gaming

balatro-arrives-on-phones-sept.-26,-so-plan-your-“sick”-days-accordingly

Balatro arrives on phones Sept. 26, so plan your “sick” days accordingly

The joker is on you —

It has already sold 2 million copies. Now the fun gets even more multiplied.

A

LocalThunk, the pseudonymous lead developer of the surprise smash hit deckbuilding/roguelike/poker-math-simulation game Balatro, has long given the impression that he understands that his game, having sold 2 million copies, might be a little too good.

To that end, LocalThunk has made the game specifically not about actual gambling, or microtransactions, or anything of the kind. Shortly after it arrived in February 2024 (but after it already got its hooks into one of us), some storefronts removed or re-rated the game on concerns about its cards and chips themes, causing him to explain his line between random number generation (RNG), risk/reward mechanics, and actual gambling. He literally wrote it into his will that the game cannot be used in any kind of gambling or casino property.

So LocalThunk has done everything he can to ensure Balatro won’t waste people’s money. Time, though? If you’re a Balatro fan already, or more of a mobile gamer than a console or computer player, your time is in danger.

Balatro is coming to iOS, both in the Apple Arcade subscription and as a stand-alone title, and the Google Play Store on September 26. The pitch-perfect reveal trailer slowly ratchets up the procrastinatory terror, with the word “MOBILE” punctuating scenes of gameplay, traditional businessmen crying, “Jimbo Stonks” rising upward (Jimbo being the moniker of Balatro’s joker), and a world laid to waste by people chasing ever-more-elusive joker combos.

Please note in the trailer, at the 36-second mark, the “Trailer Ideas” for Balatro on Mobile, including “Announcing Balatro is now a Soulslike,” “Romanceable Jimbo Reveal,” and “It’s like that apocalypse movie with the meteor but instead Jimbo is in the sky.”

Playstack

Even more Balatro content is coming

The mobile version of Balatro is one of three updates LocalThunk has planned for 2025. A gameplay update is still due to arrive sometime this year, one that will be completely free for game owners. It won’t feel like a different game, or even a 1.5 version, LocalThunk told Polygon last month, but “extending that vision to, I think, its logical bounds instead of shifting directions … [M]ore about filling out the design space that currently exists, and then extending that design space in interesting directions that I think people are going to love.”

What else is coming? Perhaps “Friends of Jimbo,” teased today on Balatro’s X (formerly Twitter) account, tells us something. Notably, LocalThunk says that he developed the mobile ports himself.

As we noted in our attempt to explain the ongoing popularity of roguelike deckbuildersBalatro is LocalThunk’s first properly released game. He claims to have not played any such games before making Balatro but was fascinated by streams of Luck Be a Landlord, a game about “using a slot machine to earn rent money and defeat capitalism.” That game, plus influences of Cantonese game Big Two and the basics of poker (another game LocalThunk says he didn’t actually play), brought about the time-melting game as we know it.

Balatro, in turn, took off with streamers, who would break the game with seeds, hit scores of 30 quintillion, or just keep coming back with everything they’ve learned.

A number of Ars writers have kept coming back to Balatro, time and again, since its release. It’s such a compelling game, especially for its indie-scale price, that none of us could really think of a way to write a stand-alone “review” of it. With its imminent arrival on iPhones, iPads, and Android devices, we’re due to re-educate ourselves on how much time is really in each day and which kinds of achievements our families and communities need to see from us.

Maybe the game won’t sync across platforms, and the impedance of having to start all over will be enough to prevent notable devolution. Maybe.

Balatro arrives on phones Sept. 26, so plan your “sick” days accordingly Read More »

new-ai-model-“learns”-how-to-simulate-super-mario-bros.-from-video-footage

New AI model “learns” how to simulate Super Mario Bros. from video footage

At first glance, these AI-generated <em>Super Mario Bros.</em> videos are pretty impressive. The more you watch, though, the more glitches you’ll see.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/MarioVGG_output_grid.gif”></img><figcaption>
<p>At first glance, these AI-generated <em>Super Mario Bros.</em> videos are pretty impressive. The more you watch, though, the more glitches you’ll see.</p>
</figcaption></figure>
<p>Last month, Google’s GameNGen AI model showed that <a href=generalized image diffusion techniques can be used to generate a passable, playable version of Doom. Now, researchers are using some similar techniques with a model called MarioVGG to see if an AI model can generate plausible video of Super Mario Bros. in response to user inputs.

