” that plagued early Oculus-era headsets, but the distinct visual downgrade makes virtual reality experiences that much less convincing and engrossing on the 3S.

It’s the little things

The visual downgrades on the Quest 3S extend to the field of view, which narrows from 110 horizontal degrees on the Quest 3 to a mere 97 degrees on the 3S (the vertical field of view sees a smaller reduction from 97 degrees to 93 degrees). This difference isn’t as apparent as the drop in resolution between the two headsets, but it does lead to a few more “tunnel vision” moments at the margins. In a game like Beat Saber, for instance, I noticed many of my swings were rendered effectively invisible by the larger black void taking up much of my peripheral vision.

A comparative side view shows the reduced depth of the pancake lens housing on the Quest 3 (top) compared to the Quest 3S (bottom).

Credit: Kyle Orland

A comparative side view shows the reduced depth of the pancake lens housing on the Quest 3 (top) compared to the Quest 3S (bottom). Credit: Kyle Orland

Going back to the fresnel-lens-based Quest 2 visual stack also means doing without the thinner pancake lenses introduced on the Quest 3. The result is an eyebox on the 3S that extends about an inch farther from your face than on the Quest 3. That might not sound like much, but having the lens’ center of gravity farther from your face makes the headset feel a bit heavier and the fit a bit less secure as you move your head around in VR.

Then there are the compromises when it comes to fine-tuning the distance between the Quest 3S’ lenses. On the Quest 3, an adjustment wheel on the bottom of the headset lets you adjust this interpupillary distance (IPD) continuously, down to the millimeter precision. On the Quest 3S, you instead manually shift the lenses into three preset grooves that are a full 5 millimeters apart. If your face’s actual IPD falls in the middle of those 5 mm windows, the result can be the kind of eye strain and trouble focusing that we complained about in our original Quest 2 review.

Meta has also done away with quite a few Quest 3 creature comforts in an apparent effort to keep the Quest 3S price down. The lack of an external depth sensor, for instance, can make things like pass-through video and hand tracking feel a bit more wonky than on the Quest 3. The Quest 3S is missing a standard headphone jack, too, for those still using wired headphones. And the new headset also lacks any automatic face detection, adding the small annoyance of physically tapping the power button to return from sleep mode when you put it back on.

Spend the extra money

From the front, the external cameras are the easiest way to tell the difference between the Quest 3S (left) and the Quest 3.

From the front, the external cameras are the easiest way to tell the difference between the Quest 3S (left) and the Quest 3.

I’ve been comparing the Quest 3S to the Quest 3 because that’s the decision consumers considering a Meta headset will face today (if they can get over the need for a Meta account to use the headset in the first place). But Meta’s discontinuation of the aging Quest 2 means millions of current Quest 2 owners will soon be faced with the prospect of upgrading or abandoning Meta’s VR ecosystem for good, just as original Quest owners did last year.

For those current Quest 2 owners, the Quest 3S represents the cheapest way to maintain continued access to Meta’s library of VR games and apps. And that library continues to expand with everything from mind-bending indie games to quirky multiplayer arenas to single-player adventures like Batman: Arkham Shadow, which now comes free with every Quest 3 or 3S headset.

But the move from a Quest 2 to a Quest 3S is relatively small, considering the four-year gap between the similarly priced headsets. Yes, you’ll notice some significant improvements in the newer headset’s full-color pass-through cameras and the headset’s maximum frame rate (up from 90 Hz to 120 Hz). The 3S also offers a slightly more future-proofed Qualcomm XR Gen 2 processor (over the Quest 2’s original XR processor) and slightly more precise Touch Plus controllers (which are missing the annoying tracking ring on the original Quest 2 controllers).

All told, though, the Quest 3S is far from the generational upgrade from the Quest 2 you might hope for. For that kind of apparent jump, you’re much better off shelling out a bit more money for the full-fledged Quest 3. The improvements in form factor, field of view, IPD adjustment, and especially resolution make the higher-end set well worth the extra money. That’s especially true if you can manage to track down the now-discontinued 128GB Quest 3, which is currently being closed out for just $430 (compared to $500 for the new 528GB version).

If you simply want the cheapest way to access Meta’s library of virtual reality games, the Quest 3S certainly fills that hole in the market. If you want a more robust VR experience that’s likely to suffice further into the future, though, the extra investment in a Quest 3 headset is probably worth it.

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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squadron-42’s-new-2026-launch-date-will-miss-its-original-target-by-11-years

Squadron 42’s new 2026 launch date will miss its original target by 11 years

Arena Commander was revealed to the public at PAX East in April 2014. From our perch in the press balcony, we could see the dev team on the stage (including Roberts) frantically re-compiling the game so that it would run properly.

