gaming

34-years-later,-a-13-year-old-hits-the-nes-tetris-“kill-screen”

34 years later, a 13-year-old hits the NES Tetris “kill screen”

A moment in <em>Tetris</em> history.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/tetrisrecord-800×394.png”></img><figcaption>
<p><a data-height=Enlarge / A moment in Tetris history.

For decades after its 1989 release, each of the hundreds of millions of standard NES Tetris games ended the same way: A block reaches the top of the screen and triggers a “game over” message. That 34-year streak was finally broken on December 21, 2023, when 13-year-old phenom BlueScuti became the first human to reach the game’s “kill screen” after a 40-minute, 1,511-line performance, crashing the game by reaching its functional limits.

The game-crashing, record-setting performance. Jump to 38: 56 for BlueScuti’s disbelieving reaction to his achievement and a short interview.

What makes BlueScuti’s achievement even more incredible (as noted in some excellent YouTube summaries of the scene) is that, until just a few years ago, the Tetris community at large assumed it was functionally impossible for a human to get much past 290 lines. The road to the first NES Tetris kill screen highlights the surprisingly robust competitive scene that still surrounds the classic game and just how much that competitive community has been able to collectively improve in a relatively short time.

From hypertaps to rolling

If and when a player reaches Level 29 on NES Tetris (after clearing between 230 to 290 lines, depending on the starting level), the game reaches its highest possible speed. At this point, simply holding down left or right on the NES D-pad can’t usually get a piece all the way to the side of the well unless the board is extremely “low” (i.e., pieces only on the first one or two rows, maximum). Thus, for years, players that reached Level 29 found their games usually “topped out” just a few pieces later.

A demonstration of hypertapping technique.

The first known way past the brick wall of Level 29 was a technique that became known as hypertapping. By using a special grip that lets you vibrate a finger over the D-pad directions at least 10 times a second, you can effectively skip the “delayed autoshift” (DAS) that limits how fast pieces can move laterally when the D-pad is held down.

With hypertapping, players can effectively move pieces at Level 29 speed even when the board is stacked four or five levels high. While that gives a little breathing room, a run of bad pieces or execution can still put a hypertapper in an untenable position where the pieces start to stack up high, and completing new lines becomes essentially impossible.

The first Level 30 NES Tetris performance on record, from back in 2011.

Noted Tetris pro Thor Aackerlund was able to eke out a Level 30 hypertapping performance in 2011. But it wouldn’t be until 2018 that Joseph Saelee used his mastery of the technique to dominate the 2018 and 2019 editions of the Classic Tetris World Championship, a live tournament that takes place at the Portland Retro Gaming Expo every year. By 2020, Saelee had hypertapped his way to a Level 35 performance, while fellow player EricICX had achieved the first Level 38 performance.

A deep dive into the advanced Tetris control technique known as rolling.

Then, in 2021, a new, even faster button-mashing technique appeared on the competitive Tetris scene. This “rolling” technique was inspired by arcade player Hector “Fly” Rodriguez, who used a similar multi-finger roll to set button-mashing records on the Track & Field arcade game. Tetris players adapted this technique by combining it with a grip that lets you tap the back of the NES controller with a “roll” of three to five successive fingers. This roll of the fingers then nudges the D-pad into a finger on the other hand to register an extremely quick series of directional button presses.

Rolling is fast enough to get pieces to the sides on Level 29-speed boards stacked up to eight rows high, giving Tetris masters quite a bit of leeway in their quest for longer games. Cheez, one of the first players to master the rolling technique, hit Level 40 in 2021, but that was just the start of how far things could go.

A Level 146 performance from 2022 that shows NES Tetris can be effectively played indefinitely at Level 29 speed.

By the time EricICX managed to roll his way to Level 146 in August 2022, it was clear that players were getting good enough to effectively play indefinitely on the same “Level 29” speed that had been considered an effective kill screen just a few years earlier. Players were getting so good at stretching their NES Tetris games that the community started debating how to stop tournament matches from going on too long (they eventually settled on a modded game with an even faster Level 39 “super killscreen” for competitive play).

34 years later, a 13-year-old hits the NES Tetris “kill screen” Read More »

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One of Tekken 8’s “colorblind” modes is causing migraines, vertigo, and debate

A striking game —

Advocates say the intention is good, but the application is dangerous.

Updated

Fighters striking one another in stark black and white line outlines in Tekken 8's colorblind mode.

Enlarge / It looks wild and different, like something nobody has tried before. And many accessibility experts say there’s a reason Tekken 8‘s style isn’t commonly deployed.

Bandai Namco/YouTube/Gatterall

Modern fighting games have come quite a long way from their origins in providing accessibility options. Street Fighter 6 has audio cues that can convey distance, height, health, and other crucial data to visually impaired players. King of Fighters 15 allows for setting the contrast levels between player characters and background. Competitors like BrolyLegs and numerous hardware hackers have taken the seemingly inhospitable genre even further.

Tekken 8, due later this month, seems to aim even higher, offering a number of color vision options in its settings. This includes a stark option, with black-and-white and detail-diminished backgrounds and characters’ flattened shapes filled in with either horizontal or vertical striped lines. But what started out as excitement in the fighting game and accessibility communities about expanded offerings has shifted into warnings about the potential for migraines, vertigo, or even seizures.

You can see the mode in action in the Windows demo or in a YouTube video shared by Gatterall—which, of course, you should not view if you believe yourself susceptible to issues with strobing images. Gatterall’s enthusiasm for Tekken 8‘s take on colorblind accessibility (“Literally no game has done this”) drew comment from Katsuhiro Harada, head of the Tekken games for developer and publisher Bandai Namco, on X (formerly Twitter). Harada stated that he had developed and tested “an accessibility version” of Tekken 7, which was never shipped or sold. Harada states that those “studies” made it into Tekken 8.

A stark black-and-white mode is, as emphasized by commenter OOPMan, only one of Tekken 8‘s colorblind-minded accessibility options. The game, in its current demo form, offers modes for blue, red, and green blindness, for adding patterns to player characters, and adjustments for the stage and characters. But the inclusion of the striking filters, in any circumstances, drew criticism.

Morgan Baker, game-accessibility lead at Electronic Arts, asked followers to “Please stop tagging me in the Tekken 8 ‘colorblind’ stripe filters.” The scenes had “already induced an aura migraine,” Baker wrote, and she could not “afford to get another one right now.”

Accessibility consultant Ian Hamilton reposted a number of people citing migraines, nausea, or seizure concerns while also decrying the general nature of colorblind “filters” as an engineering-based approach to a broader design challenge. He added in the thread that shipping a game that contained a potentially seizure-inducing mode could result in people inadvertently discovering their susceptibility, similar to an infamous 1997 episode of the Pokémon TV series. Baker and Hamilton also noted problems with such videos automatically playing on sites like X/Twitter.