The results of the MarioVGG model—available as a pre-print paper published by the crypto-adjacent AI company Virtuals Protocol—still display a lot of apparent glitches, and it’s too slow for anything approaching real-time gameplay at the moment. But the results show how even a limited model can infer some impressive physics and gameplay dynamics just from studying a bit of video and input data.

The researchers hope this represents a first step toward “producing and demonstrating a reliable and controllable video game generator,” or possibly even “replacing game development and game engines completely using video generation models” in the future.

Watching 737,000 frames of Mario

To train their model, the MarioVGG researchers (GitHub users erniechew and Brian Lim are listed as contributors) started with a public data set of Super Mario Bros. gameplay containing 280 “levels'” worth of input and image data arranged for machine-learning purposes (level 1-1 was removed from the training data so images from it could be used in the evaluation). The more than 737,000 individual frames in that data set were “preprocessed” into 35 frame chunks so the model could start to learn what the immediate results of various inputs generally looked like.

To “simplify the gameplay situation,” the researchers decided to focus only on two potential inputs in the data set: “run right” and “run right and jump.” Even this limited movement set presented some difficulties for the machine-learning system, though, since the preprocessor had to look backward for a few frames before a jump to figure out if and when the “run” started. Any jumps that included mid-air adjustments (i.e., the “left” button) also had to be thrown out because “this would introduce noise to the training dataset,” the researchers write.

  • MarioVGG takes a single gameplay frame and a text input action to generate multiple video frames.

  • The last frame of a generated video sequence can be used as the baseline for the next set of frames in the video.

  • The AI-generated arc of Mario’s jump is pretty accurate (even as the algorithm creates random obstacles as the screen “scrolls”).

  • MarioVGG was able to infer the physics of behaviors like running off a ledge or running into obstacles.

  • A particularly bad example of a glitch that causes Mario to simply disappear from the scene at points.

After preprocessing (and about 48 hours of training on a single RTX 4090 graphics card), the researchers used a standard convolution and denoising process to generate new frames of video from a static starting game image and a text input (either “run” or “jump” in this limited case). While these generated sequences only last for a few frames, the last frame of one sequence can be used as the first of a new sequence, feasibly creating gameplay videos of any length that still show “coherent and consistent gameplay,” according to the researchers.

New AI model “learns” how to simulate Super Mario Bros. from video footage Read More »

jack-black-stars-as-expert-crafter-steve-in-a-minecraft-movie-teaser

Jack Black stars as expert crafter Steve in A Minecraft Movie teaser

Kadoosh! —

“Anything you can dream about here, you can make.”

Jason Momoa and Jack Black star in A Minecraft Movie.

Minecraft is among the most successful and influential games of the early 21st century, winning many awards and selling over 300 million copies (so far) since its 2011 release. So it was only a matter of time before Hollywood gave us a feature film based on the 3D sandbox game, simply titled A Minecraft Movie. Sure, one might have reservations about yet another video game-based movie, but on the plus side, we’ve got Jason Momoa and Jack Black co-starring. And the first teaser is full of eye-popping candy-colored cubic visuals and sly references to the game that should please fans.

Within a year of Minecraft‘s initial release, Mojang Studios was fielding offers from Hollywood producers about making a TV series based on the game, but the company wanted to wait for “the right idea.” There was a 2014 attempt to crowd-source a fan film, but game creator Markus “Notch” Persson didn’t agree to license that effort since he was already negotiating with Warner Bros. about developing a film based on the game. Thus began a long, convoluted process of directors and writers being hired and leaving the project for various reasons.

