gaming

why-more-pc-gaming-handhelds-should-ditch-windows-for-steamos

Why more PC gaming handhelds should ditch Windows for SteamOS

Yes, that is SteamOS. No, that is not a Steam Deck.

Enlarge / Yes, that is SteamOS. No, that is not a Steam Deck.

Since the successful launch of the Steam Deck nearly two years ago, we’ve seen plenty of would-be competitors that have tried to mimic the Deck’s portable form factor and ability to run PC games. Thus far, though, these competitors have all been missing one of the Steam Deck’s best features: integration with the increasingly robust, Linux-based SteamOS 3.

That’s finally set to change with the just-announced Ayaneo Next Lite, the first non-Valve portable hardware set to come with SteamOS pre-installed. We can only hope this is the start of a trend, as Valve’s gaming-focused operating system brings many advantages over gaming portables (and maybe desktops) that run a full Windows installation.

A bespoke, portable gaming OS

Ayaneo’s announcement highlights a few vague-ish features of the Next Lite, including a 7-inch 800p screen, a 47 Wh battery, and drift-resistant hall-effect joysticks. But even though the announcement doesn’t include a specific asking price, Ayaneo promises that the device “integrates outstanding cost-effectiveness” and will be “the all-new cost-effective choice with flagship experiences.”

That ad copy highlights one of the main advantages a SteamOS-based gaming portable brings over one sporting Windows: cost. Sure, OEMs are likely paying much less than the $139 consumer asking price for a copy of Windows 11. Still, even a $70-per-unit bulk license would represent a good 10 percent of the ASUS ROG Ally’s $700 asking price (and an even bigger chunk of the price difference between the Ally and the Steam Deck). In an increasingly competitive portable PC gaming market, being able to cut out that significant cost over Windows-based alternatives could be a big deal.

Look how happy not paying for a Windows license has made these gamers.

Enlarge / Look how happy not paying for a Windows license has made these gamers.

Then there’s the interface. Modern Windows is designed with a desktop/laptop or tablet form factor in mind. That UI definitely leaves something to be desired when forced into a 7- or 8-inch touchscreen that lacks a keyboard and mouse. Our review of the ROG Ally highlights just how annoying it can be to have to fiddle with Windows settings on a touchscreen running “an awkwardly scaled” version of the OS. And while Microsoft has experimented with a handheld-friendly version of Windows meant for portable gaming devices, nothing public has yet come of the effort.

SteamOS 3, on the other hand, has been built from the ground up with portable gaming on Steam Deck in mind. That comes through in many little ways, like a built-in “suspend” mode, tons of battery-optimization features, and menus that are designed for a small screen and joystick navigation.

And let’s not forget the way that most Steam games are pre-configured and optimized to “just work” on the OS after you download them, eliminating the kind of settings tweaking that’s often needed when running Windows on a gaming portable. As Ars’ Kevin Purdy summed it up in his ROG Ally review, “I find it easier to install, launch, and configure games on Valve’s Steam Deck, a handheld PC rooted in Arch Linux, than on the Ally’s combination of Windows 11 and Asus’ own Armoury Crate software.”

Who needs Windows?

The Witcher 3 on the ROG Ally.” height=”480″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/rogally-640×480.jpg” width=”640″>

Enlarge / A mess of launchers and OS cruft crowd the screen when launching The Witcher 3 on the ROG Ally.

Kevin Purdy

Yes, a Windows installation means a gaming portable is compatible with almost every PC game ever made, including many that still don’t run on SteamOS for one reason or another. But SteamOS’s robust Proton compatibility layer means an ever-expanding list of thousands of games are certified as at least “Playable” on SteamOS, including most of Steam’s most popular titles. That’s a huge change from the desktop-focused “Steam Machines” era of the mid-’10s, when early versions of SteamOS could only run the relative handful of games that developers bothered to explicitly port to Linux.

While Proton does come with at least some performance overhead, a variety of Steam Deck benchmarks show games running under SteamOS tend to perform comparably (or sometimes better) than those running under Windows on the handheld. That’s also a huge change from the Steam Machines era, when Ars’ testing showed that many SteamOS games ran significantly worse than their Windows counterparts on the same desktop hardware.

Why more PC gaming handhelds should ditch Windows for SteamOS Read More »

valve-now-allows-the-“vast-majority”-of-ai-powered-games-on-steam

Valve now allows the “vast majority” of AI-powered games on Steam

Open the flood gates —

New reporting system will enforce “guardrails” for “live-generated” AI content.

Can you tell which of these seemingly identical bits of Steam iconography were generated using AI (trick question, it's none of them).

Can you tell which of these seemingly identical bits of Steam iconography were generated using AI (trick question, it’s none of them).

Aurich Lawson

Last summer, Valve told Ars Technica that it was worried about potential legal issues surrounding games made with the assistance of AI models trained on copyrighted works and that it was “working through how to integrate [AI] into our already-existing review policies.” Today, the company is rolling out the results of that months-long review, announcing a new set of developer policies that it says “will enable us to release the vast majority of games that use [AI tools].”

Developers that use AI-powered tools “in the development [or] execution of your game” will now be allowed to put their games on Steam so long as they disclose that usage in the standard Content Survey when submitting to Steam. Such AI integration will be separated into categories of “pre-generated” content that is “created with the help of AI tools during development” (e.g., using DALL-E for in-game images) and “live-generated” content that is “created with the help of AI tools while the game is running” (e.g., using Nvidia’s AI-powered NPC technology).

Those disclosures will be shared on the Steam store pages for these games, which should help players who want to avoid certain types of AI content. But disclosure will not be sufficient for games that use live-generated AI for “Adult Only Sexual Content,” which Valve says it is “unable to release… right now.”

Put up the guardrails

For pre-generated AI content, Valve warns that developers still have to ensure that their games “will not include illegal or infringing content.” But that promise only extends to the “output of AI-generated content” and doesn’t address the copyright status of content used by the training models themselves. The status of those training models was a primary concern for Valve last summer when the company cited the “legal uncertainty relating to data used to train AI models,” but such concerns don’t even merit a mention in today’s new policies.

For live-generated content, on the other hand, Valve is requiring developers “to tell us what kind of guardrails you’re putting on your AI to ensure it’s not generating illegal content.” Such guardrails should hopefully prevent situations like that faced by AI Dungeon, which in 2021 drew controversy for using an OpenAI model that could be used to generate sexual content featuring children in the game. Valve says a new “in-game overlay” will allow players to submit reports if they run into that kind of inappropriate AI-generated content in Steam games.