Credit: Lee Hutchinson

Arena Commander was revealed to the public at PAX East in April 2014. From our perch in the press balcony, we could see the dev team on the stage (including Roberts) frantically re-compiling the game so that it would run properly. Credit: Lee Hutchinson

The planned May 2014 release of that module was eventually delayed until December. At the time, we noted that “a full release of the Star Citizen MMORPG [would be] expected near the end of 2016,” a date that now seems as naive as the original 2015 launch window for Squadron 42.

“We will build the game you are dreaming about”

Back in 2014, Roberts Space Industries had raised a mere $67 million from crowdfunders eager to see Roberts’ lofty vision for a new era of space simulation games. Now, that funding has climbed past a staggering $731 million from players buying pricey virtual ships in a game that still exists only as an unpolished alpha plagued with significant gameplay issues.

Roberts said in a March update that the team had “spent significant time looking at what Star Citizen 1.0 means and what it would take to get there.” For now, though, the team “is hard at work, heads down, driving toward the finish line” for Squadron 42, as highlighted by the game’s public progress tracker.

A fan-designed Star Citizen development roadmap summary, posted in early 2023.

A fan-designed Star Citizen development roadmap summary, posted in early 2023. Credit: Odysseus1992

The extremely lengthy development path for Star Citizen and Squadron 42 has become something of a joke in the 12 years since it first became a crowdfunding darling. But it’s not like we weren’t warned. In 2012, Roberts Space Industries offered a public pledge that the use of crowdfunding meant the developer would “focus on quality free of the pressure to deliver by a certain financial quarter.” The team also warned that “there may be delays and there may be changes; we recognize that such things are inevitable and would be lying to you if we claimed otherwise.”

“You’ve done your part, and we will now do our utmost to live up to your expectations,” the team wrote in that now 12-year-old pledge. “We will build you the game you are dreaming about.”

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mechwarrior-5:-clans-is-supposed-to-be-newbie-friendly,-and-i-put-it-to-the-test

MechWarrior 5: Clans is supposed to be newbie-friendly, and I put it to the test

There are multiple layers to a Clans battle. There is your actual movement, which can take getting used to, with your legs moving on their own trajectory while you swivel your torso. There is your squad and how they’re deployed, which takes up many of your background thought cycles. And there is your mech, its heating levels, its armor condition, its speed, and everything else you set yourself up for during customization.

Your enemies and your copilots are, well, pretty dumb. There’s good variety in what you face and what you must do, but nobody besides you on the field seems to have a great sense of how verticality works or what the most important thing on the field is at that moment. Once you accept that your squad mates are powerful dummies, you’ll learn to let go of your own mech a bit and spend more time nudging them around or jumping into their cockpits and taking over for a spell.

The nature of mech combat in these games did not, after a half-dozen missions, click with me. On some level, it’s interesting juggling various weapons, positioning yourself with limited movement, and directing teammates. I’m going slow, and it feels like a slog, but I could go faster if I had made a different choice during loadout. I’d just have to make somebody else the heavy.

But it’s also a crunchy simulation game, simulating machinery that does not actually exist. Everything that stands between you and your sense of capable combat is a choice made by the developers.

Mecha culpa

Based on my conversations with longtime MechWarrior fans and reading lots of positive reviews to figure out if there’s something wrong with me, I think MechWarrior 5: Clans is a very juicy offering for mech fans who have been hungry for something new (and especially something set in this Clans-coming-back period) for quite some time. I’m just not entranced as a newcomer, and I’m now thinking something like Armored Core VI would be more my speed if I’m looking for rocking or possibly socking robots. I also didn’t engage with multiplayer at all, so my standard dismissal of combatant AI would only half-apply there.

By all means, though, tell me and each other how this game looks or plays to you. I was not bio-engineered for MechWarrior (I mean, just look at how many contractions I use), but I can still appreciate that it looks pretty good for those who fit better into the chassis.

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$250-analogue-3d-will-play-all-your-n64-cartridges-in-4k-early-next-year

$250 Analogue 3D will play all your N64 cartridges in 4K early next year

It’s been exactly one year since the initial announcement of the Analogue 3D, an HD-upscaled, FPGA-powered Nintendo 64 in the tradition of Analogue’s long-running line of high-end retro machines. Today, Analogue is revealing more details about the hardware, which will sell for $250 and plans to ship in the first quarter of 2025 (a slight delay from the previously announced 2024 release plan).

Like previous Analogue devices, the Analogue 3D uses a field-programmable gate array (FPGA) to simulate the actual logic gates found in original N64 hardware. That helps ensure 100 percent compatibility with the entire N64 cartridge library across all regions, Analogue promises, and should avoid the long-standing accuracy and lag issues inherent to most software-based emulation of the N64.