James Berg, accessibility project manager at Xbox Game Studios, went further into explaining why moving solid lines on a video might cause issues for people affected by strobing. “Patterns of lines moving on a screen creates a contiguous area of high-frequency flashing, like an invisible strobe,” Berg wrote. “Human meat-motors aren’t big fans of that.” At a certain point, typically around 40 frames per second, people start to experience “flicker fusion frequency,” though some people can experience it at 60 fps (or Hz).

Tekken‘s Harada pushed back, writing later, “A few people, albeit very few,” misunderstood what his team was trying to do. There are multiple options, not just one colorblind mode, Harada wrote, along with brightness adjustments for effects and other elements. “These color vision options are a rare part of the fighting game genre, but they are still being researched and we intend to expand on them in the future,” Harada wrote. He added that developers “have been working with several research institutes and communities to develop this option,” even before the unsold “accessibility version of Tekken 7.”

Awareness of color blindness has come a long way from being a rare afterthought, and accessibility in games has grown along with the industry, if still requiring advocacy. Developers are discovering audiences they might never have imagined, like blind EA sports players. And a general awareness of accessibility needs, and the large market that can be tapped when they are addressed, has pushed many games toward inclusiveness. Yet there are, it seems, many more lessons to be learned for new and established developers.

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2023 was the year that GPUs stood still

2023 was the year that GPUs stood still

Andrew Cunningham

In many ways, 2023 was a long-awaited return to normalcy for people who build their own gaming and/or workstation PCs. For the entire year, most mainstream components have been available at or a little under their official retail prices, making it possible to build all kinds of PCs at relatively reasonable prices without worrying about restocks or waiting for discounts. It was a welcome continuation of some GPU trends that started in 2022. Nvidia, AMD, and Intel could release a new GPU, and you could consistently buy that GPU for roughly what it was supposed to cost.

That’s where we get into how frustrating 2023 was for GPU buyers, though. Cards like the GeForce RTX 4090 and Radeon RX 7900 series launched in late 2022 and boosted performance beyond what any last-generation cards could achieve. But 2023’s midrange GPU launches were less ambitious. Not only did they offer the performance of a last-generation GPU, but most of them did it for around the same price as the last-gen GPUs whose performance they matched.

The midrange runs in place

Not every midrange GPU launch will get us a GTX 1060—a card roughly 50 percent faster than its immediate predecessor and beat the previous-generation GTX 980 despite costing just a bit over half as much money. But even if your expectations were low, this year’s midrange GPU launches have been underwhelming.

The worst was probably the GeForce RTX 4060 Ti, which sometimes struggled to beat the card it replaced at around the same price. The 16GB version of the card was particularly maligned since it was $100 more expensive but was only faster than the 8GB version in a handful of games.

The regular RTX 4060 was slightly better news, thanks partly to a $30 price drop from where the RTX 3060 started. The performance gains were small, and a drop from 12GB to 8GB of RAM isn’t the direction we prefer to see things move, but it was still a slightly faster and more efficient card at around the same price. AMD’s Radeon RX 7600, RX 7700 XT, and RX 7800 XT all belong in this same broad category—some improvements, but generally similar performance to previous-generation parts at similar or slightly lower prices. Not an exciting leap for people with aging GPUs who waited out the GPU shortage to get an upgrade.

The best midrange card of the generation—and at $600, we’re definitely stretching the definition of “midrange”—might be the GeForce RTX 4070, which can generally match or slightly beat the RTX 3080 while using much less power and costing $100 less than the RTX 3080’s suggested retail price. That seems like a solid deal once you consider that the RTX 3080 was essentially unavailable at its suggested retail price for most of its life span. But $600 is still a $100 increase from the 2070 and a $220 increase from the 1070, making it tougher to swallow.

In all, 2023 wasn’t the worst time to buy a $300 GPU; that dubious honor belongs to the depths of 2021, when you’d be lucky to snag a GTX 1650 for that price. But “consistently available, basically competent GPUs” are harder to be thankful for the further we get from the GPU shortage.

Marketing gets more misleading

1.7 times faster than the last-gen GPU? Sure, under exactly the right conditions in specific games.

Enlarge / 1.7 times faster than the last-gen GPU? Sure, under exactly the right conditions in specific games.

Nvidia

If you just looked at Nvidia’s early performance claims for each of these GPUs, you might think that the RTX 40-series was an exciting jump forward.

But these numbers were only possible in games that supported these GPUs’ newest software gimmick, DLSS Frame Generation (FG). The original DLSS and DLSS 2 improve performance by upsampling the images generated by your GPU, generating interpolated pixels that make lower-res image into higher-res ones without the blurriness and loss of image quality you’d get from simple upscaling. DLSS FG generates entire frames in between the ones being rendered by your GPU, theoretically providing big frame rate boosts without requiring a powerful GPU.

The technology is impressive when it works, and it’s been successful enough to spawn hardware-agnostic imitators like the AMD-backed FSR 3 and an alternate implementation from Intel that’s still in early stages. But it has notable limitations—mainly, it needs a reasonably high base frame rate to have enough data to generate convincing extra frames, something that these midrange cards may struggle to do. Even when performance is good, it can introduce weird visual artifacts or lose fine detail. The technology isn’t available in all games. And DLSS FG also adds a bit of latency, though this can be offset with latency-reducing technologies like Nvidia Reflex.

As another tool in the performance-enhancing toolbox, DLSS FG is nice to have. But to put it front-and-center in comparisons with previous-generation graphics cards is, at best, painting an overly rosy picture of what upgraders can actually expect.

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Ars Technica’s best video games of 2023

The years are absolutely packed —

2022’s relative drought leads to an absolutely packed year of major epics.

Ars Technica’s best video games of 2023

It’s been a real period of feast or famine in the video game industry of late. Last year in this space, we lamented how COVID-related development delays meant a dearth of big-budget blockbusters that would usually fill a year-end list. In 2023, many of those delays finally expired, leading to a flood of long-anticipated titles over just a few months.

But the year in games didn’t stop there. Beyond the usual big-budget suspects, there were countless delightful surprises from smaller indie studios, many of which came out of nowhere to provide some of the most memorable interactive experiences of the year.

These two trends make it difficult to narrow this year’s best games down to just 20 titles. The “shortlist” we assembled during the winnowing process easily approached 50 titles, most of which could have easily made the list in a less packed year—or been swapped with a game that did make this year’s list.

Looking back years from now, 2023 may be mentioned in the same breath as 1998 and 2007 as years that were packed to the gills with classics. Here are 20 titles released this year that we think will stand the test of time, sorted in alphabetical order, with a single “Game of the Year” pick at the end.