Over the last year or so, many game developers have started to embrace a variety of AI tools in the creation of everything from background art and NPC dialogue to motion capture and voice generation. But some developers have taken a hardline stance against anything that could supplant the role of humans in game making. “We are extremely against the idea that anything creative could or should take [the] place of skilled specialists, to which we mean ourselves,” Digital Extremes Creative Director Rebecca Ford told the CBC last year.

In September, Epic Games CEO Tim Sweeney responded to reports of a ChatGPT-powered game being banned from Steam by explicitly welcoming such games on the Epic Games Store. “We don’t ban games for using new technologies,” Sweeney wrote on social media.

Valve now allows the “vast majority” of AI-powered games on Steam Read More »

nvidia’s-g-sync-pulsar-is-anti-blur-monitor-tech-aimed-squarely-at-your-eyeball

Nvidia’s G-Sync Pulsar is anti-blur monitor tech aimed squarely at your eyeball

What will they sync of next? —

Branded monitors can sync pixels to backlighting, refresh rate, and GPU frames.

Motion blur demonstration of G-Sync Pulsar, with

Enlarge / None of this would be necessary if it weren’t for your inferior eyes, which retain the colors of pixels for fractions of a second longer than is optimal for shooting dudes.

Nvidia

Gaming hardware has done a lot in the last decade to push a lot of pixels very quickly across screens. But one piece of hardware has always led to complications: the eyeball. Nvidia is targeting that last part of the visual quality chain with its newest G-Sync offering, Pulsar.

Motion blur, when it’s not caused by slow LCD pixel transitions, is caused by “the persistence of an image on the retina, as our eyes track movement on-screen,” as Nvidia explains it. Prior improvements in display tech, like variable rate refresh, Ultra Low Motion Blur, and Variable Overdrive have helped with the hardware causes of this deficiency. The eyes and their object permanence, however, can only be addressed by strobing a monitor’s backlight.

You can’t just set that light blinking, however. Variable strobing frequencies causes flicker, and timing the strobe to the monitor refresh rate—itself also tied to the graphics card output—was tricky. Nvidia says it has solved that issue with its G-Sync Pulsar tech, employing “a novel algorithm” in “synergizing” its variable refresh smoothing and monitor pulsing. The result is that pixels are transitioned from one color to another at a rate that reduces motion blur and pixel ghosting.

Nvidia also claims that Pulsar can help with the visual discomfort caused by some strobing effects, as the feature “intelligently controls the pulse’s brightness and duration.”

  • The featureless axis labels make my brain hurt, but I believe this chart suggests that G-Sync Pulsar does the work of timing out exactly when to refresh screen pixels at 360 Hz.

    Nvidia

  • The same, but this time at 200 Hz.

    Nvidia

  • And again, this time at 100 Hz. Rapidly changing pixels are weird, huh?

    Nvidia

To accommodate this “radical rethinking of display technology,” a monitor will need Nvidia’s own chips built in. There are none yet, but the Asus ROG Swift PG27 Series G-Sync and its 360 Hz refresh rate is coming “later this year.” No price for that monitor is available yet.

It’s hard to verify how this looks and feels without hands-on time. PC Gamer checked out Pulsar at CES this week and verified that, yes, it’s easier to read the name of the guy you’re going to shoot while you’re strafing left and right at an incredibly high refresh rate. Nvidia also provided a video, captured at 1,000 frames per second, for those curious.

Nvidia’s demonstration of G-Sync Pulsar, using Counter-Strike 2 filmed at 1000 fps, on a 360 Hz monitor, with Pulsar on and off, played back at 1/24 speed.

Pulsar signals Nvidia’s desire to once again create an exclusive G-Sync monitor feature designed to encourage a wraparound Nvidia presence on the modern gaming PC. It’s a move that has sometimes backfired on the firm before. The company relented to market pressures in 2019 and enabled G-Sync in various variable refresh rate monitors powered by VESA’s Display port Adaptive-Sync tech (more commonly known by its use in AMD’s FreeSync monitors). G-Sync monitors were selling for typically hundreds of dollars more than their FreeSync counterparts, and while they technically had some exclusive additional features, the higher price points likely hurt Nvidia’s appeal when a gamer was looking at the full cost of new or upgraded system.

There will not be any such cross-standard compatibility with G-Sync Pulsar, which will only be offered on monitors with a G-Sync Ultimate badge, and then further support Pulsar, specifically. There’s always a chance that another group will develop its own synced-strobe technology that could work across GPUs, but nothing is happening as of yet.

In related frame-rate news, Nvidia also announced this week that its GeForce Now game streaming service will offer G-Sync capabilities to those on Ultimate or Priority memberships and playing on capable screens. Nvidia claims that, paired with its Reflex offering on GeForce Now, the two “make cloud gaming experiences nearly indistinguishable from local ones.” I’ll emphasize here that those are Nvidia’s words, not the author’s.

Nvidia’s G-Sync Pulsar is anti-blur monitor tech aimed squarely at your eyeball Read More »

unity-lays-off-an-additional-25-percent-of-its-staffers

Unity lays off an additional 25 percent of its staffers

Disunity —

1,800 newly announced job cuts come on top of 1,300 layoffs since mid-2022.

Unity lays off an additional 25 percent of its staffers

Unity

When Unity laid off 265 Weta Digital engineers in November, the company warned that more layoffs would be necessary in the near future as part of a plan to “refocus” on the company’s core game engine business. A large chunk of those changes became real on Monday as the Unity Engine maker told the SEC that “it plans to reduce approximately 1,800 employee roles, or approximately 25% of its current workforce.”

“This decision was not taken lightly, and we extend our deepest gratitude to those affected for their dedication and contributions,” Unity Director of PR Kelly Ekins said in a statement to The Verge. Ekins added that the layoffs will be spread across “all teams,” and a company spokesperson told Reuters that this round of layoffs will be complete by March, with additional internal changes coming thereafter.

The massive staffing cuts come after over 1,300 layoffs already implemented across the company in multiple waves since June 2022 (including those November Weta Digital cuts). Despite that, Unity’s statement to the SEC says these further cuts are necessary “to position [the company] for long-term and profitable growth.”

Hemorrhaging money

The company’s recent financial statements show why such a drastic change is even being considered. Despite annual revenues measured in the billions, Unity has struggled to show a profit in recent years, reporting net losses of $859 million for the 12 months ending in September 2023.

Unity’s stock price, which jumped nearly 4 percent in the immediate wake of the layoff news late Monday, is back down to its lowest level since mid-December as of Tuesday morning. That stock price is currently down nearly 40 percent from its late 2020 IPO and off over 80 percent from its peak in late 2021.