White and black hardware shells will be available for the Analogue 3D.

Credit: Analogue

White and black hardware shells will be available for the Analogue 3D. Credit: Analogue

To get that level of fidelity, the Analogue team spent four years programming an Altera Cyclone FPGA with a full 220,000 logic elements. That’s a big step up from previous Analogue devices—the Analogue Pocket’s main FPGA board featured just 49,000 logic elements three years ago. But the Analogue Pocket also included a second, 15,000-logic-element FPGA, which allowed it to run an expanding list of openFPGA cores to support games from other classic consoles.

Analogue has abandoned that additional FPGA for the Analogue 3D, meaning those openFPGA cores will not be usable on the new hardware. “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 last year.

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xbox-plans-to-set-up-shop-on-android-devices-if-court-order-holds

Xbox plans to set up shop on Android devices if court order holds

After a US court ruled earlier this week that Google must open its Play Store to allow for third-party app stores and alternative payment options, Microsoft is moving quickly to slide into this slightly ajar door.

Sarah Bond, president of Xbox, posted on X (formerly Twitter) Thursday evening that the ruling “will allow more choice and flexibility.” “Our mission is to allow more players to play on more devices so we are thrilled to share that starting in November, players will be able to play and purchase Xbox games directly from the Xbox App on Android,” Bond wrote.

Because the court order requires Google to stop forcing apps to use its own billing system and allow for third-party app stores inside Google Play itself, Microsoft now intends to offer Xbox games directly through its app. Most games will likely not run directly on Android, but a revamped Xbox Android app could also directly stream purchased or subscribed games to Android devices.

Until now, buying Xbox games (or most any game) on a mobile device has typically involved either navigating to a web-based store in a browser—while avoiding attempts by the phone to open a store’s official app—or simply using a different device entirely to buy the game, then playing or streaming it on the phone.

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asahi-linux’s-bespoke-gpu-driver-is-running-windows-games-on-apple-silicon-macs

Asahi Linux’s bespoke GPU driver is running Windows games on Apple Silicon Macs

A few years ago, the idea of running PC games on a Mac, in Linux, or on Arm processors would have been laughable. But the developers behind Asahi Linux—the independent project that is getting Linux working on Apple Silicon Macs—have managed to do all three of these things at once.

The feat brings together a perfect storm of open source projects, according to Asahi Linux GPU lead Alyssa Rosenzweig: the FEX project to translate x86 CPU code to Arm, the Wine project to get Windows binaries running on Linux, DXVK and the Proton project to translate DirectX 12 API calls into Vulkan API calls, and of course the Asahi project’s Vulkan-conformant driver for Apple’s graphics hardware.

Games are technically run inside a virtual machine because of differences in how Apple Silicon and x86 systems address memory—Apple’s systems use 16 KB memory pages, while x86 systems use 4 KB pages, something that causes issues for Asahi and some other Arm Linux distros on a regular basis and a gap that the VM bridges.

You’d never guess that this was the Windows version of Fallout 4 running on a Mac that was running Linux. Credit: Alyssa Rosenzweig

Rosenzweig’s post shows off screenshots of ControlFallout 4The Witcher 3GhostrunnerCyberpunk 2077, Portal 2, and Hollow Knight, though as she notes, most of these games won’t run at anywhere near 60 frames per second yet.

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steam-adds-the-harsh-truth-that-you’re-buying-“a-license,”-not-the-game-itself

Steam adds the harsh truth that you’re buying “a license,” not the game itself

There comes a point in most experienced Steam shoppers’ lives where they wonder what would happen if their account was canceled or stolen, or perhaps they just stopped breathing. It’s scary to think about how many games in your backlog will never get played; scarier, still, to think about how you don’t, in most real senses of the word, own any of them.

Now Valve, seemingly working to comply with a new California law targeting “false advertising” of “digital goods,” has added language to its checkout page to confirm that thinking. “A purchase of a digital product grants a license for the product on Steam,” the Steam cart now tells its customers, with a link to the Steam Subscriber Agreement further below.

Credit: Kevin Purdy

California’s AB2426 law, signed by Gov. Gavin Newsom Sept. 26, excludes subscription-only services, free games, and digital goods that offer “permanent offline download to an external storage source to be used without a connection to the internet.” Otherwise, sellers of digital goods cannot use the terms “buy, purchase,” or related terms that would “confer an unrestricted ownership interest in the digital good.” And they must explain, conspicuously, in plain language, that “the digital good is a license” and link to terms and conditions.