Against the Storm

Eremite games; Windows

With most games I played and wrote about this year, even the titles I really liked, I would tell myself, “I could see playing this more.” With Against the Storm, I’m not just imagining it, I’m actively plotting ways to make it happen.

A (rather well-organized) village in <em>Against the Storm</em>, with the Hearth at center, constantly burning the resources you acquire.
Enlarge / A (rather well-organized) village in Against the Storm, with the Hearth at center, constantly burning the resources you acquire.

This game is stuck in my mental queue because of how surprisingly well the core gameplay loop works. You create the kinds of little villages you’d make in a typical real-time strategy game, except there’s no real-time battle, just a gradual push against time to gather enough resources, deliver the right goods, and keep everyone moderately happy. You can save any time, but each session can also be played in about an hour. It’s deep, but it’s also calm. Even the “roguelite” map-wiping aspect of the game isn’t a punishment but, rather, a reminder not to worry too much about any one level.

Against the Storm is also now Steam Deck Verified, having made lots of changes to how controllers, gamepads, and on-screen text are displayed for that tinier screen. It’s a smart move to make this session-friendly game more couch-capable.

You can pick out a few distinct genre influences in Against the Storm, a handful of specific art homages, and probably quite a few mechanics plucked from other games. But it is very much its own game, one that has been tuned well over its early access period. I keep finding myself hoping for little stretches of time where I can break away from daily life so I can have a bunch of villagers, a queen, and unknowable forest spirits demand more and more of me. It’s quite weird, but it works.

-Kevin Purdy

Alan Wake 2

Remedy Entertainment; Windows, PS5, Xbox Series X|S

I am not really in the target audience for Alan Wake 2. I only played a few brief moments of its predecessor, and I’ve never really gone deep on survival horror shooters, having bounced off the Resident Evil titles in my youth. And while I was initially thrilled with developer Remedy’s last title, Control, the combat felt too repetitive and grinding for me to keep pushing through it for one more head-melting story reveal or another cleverly worded office memo.

Welcome to Cauldron Lake.
Enlarge / Welcome to Cauldron Lake.

Remedy

And yet I think Alan Wake 2 is an inspired, fascinating, entertaining game, one that I’d recommend to nearly anybody. Anybody, in particular, who digs The X-Files, Twin Peaks, Stephen King, Resident Evil, meta-fiction, Control, True Detective, or pondering dark myths amid the beauty of the Pacific Northwest’s majestic, damp forests or a lucid-dream version of New York City.

AW2 gives Remedy the breadth and budget to tell the kinds of stories it’s best at telling. Even if I found the gun-focused but bullet-constrained combat a bit of a slog at times, I wanted to push through. I wanted to watch Saga Anderson discover and react to the reality-altering mystery she was investigating. I wanted to have more moments like when Wake was thrust onto a talk show couch, unaware of the book he was there to promote.

There’s also a musical number. This isn’t a game where you can see the beats coming.

Like 2022’s game of the year, Elden Ring, AW2 feels like a distillation but also an expansion of all the games that came before it. It’s not going to be for everyone, but it provides a wonderful service for those who commit to sitting down with it.

Brotato

Thomas Gevraud; Windows, Switch, iOS, Android

Last year, the cheap, pixel-graphics indie roguelite Vampire Survivors was my personal game of the year. I wasn’t alone in my obsession. Although it wasn’t technically the first of its kind, Vampire Survivors kick-started a new genre in which an auto-attacking hero faces down ever-increasing hordes of enemies. I’ve played a ton of these “Survivor-likes” over the past year, and many of them are quite good. My favorite by far, though, is Brotato, which saw its 1.0 release this year.

Look out, little potato.
Enlarge / Look out, little potato.

In Brotato, you maneuver the titular potato-bodied hero around a small arena. Enemies rush toward your position, and when they’re in range, your character attacks them automatically. But instead of the 20- to 30-minute rounds common in the genre, a Brotato run is split into 20 bite-sized fights that last anywhere from 20 to 90 seconds.

Defeated enemies drop “materials,” which double as experience points and money. You visit a shop between rounds and can spend as much money as you want to buy items and weapons to buff up your character. This is where the game gets its addictive pull. There are 16 main stats, and the key to success is leaning into the ones that help your character the most. Items often have a positive and a negative, so balancing is key.

In short, the game is a min-maxer’s dream.

Forty-four unique characters, six difficulty levels, dozens of weapons, and hundreds of items—unlocked as you play the game—ensure you have a ton of content to chew through. The best thing about the game is coming up with wacky build ideas and seeing if you can make them happen. Adjusting your stats from round to round makes a huge difference, and choosing the right items becomes surprisingly intuitive.

The game is a scandalously cheap $5 (or free to try on mobile). If you are at all interested in stat-building in games, you need to try this.

Ars Technica’s best video games of 2023 Read More »

pax-unplugged-2023:-how-indie-devs-build-and-sell-new-board-games

PAX Unplugged 2023: How indie devs build and sell new board games

PAX Unplugged 2023 —

Tabletop is bigger than ever. What’s it like trying to get your game out there?

Corporate Vampire testing pitch at PAX Unplugged 2023

Enlarge / Given only this sign, and a glimpse of some pieces, a constant stream of playtesters stopped by to check out what was then called Corporate Vampire.

Kevin Purdy

“You don’t want Frenzy. Frenzy is a bad thing. It might seem like it’s good, but trust me, you want to have a blood supply. Frenzy leads to Consequences.”

It’s mid-afternoon in early December in downtown Philadelphia’s Pennsylvania Convention Center, and I’m in the Unpub room at PAX Unplugged. Michael Schofield and Tim Broadwater of Design Thinking Games have booked one of the dozens of long card tables to show their game Corporate Vampire to anybody who wants to try it. Broadwater is running the game and explaining the big concepts while Schofield takes notes. Their hope is that after six revisions and 12 smaller iterations, their game is past the point where someone can break it. But they have to test that disheartening possibility in public.

I didn’t expect to spend so much of my first PAX Unplugged hanging around indie game makers. But with the tabletop industry expanding after some massive boom years, some Stranger Things and Critical Role infusions, and, of course, new COVID-borne habits, it felt like a field that was both more open to outsiders than before and also very crowded. I wanted to see what this thing, so big it barely fit inside a massive conference center, felt like at the smaller tables, to those still navigating their way into the industry.

Here are a few stories of parties venturing out on their own, developing their character as they go.

How much vampire influence is too much?

Corporate Vampire (or “CorpVamp”) has been in the works since summer 2022. The name came from an earlier, more Masquerade-ish idea of the game, in which you could take over a city council, build blood banks, and wield political influence. But testing at last year’s Unplugged, and the creators’ own instincts, gradually revealed a truth. “People really like eating other people,” Schofield says.