But Unity stock is now up over 40 percent since interim CEO Jim Whitehurst (who was the former CEO of Red Hat) announced a “company reset” in a November shareholder letter. At the time, Whitehurst warned that Unity “will likely include discontinuing certain product offerings, reducing our workforce, and reducing our office footprint” as the company implements plans “to increase our focus on our core; the Unity Editor and Runtime, and Monetization Solutions.”

Recovering from Riccitiello

Of course, Whitehurst was only in a position to make that kind of statement after October’s abrupt resignation of Unity CEO John Riccitiello after nine years heading the company. Riccitiello departed amid the announcement and significant rollback of a developer-enraging plan to charge “per-install” fees on all Unity Engine games. That botched rollout—which has since been scaled back to a capped runtime fee for successful commercial projects—contributed to a sense of widespread joy over Riccitiello’s departure across the game development community.

Riccitiello oversaw Unity through an expensive wave of corporate acquisitions after the company’s IPO, including cloud gaming service Parsec, mobile ad giant Ironsource, and 3D collaboration company SyncSketch, to name just a few. Those ancillary products and services may be in particular danger as Unity plans to “reduc[e] the number of things we are doing in order to focus on our core business and drive our long-term success and profitability,” as Whitehurst wrote Monday in a company memo obtained by Reuters.

Even with the massively reduced headcount and new focus on the engine business, Unity isn’t expecting its corporate fortunes to turn around any time soon. In his November investor letter, Whitehurst said, “We expect the impact of this [runtime fee] business model change to have minimal benefit in 2024 and ramp from there as customers adopt our new releases.”

Unity lays off an additional 25 percent of its staffers Read More »

they’re-not-cheap,-but-nvidia’s-new-super-gpus-are-a-step-in-the-right-direction

They’re not cheap, but Nvidia’s new Super GPUs are a step in the right direction

supersize me —

RTX 4080, 4070 Ti, and 4070 Super arrive with price cuts and/or spec bumps.

Nvidia's latest GPUs, apparently dropping out of hyperspace.

Enlarge / Nvidia’s latest GPUs, apparently dropping out of hyperspace.

Nvidia

  • Nvidia’s latest GPUs, apparently dropping out of hyperspace.

    Nvidia

  • The RTX 4080 Super.

    Nvidia

  • Comparing it to the last couple of xx80 GPUs (but not the original 4080).

    Nvidia

  • The 4070 Ti Super.

    Nvidia

  • Comparing to past xx70 Ti generations.

    Nvidia

  • The 4070 Super.

    Nvidia

  • Compared to past xx70 generations.

    Nvidia

If there’s been one consistent criticism of Nvidia’s RTX 40-series graphics cards, it’s been pricing. All of Nvidia’s product tiers have seen their prices creep up over the last few years, but cards like the 4090 raised prices to new heights, while lower-end models like the 4060 and 4060 Ti kept pricing the same but didn’t improve performance much.

Today, Nvidia is sprucing up its 4070 and 4080 tiers with a mid-generation “Super” refresh that at least partially addresses some of these pricing problems. Like older Super GPUs, the 4070 Super, 4070 Ti Super, and 4080 Super use the same architecture and support all the same features as their non-Super versions, but with bumped specs and tweaked prices that might make them more appealing to people who skipped the originals.

The 4070 Super will launch first, on January 17, for $599. The $799 RTX 4070 Ti Super launches on January 24, and the $999 4080 Super follows on January 31.

RTX 4090 RTX 4080 RTX 4080 Super RTX 4070 Ti RTX 4070 Ti Super RTX 4070 RTX 4070 Super
CUDA Cores 16,384 9,728 10,240 7,680 8,448 5,888 7,168
Boost Clock 2,520 MHz 2,505 MHz 2,550 MHz 2,610 MHz 2,610 MHz 2,475 MHz 2,475 MHz
Memory Bus Width 384-bit 256-bit 256-bit 192-bit 256-bit 192-bit 192-bit
Memory Clock 1,313 MHz 1,400 MHz 1,437 MHz 1,313 MHz 1,313 MHz 1,313 MHz 1,313 MHz
Memory size 24GB GDDR6X 16GB GDDR6X 16GB GDDR6X 12GB GDDR6X 16GB GDDR6X 12GB GDDR6X 12GB GDDR6X
TGP 450 W 320 W 320 W 285 W 285 W 200 W 220 W

Of the three cards, the 4080 Super probably brings the least significant spec bump, with a handful of extra CUDA cores and small clock speed increases but the same amount of memory and the same 256-bit memory interface. Its main innovation is its price, which at $999 is $200 lower than the original 4080’s $1,199 launch price. This doesn’t make it a bargain—we’re still talking about a $1,000 graphics card—but the 4080 Super feels like a more proportionate step down from the 4090 and a good competitor to AMD’s flagship Radeon RX 7900 XTX.

The 4070 Ti Super stays at the same $799 price as the 4070 Ti (which, if you’ll recall, was nearly launched at $899 as the “RTX 4080 12GB“) but addresses two major gripes with the original by stepping up to a 256-bit memory interface and 16GB of RAM. It also picks up some extra CUDA cores, while staying within the same power envelope as the original 4070 Ti. These changes should help it keep up with modern 4K games, where the smaller pool of memory and narrower memory interface of the original 4070 Ti could sometimes be a drag on performance.

Most of the RTX 40-series lineup. The original 4080 and 4070 Ti are going away, while the original 4070 now slots in at $549. It's not shown here, but Nvidia confirmed that the 16GB 4060 Ti is also sticking around at $449.

Enlarge / Most of the RTX 40-series lineup. The original 4080 and 4070 Ti are going away, while the original 4070 now slots in at $549. It’s not shown here, but Nvidia confirmed that the 16GB 4060 Ti is also sticking around at $449.

Nvidia

Finally, we get to the RTX 4070 Super, which also keeps the 4070’s $599 price tag but sees a substantial uptick in processing hardware, from 5,888 CUDA cores to 7,168 (the power envelope also increases, from 200 W to 220 W). The memory system remains unchanged. The original 4070 was already a decent baseline for entry-level 4K gaming and very good 1440p gaming, and the 4070 Super should make 60 FPS 4K attainable in even more games.

Nvidia says that the original 4070 Ti and 4080 will be phased out. The original 4070 will stick around at a new $549 price, $50 less than before, but not particularly appealing compared to the $599 4070 Super. The 4090, 4060, and the 8GB and 16GB versions of the 4060 Ti all remain available for the same prices as before.

  • The Super cards’ high-level average performance compared to some past generations of GPU, without DLSS 3 frame generation numbers muddying the waters. The 4070 should be a bit faster than an RTX 3090 most of the time.

    Nvidia

  • Some RTX 4080 performance comparisons. Note that the games at the top all have DLSS 3 frame generation enabled for the 4080 Super, while the older cards don’t support it.