When the dust finally settled, Jared Hess (who worked with Black on Nacho Libre) ended up directing. The COVID pandemic and 2023 SAG-AFTRA strike delayed things further, but filming finally wrapped earlier this year in Auckland, New Zealand—just in time for a spring 2025 theatrical release. Per the official synopsis:

Welcome to the world of Minecraft, where creativity doesn’t just help you craft, it’s essential to one’s survival! Four misfits—Garrett “The Garbage Man” Garrison (Jason Momoa), Henry (Sebastian Eugene Hansen), Natalie (Emma Myers) and Dawn (Danielle Brooks)—find themselves struggling with ordinary problems when they are suddenly pulled through a mysterious portal into the Overworld: a bizarre, cubic wonderland that thrives on imagination. To get back home, they’ll have to master this world (and protect it from evil things like Piglins and Zombies, too) while embarking on a magical quest with an unexpected, expert crafter, Steve (Jack Black). Together, their adventure will challenge all five to be bold and to reconnect with the qualities that make each of them uniquely creative… the very skills they need to thrive back in the real world.

Game players will recognize Steve as one of the default characters in Minecraft. The teaser is set to The Beatles’ “Magical Mystery Tour” and opens with our misfits encountering a fantastical Tolkien-esque landscape—only with a lot more cube-like shapes, like a pink sheep with a cubed head.  We get the aforementioned Piglins and other creatures before Black appears and dramatically announces with great fanfare, “I…. am Steve.” Honestly, we’ll probably watch it just for Black’s performance alone.

A Minecraft Movie hits theaters in April 2025.

Listing image by YouTube/Warner Bros.

Jack Black stars as expert crafter Steve in A Minecraft Movie teaser Read More »

sony-is-shutting-down-concord,-refunding-players-after-just-two-weeks

Sony is shutting down Concord, refunding players after just two weeks

We hardly knew ye —

Team-based shooter eight years in the making had just 25,000 estimated sales.

This team-based FPS combat scene was apparently too familiar to attract all that many players to <em>Concord</em>.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/concord-800×450.jpg”></img><figcaption>
<p><a data-height=Enlarge / This team-based FPS combat scene was apparently too familiar to attract all that many players to Concord.

Sony

Sony’s team-based online shooter Concord has been removed from sale and will be taken offline on Friday, September 6, just two weeks after its August 23 launch. Firewalk Studios Game Director Ryan Ellis said in an announcement Tuesday that publisher Sony will offer refunds to all players who purchased the game on PC or PlayStation 5.

Sony may not need to pay out that many refunds. GameDiscoverCo analyst Simon Carless told IGN last week that he estimated an underwhelming 25,000 total sales for the game across PS5 and PC. Circana analyst Mat Piscatella, meanwhile, said that just 0.2 percent of all active PS5 players were playing the game last Monday, making it the 147th most-played title for that day.

The Steam version of the game peaked at well under 700 players just after launch, according to SteamDB tracking. On PlayStation, popular opt-in trophy tracking site PSNProfiles logged just over 1,300 players who owned Concord, a relatively small showing compared to popular recent releases like Star Wars Outlaws (4,300 PSNProfiles owners) and Black Myth: Wukong (16,000 PSNProfiles-tracked owners).

“While many qualities of the experience resonated with players, we also recognize that other aspects of the game and our initial launch didn’t land the way we’d intended,” Ellis wrote.

What went wrong?

Suffice it to say, this quick shutdown is not what Firewalk or Sony envisioned for the game. Just under a month ago, Ellis was talking up Concord‘s impending launch by teasing a “major content drop” planned for October and the long-term potential for custom crew buildouts.

“We see launch as just the beginning,” Ellis said in the August promotional post. “The beginning of not only the vision we’ve set out for Concord, but also the beginning of how we support and grow the game with our players.”

Concord was the first game from Firewalk Studios, which formed in 2018 before being acquired by Sony just last year. The game has been in development for around eight years, according to lead character designer Jon Weisnewski, meaning work on the title started when Blizzard’s Overwatch was a hot new concept rather than the aging progenitor of a crowded genre.

Concord was teased at Sony’s PlayStation Showcase last May and was first shown in a rough playable form this May. By August’s launch, though, it was clear there was little market appetite for yet another live service team shooter that didn’t bring much new to the table. Concord was only recommended by 24 percent of reviewers tracked by OpenCritic and is sitting at an extremely underwhelming score of 65 on Metacritic.

