gaming

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.

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

$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.

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

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.

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

halls-of-torment-is-diablo-cranked-up-to-50,000-kills/hour

Halls of Torment is Diablo cranked up to 50,000 kills/hour

Your first Halls of Torment run starts with a basic warrior, but new classes quickly unlock, each with their own distinct weapons and gameplay rhythms. My favorite ended up being the exterminator class, which uses a flamethrower to simply turn everything around him into a wall of flame. If that’s not your speed, you can choose from defensive shieldbearers with extremely slow attacks, melee axe-wielders that swing quickly with wild abandon, ranged archers that can deal damage from afar, magic-users that make heavy use of area-of-effect spells, a class with a semi-autonomous dog that goes after nearby enemies, and more.

Diablo, but also not Diablo

Just from glancing at Halls of Torment screenshots, it’s easy to glean the heavy visual influence the game owes to the grainy, isometric sprites of old-school Diablo. That throwback, nostalgic appeal extends to little touches like the menu system and low-fi voiceovers for NPCs as well, which comes across as a deliberate if cheesy design choice.

The game’s old-school sprites also make it easier for your graphics card to handle literally hundreds of moving objects and flashy attack effects on screen at once, too. Despite this, my relatively high-end system started struggling to maintain a consistent frame rate by the end of the more difficult dungeons.

The visual frenzy of all these old-school sprites can get a bit overwhelming, especially when some of your own summon attacks end up difficult to distinguish at a glance from enemy threats. Overall, though, the use of distinct colors makes it easy enough to quickly evaluate a screen full of information and extrapolate what it will look like over the coming seconds. I especially appreciated the big, purple lines and circles that telegraph where projectile attacks are going to appear just moments before they do.

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bazzite-is-the-next-best-thing-to-steamos-while-we-wait-on-valve

Bazzite is the next best thing to SteamOS while we wait on Valve

I was on vacation last week, the kind of vacation in which entire days had no particular plan. I had brought the ROG Ally X with me, and, with the review done and Windows still annoying me, I looked around at the DIY scene, wondering if things had changed since my last foray into DIY Steam Deck cloning.

Things had changed for the better. I tried out Bazzite, and after dealing with the typical Linux installation tasks—activating the BIOS shortcut, turning off Secure Boot, partitioning—I had the Steam Deck-like experience I had sought on this more powerful handheld. Since I installed Bazzite, I have not had to mess with drivers, hook up to a monitor and keyboard for desktop mode, or do anything other than play games.

Until Valve officially makes SteamOS available for the ROG Ally and (maybe) other handhelds, Bazzite is definitely worth a look for anyone who thinks their handheld could do better.

A laptop and handheld running Bazzite, with an SD card pulled out of the handheld.

Bazzite says that you can swap an SD card full of games between any two systems running Bazzite. This kind of taunting possibility is very effective on people like me. Credit: Bazzite

More game platforms, more customization, same Steam-y feel

There are a few specific features for the ROG Ally X tossed into Bazzite, and the Linux desktop is Fedora, not Arch. Beyond that, it is like SteamOS but better, especially if you want to incorporate non-Steam games. Bazzite bakes in apps like Lutris, Heroic, and Junk Store, which Steam Deck owners often turn to for loading in games from Epic, GOG, itch.io, and other stores, as well as games with awkward Windows-only launchers.

You don’t even need to ditch Windows, really. If you’re using a handheld like the ROG Ally X, with its 1TB of storage, you can dual-boot Bazzite and Windows with some crafty partition shrinking. By all means, check that your game saves are backed up first, but you can, with some guide-reading, venture into Bazzite without abandoning the games for which you need Windows.

Perhaps most useful to the type of person who owns a gaming handheld and also will install Linux on it, Bazzite gives you powerful performance customization at the click of a button. Tap the ROG Ally’s M1 button on the back, and you can mess with Thermal Design Power (TDP), set a custom fan curve, change the charge limit, tweak CPU and GPU parameters, or even choose a scheduler. I most appreciated this for the truly low-power indie games I played, as I could set the ROG Ally below its standard 13 W “Silent” profile down to a custom 7 W without heading deep into Asus’ Armoury Crate.

Bazzite is the next best thing to SteamOS while we wait on Valve Read More »

switch-emulator-ryujinx-shuts-down-development-after-“contact-by-nintendo”

Switch emulator Ryujinx shuts down development after “contact by Nintendo”

Ryujinx in Peace —

GitHub removal comes months after a Nintendo lawsuit took down the Yuzu emulator.

These copyrighted Switch games shown on Ryujinx's former GitHub page probably didn't curry any favor with Nintendo.

Enlarge / These copyrighted Switch games shown on Ryujinx’s former GitHub page probably didn’t curry any favor with Nintendo.

Popular open source Nintendo Switch emulator Ryujinx has been removed from GitHub, and the team behind it has reportedly ceased development of the project after apparent discussions with Nintendo.

Ryujinx developer riperiperi writes on the project’s Discord server and social media that fellow developer gdkchan was “contacted by Nintendo and offered an agreement to stop working on the project, remove the organization and all related assets he’s in control of.” While the final outcome of that negotiation is not yet public, riperiperi reports that “the organization has been removed” (presumably from GitHub) and thus “I think it’s safe to say what the outcome is.”

While the Ryujinx website is still up as of this writing, the download page and other links to GitHub-hosted information from that website no longer function. The developers behind the project have not posted a regular progress report update since January after posting similar updates almost every month throughout 2023. Before today, the Ryujinx social media account last posted an announcement in March.

Followers of the Switch emulation scene may remember that March was also when the makers of the Yuzu emulator paid $2.4 million to settle a lawsuit with Nintendo over a project that Nintendo alleged was “facilitating piracy at a colossal scale.”

What is left?

Switch emulator Suyu, which emerged as a “legal gray area” Yuzu fork shortly after that Suyu takedown—is still available on its own self-hosted servers as of this writing (though the project’s last stable release is now six months old). Nintendo previously targeted Suyu’s GitLab hosting through a DMCA takedown and later took down the project’s official Discord server with a similar request. Another prominent Yuzu fork, Sudachi, was removed from GitHub in July via DMCA request.

In the wake of those legal efforts against other Switch emulator developers, the Ryujinx developers posted an automated message on their Discord server in response to any questions about Ryujinx’s ultimate fate. “Nothing is happening to Ryujinx,” the message read. “We know nothing more than you do. No dooming.”

A video of an in-development Ryujinx feature allowing local wired multiplayer between an emulator and official hardware.

Riperiperi reports that development will now stop on “a working Android port” of the emulator, which was not yet ready for release, as well as a tech demo iOS version that would likely have remained a “novelty” due to Apple’s just-in-time compilation restrictions. Developers were also working on updates that would have allowed local wired multiplayer gameplay connections between Ryujinx and real Switch hardware.

“While I won’t be remaining in the switch scene either, I still believe in emulation as a whole, and hope that other developers aren’t dissuaded by this,” riperiperi writes on the project’s Discord. “The future of game preservation does depend on individuals, and maybe one day it’ll be properly recognized.”

According to the developers, “as of May 2024, Ryujinx [had] been tested on approximately 4,300 titles; over 4,100 boot[ed] past menus and into gameplay, with roughly 3,550 of those being considered playable.”

Switch emulator Ryujinx shuts down development after “contact by Nintendo” Read More »