    Nvidia

  • The 4070 Ti Super vs the 3070 Ti and 2070 Super.

    Nvidia

  • The 4070 Super versus the 3070 and the 2070.

    Nvidia

Nvidia’s performance comparisons focus mostly on older-generation cards rather than the non-Super versions, and per usual for 40-series GPU announcements, they lean heavily on performance numbers that are inflated by DLSS 3 frame generation. In terms of pure rendering performance, Nvidia says the 4070 Super should outperform an RTX 3090—impressive, given that the original 4070 was closer to an RTX 3080. The RTX 4080 Super is said to be roughly twice as fast as an RTX 3080, and Nvidia says the RTX 4070 Ti Super will be roughly 2.5 times faster than a 3070 Ti.

Though all three of these cards provide substantially more value than their non-Super predecessors at the same prices, the fact remains that prices have still gone up compared to past generations. Nvidia last released a Super refresh during the RTX 20-series back in 2019; the RTX 2080 Super went for $699 and the 2070 Super for $499. But the 4080 Super, 4070 Ti Super, and 4070 Super will give you more for your money than you could get before, which is at least a move in the right direction.

They’re not cheap, but Nvidia’s new Super GPUs are a step in the right direction Read More »

$329-radeon-7600-xt-brings-16gb-of-memory-to-amd’s-latest-midrange-gpu

$329 Radeon 7600 XT brings 16GB of memory to AMD’s latest midrange GPU

more rams —

Updated 7600 XT also bumps up clock speeds and power requirements.

The new Radeon RX 7600 XT mostly just adds extra memory, though clock speeds and power requirements have also increased somewhat.

Enlarge / The new Radeon RX 7600 XT mostly just adds extra memory, though clock speeds and power requirements have also increased somewhat.

AMD

Graphics card buyers seem anxious about buying a GPU with enough memory installed, even in midrange graphics cards that aren’t otherwise equipped to play games at super-high resolutions. And while this anxiety tends to be a bit overblown—lots of first- and third-party testing of cards like the GeForce 4060 Ti shows that just a handful of games benefit when all you do is boost GPU memory from 8GB to 16GB—there’s still a market for less-expensive GPUs with big pools of memory, whether you’re playing games that need it or running compute tasks that benefit from it.

That’s the apparent impetus behind AMD’s sole GPU announcement from its slate of CES news today: the $329 Radeon RX 7600 XT, a version of last year’s $269 RX 7600 with twice as much memory, slightly higher clock speeds, and higher power use to go with it.

RX 7700 XT RX 7600 RX 7600 XT RX 6600 RX 6600 XT RX 6650 XT RX 6750 XT
Compute units (Stream processors) 54 (3,456) 32 (2,048) 32 (2,048) 28 (1,792) 32 (2,048) 32 (2,048) 40 (2,560)
Boost Clock 2,544 MHz 2,600 MHz 2,760 MHz 2,490 MHz 2,589 MHz 2,635 MHz 2,600 MHz
Memory Bus Width 192-bit 128-bit 128-bit 128-bit 128-bit 128-bit 192-bit
Memory Clock 2,250 MHz 2,250 MHz 2,250 MHz 1,750 MHz 2,000 MHz 2,190 MHz 2,250 MHz
Memory size 12GB GDDR6 8GB GDDR6 16GB GDDR6 8GB GDDR6 8GB GDDR6 8GB GDDR6 12GB GDDR6
Total board power (TBP) 245 W 165 W 190 W 132 W 160 W 180 W 250 W

The core specifications of the 7600 XT remain the same as the regular 7600: 32 of AMD’s compute units (CUs) based on the RDNA3 GPU architecture and the same memory clock speed attached to the same 128-bit memory bus. But RAM has been boosted from 8GB to 16GB, and the GPU’s clock speeds have been boosted a little, ensuring that the card runs games a little faster than the regular 7600, even in games that don’t care about the extra memory.

Images of AMD’s reference design show a slightly larger card than the regular 7600, with a second 8-pin power connector to provide the extra power (total board power increases from 165 W to 190 W). The only other difference between the cards is DisplayPort 2.1 support—it was optional in the regular RX 7600, but all 7600 XTs will have it. That brings it in line with all the other RX 7000-series GPUs.

  • AMD’s hand-picked benchmarks generally show a mild performance improvement over the RX 7600, though Forza is an outlier.

    AMD

  • The 7600 XT’s performance relative to Nvidia’s RTX 4060 is also a little better than the RX 7600’s, thanks to added RAM and higher clocks. But Nvidia should continue to benefit from superior ray-tracing performance in a lot of games.

    AMD

  • Testing against the 4060 at 1440p. Note that the longest bars are coming from games with FSR 3 frame-generation enabled and that Nvidia’s cards also support DLSS 3.

    AMD

  • The complete RX 7000-series lineup.

    AMD

AMD’s provided performance figures show the 7600 XT outrunning the regular 7600 by between 5 and 10 percent in most titles, with one—Forza Horizon 5 with ray-tracing turned all the way up—showing a more significant jump of around 40 percent at 1080p and 1440p. Whether that kind of performance jump is worth the extra $60 depends on the games you play and how worried you are about the system requirements in future games.

AMD says the RX 7600 XT will be available starting on January 24. Pricing and availability for other RX 7000-series GPUs, including the regular RX 7600, aren’t changing.

$329 Radeon 7600 XT brings 16GB of memory to AMD’s latest midrange GPU Read More »

a-complete-(so-far)-star-citizen-ship-collection-now-costs-$48,000

A complete (so far) Star Citizen ship collection now costs $48,000

Time for a second mortgage —

Ars analysis finds per-ship costs have come down slightly, in real terms.

There aren't many online game stores where you can spend $48,000 on a single

Enlarge / There aren’t many online game stores where you can spend $48,000 on a single “Add to Cart.”

At this point, over 11 years after we first wrote about Star Citizen, the still-in-alpha game is interesting less as something that might eventually be “finished” and more as a fascinating tale of feature creep and fundraising success. To that last point, we were suitably boggled at the recent news that Roberts Space Industries is now offering a  $48,000 “Legatus Pack” as a “perfect collection” of “all ships released and concepted through [in-universe year] 2953.”

The collection of 187 ships (and hundreds of accessories like paint colors, skins, armor, and in-game posters) is now roughly two-thirds of the median annual household income in the US (circa 2022). But that price isn’t even available to lookie-loos like you and me; to add the package to an online shopping cart, you must first spend at least $1,000 to become a member of the game’s Chairman’s Club.

What a bargain!