Along with input from game designer Connor Wake, the team arrived at their new direction: “More preying, more powers that make players feel like mist-morphing badasses, more Salem’s Lot, less The Vampire Lestat.”

By the end of the weekend, they’ll have taken up a playtester’s naming suggestion: Thirst. But for now, the signs all say CorpVamp, and the test game is a mixture of stock and free-use art, thick cardboard tiles, thin paper tokens, glossy card decks, generic colored wooden cubes, and a bunch of concepts for players to track—perhaps too many.

Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.” height=”960″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/IMG_3964-Large.jpeg” width=”1280″></img><figcaption>
<p>Hand-cut tokens and make-do squares for an early version of <em>Thirst</em>.</p>
<p>Kevin Purdy</p>
</figcaption></figure>
<p>The way <i>CorpVamp</i>/<i>Thirst</i> should go is that each night, a vampire wakes up, loses a little blood, then sets out to get much more back by exploring a Victorian city. In populated neighborhoods, a vampire can feast on people—but doing so generates a board-altering Consequence, such as roving security guards or citizens discovering bodies. Vampires accumulate victims and hypnotize them for Influence, depending on who the victims are (“Judge” versus “Roustabout,” for example), turn them into “Baby Vampires,” or simply keep them as blood stock. You win by accruing victory points for various misdeeds and achievements.</p>
<p>One player, who told the designers that a different game’s play-test saw him “break the game in 10 minutes,” seemed bothered by how Consequences can be triggered by a single player’s actions but affect all players. Another has a hard time keeping track of the tokens for influence, movement, and blood, and when to move them on and off the board. That’s called “mess testing,” Schofield tells me, and he’s working on it. Some things will be easier to learn and use when the pieces have better designs and materials. But the <i>CorpVamp</i> team can’t jump to that stage until the mechanics are locked down.</p>
<p>As that group finishes a test, another group sits down immediately, having stood nearby to ensure their chance. Schofield and Broadwater won’t lack for players in their three-hour slot. That tells the team there’s “evidence of a market,” that their game has “stopping power” and “shelf value,” despite its obscurity, Schofield says. But there’s lots of work still to be done in alpha. “The costs of powers are too high, the powers aren’t <i>badass enough</i> [emphasis his], and the tactile movement of placing cubes and flipping tokens isn’t quite right,” he later tells me.</p>
<p>After more iterations and some “blind” play tests (players learning, playing, and finishing the game without creator guidance), the game will be in beta, and the team will get closer to pinning down the look and feel of the game with illustrators and designers. Since their schedules only afford them roughly three hours of dedicated collaboration time every week, they lean on what they’ve learned from their product-oriented day jobs. “Frequent iterations and small feedback loops will iron things out,” Schofield says. “Process wins.”</p>
<p>Then they can “enjoy the problems of production and distribution logistics.” After that, “We’ll sell copies of <i>Thirst</i> at the next PAX Unplugged.”</p>
<figure><img loading=

Kevin Purdy

“Don’t do miniatures for your first version”

I played a few different games at PAX Unplugged that were at various stages before publication. One called WhoKnew? was on its second year at the conference. The first year was simply designer Nicholas Eife tagging along at a friend’s booth, bringing only a piece of paper and asking people who wandered by if they thought a trivia game based on the origins of idioms would work. This year, there was an actual table and a vinyl sign, with an early-stage board and trivia cards laid out.

I drew the phrase “The whole nine yards” and I chose “British Artillery” as its origin. Eife congratulated me (The length of a Vickers machine gun’s ammo belt as the origin of the phrase is far from a solved matter, but I will not concede my point.) I asked the designer what state the game will be in next year. “I guess we’ll have to see,” he said, displaying the slight grin of a person working entirely within their own timeline on a purely passion-driven project. It was almost uncomfortable, this calm, patient demeanor amidst the murmuring chaos of the show floor.

An Indie Game Alliance member demonstrates

An Indie Game Alliance member demonstrates “Outrun the Bear” at the IGA booth at PAX Unplugged 2023

Indie Game Alliance

Perhaps looking for a less idyllic counterpoint, I asked Matt Holden, executive director of the Indie Game Alliance, what it’s typically like for new game makers. For a monthly fee, the Alliance provides game makers with tools typically reserved for big publisher deals. That includes international teams for demonstrating your game, co-op-style discounts on production and other costs, connections to freelancers and other designers, and, crucially, consulting and support on crowdfunding and game design.

Holden and his wife Victoria have been running the Alliance for more than 10 years, almost entirely by themselves. At any given time, the Alliance’s 1,800-plus current and former members have 30-40 Kickstarters or other crowdfunding campaigns going. Crowdfunding is all but essential for most indie game makers, providing them working capital, feedback, and word-of-mouth marketing at the same time. Holden can offer a lot of advice on any given campaign but has only one universal rule.

“Don’t make miniatures for your first version of your game, no matter how big your campaign is getting. Just don’t do it,” Holden said, then paused for a moment. “Unless you worked for a company that made miniatures, and you’re an expert on them, then go ahead. But,” he emphasized, “miniatures are where everyone gets stuck.”

Has the burgeoning interest in tabletop and role-playing changed how indie games get made, pitched, and sold? Holden thinks not. The victories and mistakes he sees from game makers are still the same. Games with unique and quirky angles might have more of a chance now, he said, but finding an audience is still a combination of hard work, networking, product design, and, of course, some luck.

An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023″ height=”1928″ src=”https://cdn.arstechnica.net/wp-content/uploads/2023/12/iga2-scaled.jpg” width=”2560″></img><figcaption>
<p>An IGA member demonstrates <em>Last Command</em> at PAX Unplugged 2023</p>
</figcaption></figure>
<p>“I can’t tell somebody what’s going to guarantee their [crowfunding] campaign works. Nobody can,” Holden said. “But you do enough of them, and you see the things that the campaigns that work, and those that don’t, have in common.”</p>
<p>Patience would seem to be one of them. As I sat talking to Holden at the Alliance’s booth, game demo volunteers gently interrupted to ask for advice or the whereabouts of some item for their table. Putting in the time at conventions, game stores, and friends’ tables, testing and demonstrating, is critical, Holden said, and it’s a big part of what the Alliance helps newcomers coordinate.</p>
<p>I later traded emails with Eife of <i>WhoKnew</i> (a title that also seems to be in flux). He was eager to tell me that, after two weeks of conventions, including PAX Unplugged, the feedback and enthusiasm “gave us that boost of confidence and the desire to push.” So he and his team “put our nose to the grindstone and immediately started making corrections and changes.”</p>
<p>I realized, at some point over that weekend, that I’d been holding onto an idea about board game success that was dated, if not outright simplistic. I’d held out the story of <a href=Klaus Teuber’s four years developing Settlers of Catan as the paradigm. He had worked, reportedly unhappily, as a dental technician, tinkering with the game in his basement on nights and weekends, dragging new copies upstairs every so often for his family and friends to test. One day, it was successful enough he could quit messing with people’s teeth.