Concord‘s fate brings to mind that of Amazon’s Crucible, another newcomer that found it hard to find a place in a crowded shooter market. That game managed to limp along for just six months before being shut down, though it was delisted from Steam well before that death.

Despite Concord‘s quick shutdown, the door has been left open just a crack for a potential revival at some point. Ellis writes that Firewalk and Sony will “determine the best path ahead” and “explore options, including those that will better reach our players” in the future. Perhaps another increasingly common pivot to a free-to-play model is in Concord‘s future?

Sony is shutting down Concord, refunding players after just two weeks Read More »

peglin-is-the-roguelike-peggle-rpg-we-didn’t-know-we-needed

Peglin is the roguelike Peggle RPG we didn’t know we needed

The feeling when you know your ball is just gonna get <em>buried</em> in there is so satisfying!” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/08/peglin10-800×450.jpg”></img><figcaption>
<p><a data-height=Enlarge / The feeling when you know your ball is just gonna get buried in there is so satisfying!

Red Nexus Games

Remember Peggle? If you were lucky enough to play this deceptively deep pachinko-meets-bagatelle game in the late ’00s, you know how addictive and entrancing it could be to just watch a bouncing ball ricochet off brightly colored pegs.

While developer Popcap released a few sequels and spinoffs in the years after Peggle‘s 2007 release, the series has largely languished since Popcap’s acquisition by EA in 2011. Today, the only actively supported version of the game is Peggle Blast, a smartphone port that dumbs down the gameplay with frequent pushes to spend real money on needed items, à la Candy Crush and its ilk.

A few other games have tried to capture the old Peggle ball-bouncing magic in the last decade, most notably the excellent but sometimes overwhelming Roundguard. But Peglin—which launched out of an extended Steam early access period and also saw a Nintendo Switch release this week—is my new favorite take on the concept, combining Peggle’s addictive ball-bouncing with just the right mix of roguelike randomization and RPG-style progression.

Take your shot

Every shot in Peglin is akin to a turn in an old-school RPG. Each peg your bouncing ball hits before falling out the bottom of the board contributes a bit to your attack power against a horde of enemies that slowly march toward you in a cute animated strip above.

  • Sliding your ball on patterns like this is one of the most satisfying parts of the game

    Red Nexus Games

  • You don’t always fire from the top of the board, which adds some fun angles to potential shots.

    Red Nexus Games

  • See if you can project where this ball will go just from this screenshot.

    Red Nexus Games

  • Getting your ball to consistently fall down the section you want in this situation is surprisingly difficult.

    Red Nexus Games

  • There’s some real artistry in some pegboard layouts.

    Red Nexus Games

Not all pegs are created equal, though. Each board has two bright yellow “critical” pegs that crank up the attack value of each hit, moving randomly around the board between shots. Green “refresh” pegs are also needed to replace pegs that have disappeared after earlier hits and can lead to some extreme chains when hit at just the right point in a shot. Then there are the bombs, which send your ball flying after being lit and hit while also representing a powerful attack that hits all enemies.

The balls you fire aren’t all created equal, either. There are balls with extreme critical damage, balls that can impart harmful status effect on enemies, and balls that can coat pegs with helpful slime. There are balls that can heal your and balls that activate nearby pegs with each hit. Some balls are extra bouncy, others get attracted to each peg with a weak magnetic force, and still others get split into multiball patterns after being shot. You get the idea.

Building and upgrading a tailored bag of these varied and helpful balls—using coins collected from special pegs on each stage—is one of the most satisfying parts of a Peglin run. But those same coins are the best way of healing in between fights, so you have to manage your resources carefully. Runs can also be enhanced by a wide variety of powerful relics that give permanent stat bonuses or shot effects, though often with a downside that might outweigh the benefits if you’re not careful.

Each Peglin run progresses through a randomized Slay the Spire-style map, which lets you avoid a lot of battles if you’re careful. Amid the usual shops and treasures, you’ll also stumble on quite a few random encounters that let you make simple decisions like trading health for upgrades or risking existing balls for new, more powerful ones.

Peglin is the roguelike Peggle RPG we didn’t know we needed Read More »

asus-rog-ally-x-review:-better-performance-and-feel-in-a-pricey-package

Asus ROG Ally X review: Better performance and feel in a pricey package

Faster, grippier, pricier, and just as Windows-ed —

A great hardware refresh, but it stands out for its not-quite-handheld cost.