While the newest Legatus Pack launched in late December, the offering isn’t a new concept for developer Roberts Space Industries. The first Legatus Pack launched in May 2018 for a relatively reasonable $27,000. Before that, similar “Completionist” packs of all in-game content released up to that point would run players up to $15,000.

  • Fig. 1: Even accounting for inflation, the cost of a “complete” Star Citizen hangar keeps going up.

    Ars Technica analysis

  • Fig. 2: The number of ships available in Star Citizen‘s completionist Legatus Pack has been going up at a relatively constant clip over the years.

    Ars Technica analysis

  • Fig. 3: Adjusting for inflation, the per-vehicle average for Star Citizen‘s Legatus Pack has come down a bit in recent years.

    Ars Technica analysis

Since the launch of that first Legatus Pack, which included 117 ships, RSI has updated its “complete” offering of in-game content in December of every year since 2019, upping the price and the number of ships included. An Ars analysis of those updates finds that, despite the sticker shock of the $48,000 package, the inflation-adjusted average price-per-ship has actually come down about 12 percent since peaking in late 2019 (the number of extra accessories included in the pack has also gone up from 163 in 2018 to 635 today).

It’s also worth remembering that this collection isn’t necessarily intended for individuals. In 2018, Cloud Imperium’s Eric Kieron Davis told Polygon that the Legatus Pack was something that “[some] players will use to deploy ships, items, etc. across organizations/corporations/guilds” which could have hundreds or thousands of individual players.

“It wasn’t created in a vacuum,” Davis continued. “We were responding to what the community asked for. We have some passionate supporters that are not looking at Star Citizen as your typical game purchase/transaction but rather a dream project they want to see happen.”

A very small sample of the full collection of ships you can get in the Legatus Pack.

Enlarge / A very small sample of the full collection of ships you can get in the Legatus Pack.

Still, the fact that anyone is even considering spending $48,000 on a single bundle of DLC for a game that—we have to stress again—is still in alpha after 11-plus years, is a testament to the devotion that Star Citizen continues to command among the faithful. Despite the drawn-out development, in 2023, RSI set its sixth annual nominal fundraising record of $117 million. That one-year take represents nearly 20 percent of the staggering $658 million the game has raised from players over its lifetime, and includes over $3 million raised in a single day during last year’s Intergalactic Aerospace Expo event.

Despite the game’s continued fundraising success, though, even some Star Citizen fans are balking at the optics of pre-selling tens of thousands of dollars of DLC before the game is even near launch.

“We’ve all put in the time to delude ourselves into thinking that ships are worth, in real world money, their pledge prices. They aren’t,” Reddit user magicmouse wrote in a recent thread. “You can rationalize it by saying that you’re supporting the development of a really cool game but, to outsiders, we look like total clowns for pledging hundreds of dollars for a ship that can be earned in-game in a relatively short period of time. I’m glad the game is financially successful and I’m happy to support it, but don’t fool yourself into thinking these purchases will ever look reasonable to somebody who isn’t mainlining the kool-aid.”

A complete (so far) Star Citizen ship collection now costs $48,000 Read More »

flurry-of-firmware-updates-makes-analogue-pocket-an-even-better-retro-handheld

Flurry of firmware updates makes Analogue Pocket an even better retro handheld

super game boy —

Display filters for FPGA cores, custom Game Boy color palettes, and more.

An Analogue Pocket running <em>Super Mario World</em> on an openFPGA core with the scanline filter enabled.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/IMG_1480-2-800×533.jpeg”></img><figcaption>
<p><a data-height=Enlarge / An Analogue Pocket running Super Mario World on an openFPGA core with the scanline filter enabled.

Andrew Cunningham

We’ve got a soft spot for the Analogue Pocket, the premium portable game console that melds 2020s technology with the design of the original Game Boy. Since its release, Analogue has added some new capabilities via firmware updates, most notably when it added support for emulating more consoles via its OpenFPGA platform in the summer of 2022. This allows the FPGA chip inside of the pocket to emulate the hardware of other systems, in addition to the portable systems the Pocket supports natively.

But aside from finalizing and releasing that 1.1 firmware, 2023 was mostly quiet for Pocket firmware updates. That changed in December when the company released not one but two major firmware upgrades for the Pocket that slipped under our radar during the holidays. These updates delivered a combination of fixes and long-promised features to the handheld, which Analogue has been re-releasing in different color palettes now that the original versions are more consistently in stock.

The most significant update for OpenFPGA fans is the ability to use display filters with third-party FPGA cores. Part of the appeal of the Pocket is its 1,600×1,440 screen, which is sharp enough to perfectly re-create the huge chunky pixels of the original Game Boy screens. By default, most FPGA cores now get access to a similarly high-quality CRT screen filter named after the Sony Trinitron TV, adding a touch of retro-blurriness to the sharp edges of 8- and 16-bit games. I’ve seen lots of bad, unconvincing scanline filters in retro game re-releases, and this isn’t one of them.

The basic Trinitron filter is available by default for “suitable” cores, which in our testing tends to mean “home consoles that were meant to be connected to a CRT TV.” FPGA cores for portable systems like the Game Boy or Game Boy Advance, which shipped with old but scanline-less LCD screens, don’t have the filter available. Third-party FPGA core developers will need to add support for additional screen filters themselves, something that most developers still haven’t done as of this writing.

  • A zoomed-in photo of the screen with no filters enabled. It’s sharp and crisp, and even zoomed in with a good mirrorless camera it’s difficult to make out individual pixels on the Pocket’s screen.

    Andrew Cunningham

  • The same scene with the Trinitron CRT filter enabled. Subtle scanlines, visible CRT “pixels,” and just the right amount of blurring makes the picture look more period-accurate.

    Andrew Cunningham

  • Zoomed out, scanlines off.

    Andrew Cunningham

  • Scanlines on, default “integer” scaling used. This is the most accurate aspect ratio, but it leaves a black border of unused pixels around the screen.

    Andrew Cunningham

  • Scanlines on, Integer+ mode used. This eliminates the black border and, to my eyes, looks just fine on the Pocket’s screen and makes the effect of the scanline filter easier to see.

    Andrew Cunningham

The Trinitron filter looks good on the Pocket’s screen, but it’s subtle; you may appreciate the scanline effect more and notice its downside less if you’re playing while connected to a TV with the Analogue Dock. And at least on the NES and SNES cores I tested it with, it has the undesirable side effect of shrinking the game picture down on what is already a fairly small screen. This default setting can be tweaked without visibly degrading the image quality, at least not to my eyes; just switch from the default Integer scaling mode in the display settings to Integer+.