There were, I would find out, a lot of paths into developing a modern tabletop experience.

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin, working the +1EXP booth at PAX Unplugged 2023

Cassi Mothwin

PAX Unplugged 2023: How indie devs build and sell new board games Read More »

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

Have you given yet? —

Add to a charity haul that has already raised over $19,000.

Just some of the prizes you can win in this year's charity drive sweepstakes.

Enlarge / Just some of the prizes you can win in this year’s charity drive sweepstakes.

Kyle Orland

If you’ve been too busy reading about major game publisher leaks to take part in this year’s Ars Technica Charity Drive sweepstakes, don’t worry. You still have time to donate to a good cause and get a chance to win your share of over $2,500 worth of swag (no purchase necessary to win).

So far, over 220 readers have contributed more than $19,000 to either the Electronic Frontier Foundation or Child’s Play as part of the charity drive (EFF is still leading in the donation totals by nearly $6,000). That’s a long way from 2020’s record haul of over $58,000, but there’s still plenty of time until the Charity Drive wraps up on Tuesday, January 2, 2024.

That doesn’t mean you should put your donation off, though. Do yourself and the charities involved a favor and give now while you’re thinking about it.

See below for instructions on how to enter and check out the Charity Drive kickoff post for a complete list of the available prizes.

How it works

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

Once that’s done, it’s time to register your entry in our sweepstakes. Just grab a digital copy of your receipt (a forwarded email, a screenshot, or simply a cut-and-paste of the text) and send it to [email protected] with your name, postal address, daytime telephone number, and email address by 11: 59 pm ET Tuesday, January 2, 2024. (One entry per person, and each person can only win up to one prize. US residents only. NO PURCHASE NECESSARY. See Official Rules for more information, including how to enter without donating. Also, refer to the Ars Technica privacy policy at https://www.condenast.com/privacy-policy.)

We’ll then contact the winners and have them choose their prize by January 31, 2024. Choosing takes place in the order the winners are drawn. Good luck!

Listing image by CanStockPhoto

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

wolverine-developer-insomniac-games-sees-1.67tb-of-secrets-leaked-in-data-breach

Wolverine-developer Insomniac Games sees 1.67TB of secrets leaked in data breach

Ransomware —

Future Ratchet & Clank, X-Men, and Spider-Man games exposed—but it gets worse.

Wolverine sits at a bar in a game screenshot

Enlarge / An officially released image for Insomniac Games’ upcoming game Wolverine.

Acclaimed Sony-owned game development studio Insomniac Games became the victim of a large-scale ransomware attack this week, as initially reported by Cyber Daily. Ransomware group Rhysida dumped 1.67TB of data, including assets and story spoilers from unreleased games, a road map of upcoming titles, internal company communications, employees’ personal data such as passport scans and compensation figures, and much more.

The gang said it chose Insomniac because, as a large and successful studio, it made an attractive target for a money grab. The ransom was $2 million, and Insomniac refused to pay it.

As a result, a trove of emails, Slack messages, slideshow presentations, and more hit the web. Notably, these included screenshots and assets from the studio’s upcoming Wolverine game, as well as confirmation that Wolverine is planned to be the first in a trilogy of games starring X-Men characters. The materials also revealed that the company is working on another Ratchet & Clank game and a new Spider-Man sequel.

Rhysida put some of the data up for bidding by parties other than Insomniac itself, and some was sold.

Insomniac Games has an impressive history of top-selling games, particularly on PlayStation consoles. It became a household name with the Spyro the Dragon series on the first PlayStation. It went on to create and shepherd the Ratchet & Clank series on PlayStation 2, and it released several more Ratchet & Clank games on PlayStation 3, alongside a first-person shooter series dubbed Resistance.

More recently, the studio has released new Ratchet & Clank games on PlayStation 4 and PlayStation 5 and three critically acclaimed games based on Marvel’s Spider-Man. It also dabbled in VR development on the Oculus platform and released an Xbox exclusive called Sunset Overdrive before it was acquired by Sony to become a first-party PlayStation studio in August 2019.

As one of the industry’s most accomplished and successful developers, it has an enormous audience of fans who will likely avail themselves of the leaked information about upcoming titles. The leaks also expose internal company information that may be of interest to Sony’s direct competitors, such as Microsoft.

This is far from the first example of a large leak from a triple-A game developer or publisher. For example, footage of Rockstar Games’ highly anticipated Grand Theft Auto VI made its way onto the Internet last year. There was also a relatively recent high-profile leak affecting Cyberpunk 2077 and The Witcher III: Wild Hunt developer CD Projekt Red. Going back decades, there was the infamous incident of leaked Half-Life 2 source code and many more examples.

The scope of this leak is enormous even by the standards of this industry, though.

It’s important to take some of this leaked information with a grain of salt, because there is no guarantee that the information leaked is up to date. Even if it’s current now, the studio’s plans could change and evolve in the coming months and years. The fact that a new Ratchet & Clank game is planned now doesn’t necessarily mean one will be released in a few years; games are canceled all the time.

Wolverine-developer Insomniac Games sees 1.67TB of secrets leaked in data breach Read More »

google’s-stadia-controller-salvage-operation-will-run-for-another-year

Google’s Stadia Controller salvage operation will run for another year

A desktop app could run forever, though —

The online-only controller updater will run until December 2024.

Man removing Stadia logo from a wall with high pressure water spray

Enlarge / Like it never even happened.

Aurich Lawson / Getty Images

Stadia might be dead, but the controllers for Google’s cloud-based gaming platform are still out there. With the service permanently offline, the proprietary Stadia Controller threatened to fill up landfills until Google devised a plan to convert them to generic Bluetooth devices that can work on almost anything. The app to open up the controller to other devices is a web service, which previously had a shutdown date of December 2023. That apparently isn’t enough time to convert all these controllers, so the Stadia Controller Salvage operation will run for a whole additional year. X (formerly Twitter) user Wario64 was the first to spot the announcement, which says the online tool will continue running until December 31, 2024.

As a cloud-based gaming service, Stadia had all the game code run on remote servers, with individual video frames streaming live to the user and showing the gameplay. The user would press buttons on their local controller, and every single individual button press had to travel across the Internet to the remote game server to be processed. These services live and die by their latency; in an attempt to reduce latency, the Stadia Controller connected to the Internet directly over Wi-Fi instead of connecting via Bluetooth to your computer and then to the Internet. Google claimed that one less hop on the local network led to shorter latency, especially since  the service was originally built around the power-limited Chromecast dongle.

The official Stadia Controller in

Enlarge / The official Stadia Controller in “clearly white.”