Updated

It's hard to fit the perfomance-minded but pricey ROG Ally X into a simple product category. It's also tricky to fit it into a photo, at the right angle, while it's in your hands.

Enlarge / It’s hard to fit the perfomance-minded but pricey ROG Ally X into a simple product category. It’s also tricky to fit it into a photo, at the right angle, while it’s in your hands.

Kevin Purdy

The first ROG Ally from Asus, a $700 Windows-based handheld gaming PC, performed better than the Steam Deck, but it did so through notable compromises on battery life. The hardware also had a first-gen feel and software jank from both Asus’ own wraparound gaming app and Windows itself. The Ally asked an awkward question: “Do you want to pay nearly 50 percent more than you’d pay for a Steam Deck for a slightly faster but far more awkward handheld?”

The ROG Ally X makes that question more interesting and less obvious to answer. Yes, it’s still a handheld that’s trying to hide Windows annoyances, and it’s still missing trackpads, without which some PC games just feel bad. And (review spoiler) it still eats a charge faster than the Steam Deck OLED on less demanding games.

But the improvements Asus made to this X sequel are notable, and its new performance stats make it more viable for those who want to play more demanding games on a rather crisp screen. At $800, or $100 more than the original ROG Ally with no extras thrown in, you have to really, really want the best possible handheld gaming experience while still tolerating Windows’ awkward fit.

Asus

What’s new in the Ally X

Specs at a glance: Asus ROG Ally X
Display 7-inch IPS panel: 1920×1080, 120 Hz, 7 ms, 500 nits, 100% sRGB, FreeSync, Gorilla Glass Victus
OS Windows 11 (Home)
CPU AMD Ryzen Z1 Extreme (Zen 4, 8 core, 24M cache, 5.10 Ghz, 9-30 W (as reviewed)
RAM 24GB LPDDR5X 6400 MHz
GPU AMD Radeon RDNA3, 2.7 GHz, 8.6 Teraflops
Storage M.2 NVME 2280 Gen4x4, 1TB (as reviewed)
Networking Wi-Fi 6E, Bluetooth 5.2
Battery 80 Wh (65W max charge)
Ports USB-C (3.2 Gen2, DPI 1.4, PD 3.0), USB-C (DP, PD 3.0), 3.5 mm audio, Micro SD
Size 11×4.3×0.97 in. (280×111×25 mm)
Weight 1.49 lbs (678 g)
Price as reviewed $800

The ROG Ally X is essentially the ROG Ally with a bigger battery packed into a shell that is impressively not much bigger or heavier, more storage and RAM, and two USB-C ports instead of one USB-C and one weird mobile port that nobody could use. Asus reshaped the device and changed the face-button feel, and it all feels noticeably better, especially now that gaming sessions can last longer. The company also moved the microSD card slot so that your cards don’t melt, which is nice.

There’s a bit more to each of those changes that we’ll get into, but that’s the short version. Small spec bumps wouldn’t have changed much about the ROG Ally experience, but the changes Asus made for the X version do move the needle. Having more RAM available has a sizable impact on the frame performance of demanding games, and you can see that in our benchmarks.

We kept the LCD Steam Deck in our benchmarks because its chip has roughly the same performance as its OLED upgrade. But it’s really the Ally-to-Ally-X comparisons that are interesting; the Steam Deck has been fading back from AAA viability. If you want the Ally X to run modern, GPU-intensive games as fast as is feasible for a battery-powered device, it can now do that a lot better—for longer—and feel a bit better while you do.

The Rog Ally X has better answered the question “why not just buy a gaming laptop?” than its predecessor. At $800 and up, you might still ask how much portability is worth to you. But the Ally X is not as much of a niche (Windows-based handheld) inside a niche (moderately higher-end handhelds).

I normally would not use this kind of handout image with descriptive text embedded, but Asus is right: the ROG Ally X is indeed way more comfortable (just maybe not all-caps).

I normally would not use this kind of handout image with descriptive text embedded, but Asus is right: the ROG Ally X is indeed way more comfortable (just maybe not all-caps).