The screen filters are probably the most interesting and requested new feature for the Pocket, but both firmware updates have many other smaller fixes and additions. Firmware version 1.2 fixes numerous issues with sleep/wake and save states for various games, allows FPGA cores to use cartridge adapters, and lets FPGA cores know when the Pocket is in a dock; when docked, it also adds support for additional controllers and fixes issues with others. Version 2.0 adds support for custom color palettes for Game Boy games, allows FPGA cores to switch aspect ratios when docked, and fixes a “video issue with some openFPGA cores and resolutions” when docked.

To update the Pocket’s firmware, connect the device’s microSD card to your computer and drop one of the firmware update .bin files into the root directory (make sure you delete any older firmware files first since the Pocket won’t delete old update files once it’s done with them). Next time you boot the console, it should install the firmware update and reboot. As usual, when performing any software or firmware update, it’s best to ensure the console is fully charged or plugged in before you start the process.

Flurry of firmware updates makes Analogue Pocket an even better retro handheld Read More »

1d-pac-man-is-the-best-game-i’ve-played-in-2024-(so-far)

1D Pac-Man is the best game I’ve played in 2024 (so far)

I didn't write this story just to share that high score in the corner, but I won't say it had <em>nothing</em> to do with the choice.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/paku2-1-800×299.png”></img><figcaption>
<p><a data-height=Enlarge / I didn’t write this story just to share that high score in the corner, but I won’t say it had nothing to do with the choice.

When looking back at the short history of video game design, the ’90s and ’00s transition from primarily 2D games to primarily 3D games is rightly seen as one of the biggest revolutions in the industry. But my discovery this week of the one-dimensional, Pac-Man-inspired Paku Paku makes me wish that the game industry had some sort of pre-history where clever 1D games like this were the norm. It also makes me wish I had been quicker to discover more of the work of extremely prolific and clever game designer Kenta Cho, who made the game.

In Paku Paku, Pac-Man‘s 2D maze of 240 dots has been replaced with 16 dots arranged in a single line. Your six-pixel tall dot-muncher (the graphics are 2D, even as the gameplay uses only one dimension) is forced to forever travel either left or right along this line, trying to eat all the dots while avoiding a single red ghost (who moves just a bit faster than the player). To do this, the player can use a single power pellet (which makes the ghost edible for a short while) or the screen-wrapping tunnels on either side of the line (which the ghost can’t use).

Paku Paku.” height=”150″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/paku-300×150.gif” width=”300″>

Enlarge / A brief gameplay snippet from Paku Paku.

It might sound simple, but playing effectively means carefully managing the ghost’s relative position to the player by quickly judging when you’ll have enough space and time to make it to a side tunnel or power pellet. This gets exponentially harder as the game speeds up with each new set of replacement dots, increasing the score multiplier as it does. Each game ends after a matter of minutes (or seconds) with that familiar “I know I can do better next time” feeling that marks truly compulsive game design (and has pushed me to a high score of over 10,000 points over a few hours of play).

Though Paku Paku was originally released last year, the game has been making the rounds among some major link aggregators recently, a perfect filler for the usual post-holiday drought of major game releases in early January. Hacker News users are even hard at work coding basic AI that you can paste into a browser’s command window for easy high scores.

The zen design of small games

Paku Paku is far from the first game to reduce gameplay to a single dimension (though the graphics use two dimensions, which might make the game “1.5D”?). Games like Wolfenstein 1D (which is Archived but currently unplayable due to the death of Flash) and installations like Line Wobbler use color as a sort of second dimension, representing different in-game characters and objects with dots of many hues. And dozens of 1D games have been tagged on indie gaming hub Itch.io, ranging from the silly (1D Flappy Bird) to the surprisingly effective (Colordash 1D) to the overcomplicated (1D Minecraft).

Paku Paku stands out from this limited crowd largely thanks to tight single-button controls and perfectly tuned risk-versus-reward gameplay that encourages that compulsive loop. Perhaps that’s because its creator has had a ridiculous amount of experience crafting this kind of simple game.

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portal-64-is-an-n64-demake-of-valve’s-classic,-now-available-as-a-“first-slice”

Portal 64 is an N64 demake of Valve’s classic, now available as a “First Slice”

For the consoles that are still alive —

It’s shocking how good the Portal Gun feels on late 1990s tech.

The Portal Effect, or seeing oneself step through sideways.

Enlarge / Remember, this is the N64 platform running a game released at least five years after the console’s general life cycle ended.

Valve/James Lambert

James Lambert has spent years making something with no practical reason to exist: a version of Portal that runs on the Nintendo 64. And not some 2D version, either, but the real, blue-and-orange-oval, see-yourself-sideways Portal experience. And now he has a “First Slice” of Portal 64 ready for anyone who wants to try it. It’s out of beta, and it’s free.

A “First Slice” means that 13 of the original game’s test chambers are finished. Lambert intends to get to all of the original’s 19 chambers. PC Gamer, where we first saw this project, suggests that Lambert might also try to get the additional 14 levels in the Xbox Live-only Portal: Still Alive.

So why is Lambert doing this—and for free? Lambert enlists an AI-trained version of Cave Johnson’s voice to answer that question at the start of his announcement video. “This is Aperture Science,” it says, “where we don’t ask why. We ask: why the heck not?”

The release video for Portal 64’s “First Slice”

Lambert’s video details how he got Portal looking so danged good on an N64. The gun, for example, required a complete rebuild of its polygonal parts so that it could react to firing, disappear when brought up to a wall instead of clipping into it, and eventually reflect environmental lighting. Rounding out the portals required some work, too, with more to be done to smooth out the seeing-yourself “Portal effect.”

To try it out, you’ll need a copy of Portal on PC (Windows). Grab the “portal_pak_000.vpk” file from inside the game’s folder, load it onto Lambert’s custom patcher, and you’ll get back a file you can load into almost any N64 emulator. Not all emulators can provide the full Portal experience by default; I had more luck with Ares than with Project 64, for instance.

  • “It’s just so much better,” Lambert says of the latest version of the portal gun.

    Valve/James Lambert

  • The “Portal Effect,” as seen inside the Ares N64 emulator.

    Valve/James Lambert

  • Remember, this is the N64 platform running a game released at least five years after the console’s general life cycle ended.

    Valve/James Lambert

  • How that familiar title screen looks, circa 2000-ish.

    Valve/James Lambert

  • On the Project 64 emulator, I couldn’t see through the portals.

    Valve/James Lambert

  • A bit more polygonal flavor for you. Note that I bumped the resolution way, way up from the N64’s original for these latter screenshots.

    Valve/James Lambert

How does it run? Like the nicest game I ever played on Nintendo’s early-days-of-3D console. It does a lot to prove that Portal is just a wonderful game with a killer mechanic, regardless of how nice you can make the walls. But the game is also a great candidate for this kind of treatment. The sterile, gray, straight-angled walls of an Aperture testing chamber play nicely with the N64’s relatively limited texture memory and harsh shapes.