Google

With the service dead, the Wi-Fi-only controller wouldn’t work wirelessly, leaving old-school USB as the only way to use the controller. However, Stadia Controllers already came with a dormant Bluetooth chip, so Google cooked up a way to convert the orphaned controllers from Wi-Fi communication to Bluetooth, allowing them to wirelessly connect to computers and phones as a generic HID (Human Interface Device). Normally you’d expect a download for some kind of firmware update program, but Google being Google, the Stadia Controller update process happens entirely on a webpage. Google’s controller update page has a very fancy “WebUSB” API setup—you fire up a Chromium browser, plug in your controller, grant the browser access to the device, and the webpage can access the controller directly and update the firmware, without any program to install.

While the web-based updater is very neat, it also means it’s impossible for a third party to archive the updater for future use. Once Google’s website goes down, there are no more controller updates. A desktop app, on the other hand, could be kept around and re-distributed forever.

The early days reports of Stadia sales said the service undershot Google’s estimates by “hundreds of thousands” of users, so there are probably a lot of controllers out there. Even in 2022, it was normal to buy new Stadia Controllers labeled with the original 2019 manufacturing date, giving the impression that these things were just filling up warehouses. With the update plan still running for another year, there’s more time for sales to happen and for these controllers to find a good home.

In our review of the Stadia service, Ars’ Senior Gaming Editor Kyle Orland found the controller was “one of the highlights of the Stadia launch package,” saying it “boasts a solid, well-balanced weight; comfortable, clicky face buttons and analog sticks; quality ergonomic design on the D-pad and shoulder triggers; and strong, distinct rumble motors.” So, assuming you can get the $70 MSRP device at a significant discount, it sounds like a decent buy. The one downside is that audio features like the headphone jack and microphone won’t work after the Bluetooth update.

Google’s Stadia Controller salvage operation will run for another year Read More »

an-interview-with-cities:-skylines-2-developer’s-ceo,-mariina-hallikainen

An Interview with Cities: Skylines 2 developer’s CEO, Mariina Hallikainen

Exclusive interview —

A hugely successful early game can become a developer’s own worst enemy.

Colossal Order CEO Mariina Hallikainen

Enlarge / Colossal Order CEO Mariina Hallikainen, from the company’s “Winter Recap” video.

Colossal Order/Paradox Interactive/YouTube

It’s not often you see the CEO of a developer suggest their game is “cursed” in an official, professionally produced video, let alone a video released to celebrate that game. But Colossal Order is not a typical developer. And Cities: Skylines 2 has not had anything close to a typical release.

In a “Winter Recap” video up today for Cities: Skylines 2 (C:S2), CEO Mariina Hallikainen says that her company’s goal was to prevent the main issue they had with the original Cities: Skylines: continuing work on a game that was “not a technical masterpiece” for 10 years or more. The goal with C:S2 was to use the very latest technology and build everything new.

“We are trying to make a city-building game that will last for a decade,” Hallikainen says in the video. “People didn’t understand; we aren’t using anything from Cities: Skylines. We’re actually building everything new.” Henri Haimakainen, game designer, says Colossal Order is “like fighting against ourselves, in a way. We are our own worst competition,” in trying to deliver not only the original game, but more.

Cities: Skylines 2‘s Winter Recap, with reaction to the game’s launch from staff and plans for future updates, including performance improvement and a forthcoming expansion pack.

“Everything new” and “more” has often meant “not optimal,” as we noted after the game’s launch. It has led to some remarkable candor from the developer, and its publisher. Madeleine Jonsson, community manager at publisher Paradox Interactive, says that in order to work with players’ feedback about the game, “we have to just speak about these things insanely candidly.” That’s why, in last week’s patch notes, and Colossal Order’s “CO Word of the Week,” players can read not just about the typical “major bug fixes and performance improvements,” but that Cities: Skylines 2 (C:S2) should see better performance in areas with lots of pedestrians—and, “yes, they now have level of detail (LOD) models.”

Just before Colossal Order issued that patch and went on holiday break, Hallikainen spoke with Ars at length about offering up that kind of gritty detail to players, the decision to release C:S2, the difficulty of following up a game that saw nearly 10 years of active development and more than 60 downloadable content packs, and more on the specific issues the team is working with players to improve. And why, out of everything that’s coming up for C:S2—including a Ports and Bridges expansion—modding support is perhaps the most exciting for her.

Modding, something the Cities: Skylines community has already started without any official tools, will further reveal the promise of the simulation her team has been working on for years. And, presumably, it’s a chance to look forward to something exciting and unknown rather than pull things from the past forward for re-examination—like I essentially asked Hallikainen to do, repeatedly.

The interview has been edited and condensed for clarity. It was conducted on December 12 between Hallikainen in Finland and the author in the Eastern US.

An Interview with Cities: Skylines 2 developer’s CEO, Mariina Hallikainen Read More »

e3-memory-lane:-ars’-favorite-moments-from-the-show’s-over-the-top-past

E3 memory lane: Ars’ favorite moments from the show’s over-the-top past

We’ve still got PAX —

The people, scenery, and oddities that made E3 part trade show, part theme park.

This photo is exactly what it was like to be on the E3 show floor. Exactly.

Enlarge / This photo is exactly what it was like to be on the E3 show floor. Exactly.

Aurich Lawson | Getty Images

Today’s news that the Electronic Entertainment Expo is officially, totally, and completely dead was a bit bittersweet for your humble Ars Technica Senior Gaming Editor. Don’t get me wrong, I’ll miss the chance to meet industry luminaries, connect with far-flung associates, and play games months ahead of time in a setting that’s as much a theme park as a trade show. But after spending many a late night covering 15 E3 shows in 16 years, I can say that the crowds, the smells, and the sensory overload associated with the LA Convention Center aren’t always all they’re cracked up to be.

Still, those who have been there will tell you that, for a gaming fan, there was nothing quite like the bombast and spectacle of the E3 show floor in its heyday.

For those who haven’t been there, we’ve sorted through literally hundreds of E3 photos taken by Ars journalists over the years to assemble a few dozen of the best into this visual travelogue-meets-history-lesson. We hope that skimming through the galleries below will give you some idea of the madcap event that E3 was and why it has generated so many lasting memories for those who attended.

The people

From corporate cosplayers to celebrity guests, E3 was a great place for people-watching. Here are some of the favorite people we spotted over the years.

  • 2013: Shigeru Miyamoto himself makes a stateside appearance to promote Pikmin 3.

    Andrew Cunningham

  • 2013: Jerry Cantrell of Alice in Chains introduces Rocksmith at the Ubisoft press conference.

    Andrew Cunningham

  • 2013: The Shins play Microsoft’s preview event/press conference.

    Andrew Cunningham

  • 2013: I’m pretty sure Kratos can take this guy.