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nintendo’s-new-clock-tracks-your-movement-in-bed

Nintendo’s new clock tracks your movement in bed

The motion detectors reportedly work with various bed sizes, from twin to king. As users shift position, the clock’s display responds by moving on-screen characters from left to right and playing sound effects from Nintendo video games based on different selectable themes.

A photo of Nintendo Sound Clock Alarmo.

A photo of Nintendo Sound Clock Alarmo.

A photo of Nintendo Sound Clock Alarmo. Credit: Nintendo

The Verge’s Chris Welch examined the new device at Nintendo’s New York City store shortly after its announcement, noting that setting up Alarmo involves a lengthy process of configuring its motion-detection features. The setup cannot be skipped and might prove challenging for younger users. The clock prompts users to input the date, time, and bed-related information to calibrate its sensors properly. Even so, Welch described “small, thoughtful Nintendo touches throughout the experience.”

Themes and sounds

Beyond motion tracking, the clock has a few other tricks up its sleeve. Its screen brightness adjusts automatically based on ambient light levels, and users can control Alarmo through buttons on top, including a large dial for navigation and selection.

The device’s full-color rectangular display shows the time and 35 different scenes that feature animated Nintendo characters from games like the aforementioned Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Splatoon 3, as well as Pikmin 4 and Ring Fit Adventure.

A promotional image for a Super Mario Odyssey theme for the Nintendo Sound Clock Alarmo. Nintendo

Alarmo also offers sleep sounds to help users doze off. Nintendo plans to release additional downloadable sounds and themes for the device in the future using its built-in Wi-Fi capabilities, which are accessible after linking a Nintendo account. The Nintendo website mentions upcoming themes for Mario Kart 8 Deluxe and Animal Crossing: New Horizons in particular.

As of today, Nintendo Online members can order an Alarmo online, and as mentioned above, Nintendo says the clock will be available through other retailers in January 2025.

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alleged-switch-modder-takes-on-nintendo’s-legal-might-without-a-lawyer

Alleged Switch modder takes on Nintendo’s legal might without a lawyer

When faced with a legal threat from Nintendo, most alleged modders, ROM pirates, and/or emulator makers will simply give in to a cease-and-desist demand, reach an out of court settlement, or plead guilty rather than hiring legal representation for what could be a lengthy, costly trial. Then there’s Ryan Daly, alleged owner of ModdedHardware.com, who has apparently decided to represent himself as a recent lawsuit brought against him by the Switch maker moves forward.

Nintendo says it first approached Daly in March about his site (currently password-protected but archived here) and its sales of modded Switch consoles, console modding services, and piracy-enabling devices such as the MIG Switch card that were pre-installed with popular Nintendo games. At that time, Daly agreed “both verbally and in signed writing” to refrain from these infringing sales, according to Nintendo. It was only after months of Daly continuing those sales and largely ignoring further contact from Nintendo that the company says it was forced to file its June lawsuit in a Seattle federal court.

In that initial lawsuit, Nintendo said it “received a communication from a lawyer purporting to represent [Daly]” in June, followed by a message days later that Daly “was in the process of obtaining new counsel.” That search for new counsel has seemingly not moved forward, as last week Daly filed a pro se response to Nintendo’s allegations, representing himself without any outside legal advice (thanks, TorrentFreak).

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alien:-isolation-sequel-bursts-into-existence,-10-years-after-original

Alien: Isolation sequel bursts into existence, 10 years after original

The Alien franchise is about uncaring monsters, unfeeling corporations, and horrific, claustrophobic terror. Given this setting, it almost made sense, what happened to the original Alien: Isolation.

The game was released to positive reviews, is now considered one of the best games ever made, and sold more than 2 million copies within its first few months. Despite this, Isolation only got “close to break-even or just about in the black,” then-Creative Assembly studio director Tim Heaton told GamesIndustry.biz a year after release. With the rapid evolution of AAA game development, that wasn’t enough. And so, like a salvage team diverted to a bio-weapon recovery mission, Isolation and its momentum were seemingly abandoned.

Gameplay and review accolades for Alien: Isolation, released 10 years ago today.

Abandoned, that is, until today, the 10th anniversary of that game’s 2014 release. The appropriately named Al Hope, creative director of Isolation studio Creative Assembly, posted on X (formerly Twitter) that his team had “heard your distress calls loud and clear,” and could confirm that “a sequel to Alien: Isolation is in early development.”

The original game stands out to this day for its bold yet entirely appropriate take on making an Alien game. You play as Amanda Ripley, daughter of iconic heroine Ellen Ripley, working for Weyland-Yutani in a welding job. You get a chance to find out more about what happened to your mother, but—you’ll never believe it—things go terribly wrong, and now you are hunted.

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