Lambert has a Patreon running now, and support does a few things for him. It allows him to pay a video editor for his YouTube announcements and regular updates, it could pay for a graphics artist to polish up the work he’s done by himself on the game, and it could even free him up to work full-time on Portal 64 and other N64-related projects.

His fans are already showing their appreciation. One of them, going by “Lucas Dash,” helped create a box and cartridge for the game. Another, “Bloody Kieren,” created an entire Portal 64-themed N64 console and controller. These people have put serious energy into imagining a world where Valve produced Portal in a completely different manner and perhaps fundamentally reshaped our timeline—and I respect that.

Portal 64 is an N64 demake of Valve’s classic, now available as a “First Slice” Read More »

vectrex-reborn:-how-a-chance-encounter-gave-new-life-to-a-dead-console

Vectrex reborn: How a chance encounter gave new life to a dead console

Vector Graphics —

40 years later, it’s time for the Vectrex to shine.

A black, tall CRT screen sits on a table with a black cart in front of it. The cart reads

Enlarge / A Vectrex console and CRT display with a cart for a long-lost game.

Tim Stevens

The Vectrex may be the most innovative video game console you’ve never heard of. It had everything it needed to prompt a revolution, including controllers far more sophisticated than the competition and the ability to render polygons a decade before gaming’s 3D revolution.

It was years ahead of anything else on the market, yet it could not have launched at a worse time. The Vectrex hit stores at the tail end of 1982. Over the next six months, the then-booming video game market went bust. The Vectrex, a potential revolution in home gaming, was swept into bargain bins, forgotten by all but the most ardent of collectors.

Forty years later, it’s having something of a comeback. New developers are breathing fresh code into this aged machine, hardware hackers and tinkerers are ensuring that tired capacitors and CRTs stay functional, and a new game has seen retail release after sitting unplayed for four decades.

This, finally, could be the Vectrex’s time to shine.

Vectrex history

1982 was a banner year for video games. Titles like Zaxxon, Pole Position, Q*bert, and Dig Dug were fresh in the arcades. In the home gaming scene, seemingly unquenchable consumer desire fueled a period of innovation unlike anything the now $200 billion industry has seen since.

To give some context, Sony sold 11.8 million PlayStation 5s in 2021, the console’s first full year of availability. Back in 1982, 12 million Atari 2600 home consoles flew off store shelves, despite the nascent home gaming industry amounting to a paltry $4 billion.

This boom drove the creation of the Vectrex. The system was born at LA-based hardware design firm Smith Engineering. Envisioned as a portable system with a tiny, 1-inch cathode ray tube screen, the Vectrex concept ultimately grew into the 9-inch screen production version you see here.

Kenner Toys was initially slated to release the system, but when that deal fell through, General Consumer Electronics (GCE) stepped in and brought it to market in late 1982 after a successful debut at that summer’s Consumer Electronics Show. The Vectrex’s initial buzz was so successful that Milton Bradley acquired GCE in 1983.

The Vectrex design was unique, a video game console wholly integrated into a portrait-oriented CRT. This was at a time when most households had just a single television set. Playing Atari back then meant fighting with your siblings and parents about who had control of the TV because missing an episode of The A-Team had real consequences. Not only was DVR technology still decades away, Sony was still trying to say that recording television programs on VCR cassettes was illegal.

But the real reason for the Vectrex’s integrated display was its reliance on a display technique not seen on a home system before (nor since). Vector graphics are a true rarity on the gaming scene. 1979’s Asteroids is probably the most famous example, while 1983’s Star Wars is far and away the most impressive.

Outside of a few exceptions, every video game you’ve ever played has been made up of a series of pixels. Whether it’s CRT, LCD, LED, or even OLED, you’re still talking about images made up of tiny dots of light. As the years have progressed, those pixels have gotten smaller and smaller. Likewise, the graphical power provided by advanced GPU systems like the GeForce RTX 4090 allows those pixels to assemble into ever-more realistic 3D worlds.

Ultimately, though, it’s all a bunch of pixels. On the Vectrex, there are no pixels. As its name implies, graphics here are all made up of vectors. That means straight beams of light drawn from A to B, electrons shot straight and narrow onto a cathode ray tube that glows in response. Connect three such lines, and you have a triangle, a simple polygon, the building block of all mainstream 3D gaming even today.

That lack of pixels means that, even 40 years on, watching a Vectrex game in action is an oddly captivating thing. There’s a fluidity in the rudimentary graphics, an innate sharpness that was not only lacking in other games of the period but that still looks novel today.

Overall fidelity, however, is admittedly low. Though color TVs were well and truly mainstream by 1983, the Vectrex is decidedly black and white, a problem “solved” by some crafty, budget-minded engineering. Most Vectrex titles came with a transparent overlay, a full-color sheet of plastic that clips in place over the display, injecting some hue into the unfortunately desaturated CRT.

Powering this was a relatively simple set of silicon with an 8-bit Motorola 6809 microprocessor at its heart, the same processor behind arcade classics like Robotron: 2084 and many later Williams pinball machines. It ran at a mighty 1 MHz with a whole 1KB of RAM at its disposal.

The chip was paired with an integrated control pad with an analog joystick, far more advanced than the four-way joysticks found on every other home console controller at the time.

All that specialized hardware led to a specialized price. The Vectrex launched in 1982 at $199—about $650 in 2023 dollars. Less than 18 months later, it was dead.

The collector

Sean Kelly is among the world’s preeminent video game collectors. “I’ve been collecting video games for a long time,” he told me. “I’ve had probably over 100,000 video games pass through my hands over the years.” At one point, he said, he had more than 50,000 in his garage.

If that sounds like an industrial operation rather than a mere obsession, you’re not wrong. Kelly is co-founder of the National Videogame Museum in Frisco, Texas, established in 2016 and home to many unicorns of video game collecting, like an original Nintendo World Championship cartridge.

Perhaps it was an affinity for another failed early ’80s console—the Intellivision—that initially fostered Kelly’s love of video games, but he’s had a huge hand in keeping the Vectrex alive. He began by releasing so-called multi-carts, Vectrex cartridges that contained multiple discrete games accessed first by toggling DIP switches and later via a software menu.

Considering many Vectrex titles saw limited releases or no release at all, multi-carts like this were the only way for those few die-hard fans of the system to ever have a chance of playing them.

One of those games was Mail Plane, where you plot optimal delivery routes, then load up the packages and navigate across the country.

Thanks to the Vectrex’s abrupt cancellation, Mail Plane never saw release. You’d be forgiven for thinking it had, though. At Sean’s website, VectrexMulti, you’ll find boxed copies of Mail Plane ready to order.