    Andrew Cunningham

  • 2013: I’m ready for my close-up, and my BRAAAAAAAAINS!

    Andrew Cunningham

  • 2015: People scoffed when Capcom added a balding journalist to the Street Fighter lineup, but he has become one of the series’ most enduring characters.

    Mark Walton

  • 2016: To promote Mafia III, 2K Games had a jazz band play a fake, New Orleans-style funeral procession up and down the E3 halls and sidewalks.

    Kyle Orland

  • 2016: Meanwhile, Sea of Thieves brought the sea shanties to the show floor.

    Sam Machkovech

  • 2016: The escort missions in “Warrior Princess meets Captain Carrot” are pretty hilarious, I have to say.

    Kyle Orland

  • 2016: Heihachi still knows how to impress the ladies.

    Kyle Orland

  • 2016: This “walker” from Horizon: New Dawn wandered the show floor as a giant puppet operated by a single person.

    Sam Machkovech

  • 2018: Good dog…

    Kyle Orland

  • 2018: A group of B-boys add to the atmosphere of a fake New York street Sony set up to promote Spider-Man.

    Kyle Orland

  • 2018: Sony’s Astro Bot isn’t quite as popular as Mario, but it’s not for lack of trying (or maybe it is…)

    Kyle Orland

  • 2018: This woman was literally screaming and running away from these costumed zombies just before this picture. I still don’t know if she was part of the act.

    Kyle Orland

  • 2018: Before playing the remake of Resident Evil 2, you had to walk through a “blood”-stained hallway featuring this fellow.

    Kyle Orland

  • 2019: The EA Play event at the Hollywood Palladium included this impressive cast of paid Apex Legends cosplayers. Yes, the person cosplaying as Octane is a bilateral amputee.

  • 2019: Nothing says “E3” like a guy in a Yoshi/Mario costume livestreaming himself as he balks loudly at the show floor’s $6 pretzels.

    Kyle Orland

The scenery

Publishers easily spent tens of thousands of dollars for decorations that they hoped would make their booth stand out on the crowded E3 show floor each year. Here are some of our favorite larger-than-life statues and installations.

  • 2014: A life-sized Mario Kart adorns Nintendo’s booth to promote Mario Kart 8.

    Andrew Cunningham

  • 2014: You might say that riding this hover-bike is my… destiny.

    Andrew Cunningham

  • 2014: Tanks hanging from the ceiling are what E3 is all about.

    Andrew Cunningham

  • 2015: Lego Hulk smash!

    Mark Walton

  • 2015: Doom enemies are WAY more intense in person…

    Mark Walton

  • 2015: Life-size Pip-Boy approves of E3!

    Mark Walton

  • 2015: I, for one, welcome our alien overlords…

    Mark Walton

  • 2015: You died… at E3!

    Mark Walton

  • 2016: Sea of Thieves apparently has an ESRB rating of “Arrrrrrrr.”

  • 2017: Why settle for balloon animals when you can have balloon demons?

    Sam Machkovech

  • 2017: It’s not a floating tank, but it’ll do.

    Kyle Orland

  • 2017: A rare viewpoint on a cross-eyed Mario tank.

    Kyle Orland

  • 2017: One of these things is not like the others…

    Kyle Orland

  • 2017: Donkey Kong has been taking a lot of performance-enhancing drugs, and it shows.

    Kyle Orland

  • 2018: This loop treadmill was closed after the first day of the show after someone fell over and cut their lip when trying to do a cartwheel on it.

    Kyle Orland

  • 2019: Link delves into a dungeon in a cute Nintendo booth diorama.

    Sam Machkovech

  • 2019: I’ll get you for this, Lego Jabba the Hutt!

    Sam Machkovech

  • 2019: This re-creation of an iconic FFVII backdrop was there to promote the remake.

    Sam Machkovech

The history

Multiple E3 shows featured a small corner devoted to showing off rarities and collections from various video game history museums. Here are some of our favorite artifacts on the E3 show floor.

  • 2013: An attendee plays Wario Land on a retail display unit for Nintendo’s Game Boy.

    Andrew Cunningham

  • 2013: We’re all used to game achievements now, but Activision was a real pioneer here. Each of these patches could be won by achieving certain goals in Activision games, photographing your TV screen, and mailing the photo in. Atari Age has an excellent roundup of the patches and the actions needed to get them.

    Andrew Cunningham

  • 2013: Only 116 of these cartridges were produced and given to competitors in a 1990 game championship held by Nintendo. In the rare events when these cartridges have been sold, they commonly fetch more than $10,000.

    Andrew Cunningham

  • 2013: An in-store demo kiosk for the Atari 800, a computer and game system that originally shipped with 8KB of RAM.

    Andrew Cunningham

  • 2014: Atari feels the existence of the “Game Boy” implies the necessity for a “Game Girl.”

    Andrew Cunningham

  • 2014: Before the Apple Watch, this was some of the best interactive content you could get on your wrist.

    Andrew Cunningham

  • 2015: A rare relic from the NES’s limited New York launch in 1985.

    Sam Machkovech

  • 2015: You might remember Columbia House for its “11 albums for a penny” catalog offers, but did you know it had a video game offering, too?

    Sam Machkiovech

  • 2015: If you mess with a retro console maker, you mess with me, pard’ner…

    Sam Machkovech

  • 2015: You’re asking a lot of questions about my “Just another high-strung prima donna from Atari” shirt that are already answered by the shirt.

    Sam Machkovech

  • 2015: In an alternate universe, we all fondly remember this multicolored monstrosity rather than Atari’s wood-grained Video Computer System.

    Sam Machkovech

  • 2018: Sega eventually abandoned this modem-equipped version of the Saturn for the Dreamcast.

    Sam Machkovech

  • 2019: The innards of an extremely rare prototype of a full-color Vectrex console.

    Sam Machkovech

  • 2019: Members of the original Xbox team got a limited edition system signed by Bill Gates himself.

    Sam Machkovech

The crowds

Fighting through a wall-to-wall sea of people as you rush from South to West Hall for an appointment is not an experience we’re eager to repeat. Hopefully, these photos will give you some idea of the massive throngs of humanity that filled the LA Convention Center for E3 each year.

  • 2013: The line to get into Microsoft’s Xbox press conference snaked around the block.

    Andrew Cunningham

  • 2013: Food trucks with huge lines feed hungry journalists between the Microsoft and EA press conferences

    Andrew Cunningham

  • 2013: A mad rush of attendees swamps the escalators as the show floor opens.

    Andrew Cunningham

  • 2013: A sea of humanity in the third-party-publisher-filled South Hall.

    Andrew Cunningham

  • 2014: Very little elbow room at Sony’s booth.

    Andrew Cunningham

  • 2015: Microsoft’s press conference lit the assembled throngs in Xbox’s signature neon green, which made everyone in attendance look like the Incredible Hulk.