The game comes in the silvery packaging that was standard for Vectrex releases in its day and even comes with a light pen, a peripheral used for keying in those delivery routes.

Kelly sourced manufacturers for every aspect of the retail packaging. Different prototype versions of the game code were floating around, but Kelly says most were incomplete. “In addition to collecting the video games, I’ve also had a passion for hunting down the people that used to produce the games,” he said. This began a quest to find the most complete version of Mail Plane.

“We would find this former employee or that former employee had a couple of cartridges, and we would go through the cartridges and look at them,” Kelly said, and he ultimately sourced the one closest to final. “Nobody knows for sure if it’s 100 percent complete, but generally, we believe that that’s the most complete version.”

He gave other games the same treatment, including Tour de France, in which you frantically pedal across a polygonal route to Paris, grabbing water bottles along the way and carefully managing the stamina of your rider. It’s an odd title, one that Kelly laments hasn’t exactly been a sales success. “Tour de France is one of the ones that I will be buried with,” he said. “I lost money on Tour de France.”

Kelly declined to say which games have made money, but it’s clear in speaking to him that this is all about passion, not profits.

Along the way, releasing those games provided Kelly and his associates with some valuable experience ahead of a surprise: the discovery of a game that seemingly nobody, not even those who worked for GCE or Milton Bradley, had ever heard of.

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cobalt-core-is-a-tight,-funny-roguelike-deck-builder-deserving-of-many-runs

Cobalt Core is a tight, funny roguelike deck-builder deserving of many runs

Gravitational pull —

It’s got style, dialogue, and even a plot on top of procedural card battling.

Scene from Cobalt Core game

Enlarge / These symbols might not mean anything to you now. But give it a few runs, and you might lose a few minutes strategizing this ship’s ideal next turn, based on this image alone.

Brace Yourself Games

Games come and go through my Steam and Nintendo Switch libraries: a twitchy, grim action epic, then a metaphysical puzzle-platformer, and maybe a boomer shooter or turn-based tactical along the way. I try hard not to get stuck in one style or mindset—both for my enjoyment and my writing.

But there is always one type of game that is installed and ready to go for the next trip or idle couch moment: a roguelite deck-builder. Cobalt Core is the latest game in that slot, and it’s on Steam for Windows (and definitely Steam Deck) and Switch. It’s the most fun I’ve had in this particular obsession since Monster TrainCobalt Core stretches into other genres, like perfect-knowledge turn-based tactics and space battle, but it’s cards and randomness down to its electric-blue center.

Launch trailer for Cobalt Core.

A few years ago, I didn’t know what a “roguelike deck-builder” was or what either of those compound phrases meant. Then, one day, there was a sale on Slay the Spire. That 2019 game refined the fusion of two game mechanics: constant failure against randomized encounters (a la Rogue, but with a “lite” gradual progression) and the refining of a deck of combat-minded cards (as in Magic: The Gathering, Dominion, and Netrunner). You attack and defend against increasingly tough enemies with your cards, you gain and upgrade and ditch cards as you go, you lose, and then you get slightly better tools on your next do-over.

Done well, roguelike deck-builders are a potent mix of luck, immediate and long-term strategy, and the slow dopamine drip of chained-together victories. I’ve lost entire work months to them, cumulatively. They should come with a warning label.

Cobalt Core has all those addictive elements plus a few more things to do with your cards. For one, there is space jockey positioning. You move your ship left and right against your opponents, lining up beam emitters and missiles, targeting weak points, and dodging. You do this with perfect Into the Breach-like knowledge of the opposing ship’s actions: it’s going to fire from this bay for 2 damage, use this bit to upgrade shields, and so on. This leaves you with the decisions of when to take hits versus dodging, where to launch drone cannons, whether to attack now or wait for better cards next hand.

  • A mid-battle scene, with your ship (on bottom) in the midst of delivering a hull-smashing attack, just before the enemy’s multiple red beams rain down.

    Brace Yourself Games

  • You pick your battles in Cobalt Core, and also choose repair shops, random happenings, and mid-level bosses.

    Brace Yourself Games

  • The cards you’re offered depend on which cremates you picked for this run, and each has a distinct discipline.

    Brace Yourself Games

  • The cover art for Cobalt Core, which makes you really not want to get your new friends blown up.

    Brace Yourself Games

On top of working those elements into fine shape, Cobalt Core cleverly embraces them in its plot and theming. Your ship is made up of quirky characters, each of whom adds their cards with unique play styles to your deck. You fight ship after ship, encounter celestial oddities, warp from sector to sector, then fight the titular object. When you beat it, you … do something, in space and time, it seems, then start over with imperfect memories of prior loops. Each win or notable loss unlocks new crew, cards, and memories, enough of which might explain what exactly is going on in this heady quantum plot.

What’s largely drawn me in is how neatly the game’s battles and runs fit into a casual gaming schedule. A single battle is usually less than five minutes, a sector of fights maybe 15–20, and a couple sectors plus a boss fight 30–40 minutes, though the decisions and early sections get faster as you learn them. You can save and exit anytime, even mid-battle, and it’s a fast-loading game. On the Switch or Steam Deck—for which this game is Verified and a real battery-saver—it makes for a generous couch, waiting room, or travel experience.

I’ve still got a lot to unlock in Cobalt Core after 10 hours of play, and could easily see myself hitting the 100-plus I put into Slay the Spire and Monster Train (or at least the 50 I threw into Inkbound or SteamWorld Quest). It helps that there’s much more singular personality and style in Cobalt Core than other procedural card battlers. And humor, too, lots of it, accompanied by appealing 16-bit-esque graphics, making the grind for new cards and esoteric achievements feel far less grinding.

It’s also impressive how much character-building the game pulls off in service of pixel portraits that never move but frequently react, quip, and express their quantum confusion. I typically feel nothing for different characters in these games. But I’ve got a soft spot for the gunner Riggs, and feel bad when I skip him for, say, movement or hacking options.

My major complaint about Cobalt Core, this deep into its clutches, is that its soundtrack is catchy. This is normally a positive, but given how regularly I’m dropping in for a round or two or 10, I find my mental synth deck replaying the melody lines from a few different tracks. I can’t hum a single note from any of the orchestral-minded backings of my prior deck-builder obsessions, but these tunes are burrowing deep inside.

Cobalt Core is currently on sale (on both platforms), and its base price is $20–$25. If you know you like picking cards, beating bosses, and a long, meticulous triumph, I have to imagine it’s a great value. Maybe too much of one.

Cobalt Core is a tight, funny roguelike deck-builder deserving of many runs Read More »