    Mark Walton

  • 2015: Sony’s press conference crowds are lit in a much more flattering blue light.

    Mark Walton

  • 2015: These innocent bystanders should really get out of the way just in case the console war becomes a shooting war.

    Mark Walton

  • 2016: One of the longest lines at this year’s E3 was for Naughty America VR, the first porn company to have an E3 booth in as long as we can remember.

    Sam Machkovech

The oddities

Since the days of the departed Kentia Hall, E3 has hosted some truly odd, loosely game-related products and displays. Here are a few of the oddest sights we stumbled across.

  • 2015: Want to run in place on a slippery floor while in VR? The Virtuix Omni has you covered.

    Mark Walton

  • 2016: This giant NES controller was a big attraction for the 8bitdo booth for many years.

    Kyle Orland

  • 2019: Sega promotes the Genesis Mini with a not-so-mini controller.

    Sam Machkovech

  • 2019: While E3 has featured plenty of giant controllers, it has only featured one with a screen embedded inside, as far as I can tell.

    Kyle Orland

  • 2016: The Fulldome Pro was supposed to be some sort of immersive 3D display, but it looks a little hard to imagine in a living room, to be honest. One of the smaller projection domes on the show floor was by Fulldome Pro.

    Kyle Orland

  • 2016: I like to look at this picture and imagine the man in the cardigan is about 2 inches tall.

    Kyle Orland

  • 2016: A PC case shaped like Winston helps promote Overwatch.

    Sam Machkovech

  • 2016: Attendees get a hold of some, uh, unorthodox controllers at the Devolver Digital parking lot just outside of E3.

    Sam Machkovech

  • 2018: Hard to argue with this slogan for an accessory that provides wireless virtual reality.

    Kyle Orland

  • 2019: Pixl Cube was one of the more inventive games at the Indiecade booth, a tilt-sensitive box with LED dots that moved through a maze as if pulled by gravity.

    Kyle Orland

  • 2013: Parappa and I bid you a fond farewell from the storied halls of E3.

    Andrew Cunningham

  • 2013: Peace out

    Andrew Cunningham

E3 memory lane: Ars’ favorite moments from the show’s over-the-top past Read More »

reminder:-donate-to-win-swag-in-our-annual-charity-drive-sweepstakes

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

Give what you can —

Add to a charity haul that’s already raised over $14,000 in less than two weeks.

Just some of the prizes you can win in this year's charity drive sweepstakes.

Enlarge / Just some of the prizes you can win in this year’s charity drive sweepstakes.

Kyle Orland

If you’ve been too busy playing Against the Storm to take part in this year’s Ars Technica Charity Drive sweepstakes, don’t worry. You still have time to donate to a good cause and get a chance to win your share of over $2,500 worth of swag (no purchase necessary to win).

So far, in the first three days of the drive, nearly 180 readers have contributed over $14,000 to either the Electronic Frontier Foundation or Child’s Play as part of the charity drive (EFF is now leading in the donation totals by nearly $6,000). That’s a long way from 2020’s record haul of over $58,000, but there’s still plenty of time until the Charity Drive wraps up on Tuesday, January 2, 2024.

That doesn’t mean you should put your donation off, though. Do yourself and the charities involved a favor and give now while you’re thinking about it.

See below for instructions on how to enter, and check out the Charity Drive kickoff post for a complete list of available prizes.

How it works

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

Once that’s done, it’s time to register your entry in our sweepstakes. Just grab a digital copy of your receipt (a forwarded email, a screenshot, or simply a cut-and-paste of the text) and send it to [email protected] with your name, postal address, daytime telephone number, and email address by 11: 59 pm ET Tuesday, January 2, 2024. (One entry per person, and each person can only win up to one prize. US residents only. NO PURCHASE NECESSARY. See Official Rules for more information, including how to enter without donating. Also, refer to the Ars Technica privacy policy at https://www.condenast.com/privacy-policy.)

We’ll then contact the winners and have them choose their prize by January 31, 2024. Choosing takes place in the order the winners are drawn. Good luck!

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

gta-vi-trailer-leak-linked-to-rockstar-dev’s-son

GTA VI trailer leak linked to Rockstar dev’s son

Shady behaviour might be part of the Grand Theft Auto DNA, but leaking video game trailers on TikTok before launch is probably not what developers had in mind. Especially not when it can be traced back to a senior Rockstar developer’s son. 

The fact that fans will need to wait more than a year for the next instalment in the GTA saga (or, as one viewer close to the author expressed this morning, “2025 just means not 2024”) did not diminish the enthusiasm when Rockstar Games released the GTA VI trailer in the early hours of Tuesday CET.

Our trailer has leaked so please watch the real thing on YouTube: https://t.co/T0QOBDHwBe

— Rockstar Games (@RockstarGames) December 4, 2023

Vice City looks slicker than ever indeed. However, Rockstar released the trailer to the public some hours earlier than intended. The reason? The leaking of an off-cam clip of the footage to TikTok over the weekend and a subsequent leak of the trailer on X on Monday. Plot twist — the TikTok user in question has reportedly been identified as the son of a senior Rockstar North employee. 

Incriminating evidence?

Rockstar North, based in Edinburgh, Scotland, has been part of the Rockstar Games family since 1999 and is responsible for the development of the Grand Theft Auto series. The evidence that the seven-second TikTok leak came from a developer’s family member has been labelled by some social media users as “fairly convincing.”

Reportedly, it involves the TikTok user posing with the Rockstar employee and calling them “dad.” But as the TikTok (it is a noun, right?) has been deleted, this shall have to remain second-hand speculation on our part. Of course, it could all be a part of a deceitful ruse to deflect culpability, in keeping with the spirit of the game. 

The evidence to suggest the video has come from someone related to the employee in question is fairly convincing.

Again, if this is true it’s extremely disappointing that this has occurred so close to the official reveal.

— GTABase.com (@GTABase) December 2, 2023

In another noteworthy turn of events, the trailer revealed that GTA VI will feature the game’s first female protagonist (Bonnie and Clyde storylines FTW). Rockstar Games says it will be released on PS5 and Xbox Series X / S.

Other notable vide game leaks

Leaks to social media are not unusual in the gaming world. A prototype of Horizon Forbidden West was leaked to Twitter one week before its release. A Russian website published a version of the script to Mass Effect 3 before the game’s official release in March 2012 (although we cannot see the appeal of reading it — it would be like sneaking a peek at your Christmas presents before they are wrapped). 

However, it is unusual for leaks to come from such intimate sources, and so close to the official release. Whoever may prove to be behind the leaks, let’s hope the repercussions are more akin to being grounded than ending up in jail, like the last teenagers who messed with Rockstar and GTA.

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GTA VI trailer leak linked to Rockstar dev’s son Read More »