Asus

How it feels using the Rog Ally X

My testing of the Rog Ally X consisted of benchmarks, battery testing, and playing some games on the couch. Specifically: Deep Rock Galactic: Survivor and Tactical Breach Wizards on the devices lowest-power setting (“Silent”), Deathloop on its medium-power setting (“Performance”), and Shadow of the Erdtree on its all-out “Turbo” mode.

All four of those games worked mostly fine, but DRG: Survivor pushed the boundaries of Silent mode a bit when its levels got crowded with enemies and projectiles. Most games could automatically figure out a decent settings scheme for the Ally X. If a game offers AMD’s FSR (FidelityFX Super Resolution) upscaling, you should at least try it; it’s usually a big boon to a game running on this handheld.

Overall, the ROG Ally X was a device I didn’t notice when I was using it, which is the best recommendation I can make. Perhaps I noticed that the 1080p screen was brighter, closer to the glass, and sharper than the LCD (original) Steam Deck. At handheld distance, the difference between 800p and 1080p isn’t huge to me, but the difference between LCD and OLED is more so. (Of course, an OLED version of the Steam Deck was released late last year.)

Asus ROG Ally X review: Better performance and feel in a pricey package Read More »

emudeck-coder-pivots-to-hardware-with-linux-based-“emudeck-machines”

EmuDeck coder pivots to hardware with Linux-based “EmuDeck Machines”

How hard could it be? —

Project lead says its “mostly for fun” but “my heart is poured in this thing.”

Any resemblance to the Dreamcast is completely coincidental, we're sure.

Enlarge / Any resemblance to the Dreamcast is completely coincidental, we’re sure.

If you’re familiar with the name EmuDeck, you’re likely a Steam Deck owner looking for an easy and user-friendly way to run emulators on your Steam Deck handheld. Now, one of the coders behind that software suite is dipping their toes into branded gaming hardware with the EmuDeck Machines project, now seeking funding on IndieGogo.

The EmuDeck Machines obviously come with EmuDeck software preinstalled to let users easily “play your retro games from your couch.” But they also promise to let you run games from Steam and other popular PC launchers through the Linux-based, gaming-focused Bazzite OS. The vibe is definitely similar to that of Valve’s own aborted Steam Machines effort from years back, albeit in a less “official” capacity.

“I used to be a PC guy but in the last 20 years I switched to the Mac and in the Apple ecosystem choosing a computer is easy,” project lead DragoonDorise told Ars in an email. “But then I found myself wanting a gaming rig so I started my search and boy oh boy I was lost. The PC industry seems to be trying to trick you every step of the way, gazillions of options, hard to understand what’s good and what’s not. If you are tech savvy it’s not hard, you know what to get and what to avoid. Then it hit me, I made emulation easy with EmuDeck, why not make hardware easy too?”

“The idea behind the EmuDeck Machine is to make hardware easy just as EmuDeck did with software,” DragoonDorise writes on the EmuDeck Patreon. “This is not focused to tech savvy people. It’s for people that want a no-hassle experience, just buy and play,” they added on Reddit.

What’s inside?

The EM1 is tuned for older emulators and games, while the EM2 promises to run more recent software.

Enlarge / The EM1 is tuned for older emulators and games, while the EM2 promises to run more recent software.

The EmuDeck Machines come in two promised configurations. On the low-end EM1 model, a $365 early bird price gets you an Intel N97-based system with 8GB of RAM and no dedicated graphics card. That’s enough to run a game on the order of Hades at a smooth 60 fps and run emulators of systems through the PS2/Wii era.

Upgrading to the $676 EM2 gets you an overclocked Radeon 760M GPU and an upgrade to 16GB of RAM. That promises smooth gaming performance for high-end games like Cyberpunk 2077 and Returnal, according to DragoonDorise, as well as support for PS3 and Xbox 360 emulators. If the Indiegogo project is fully funded, DragoonDorise also promises an optional Docking Station will be made available next year to provide “Radeon 7600” graphics power to the EM2.

Both models come with 512 GB of storage, which can be upgraded with external USB hard drives and a Gamesir wireless controller. It all comes packaged in an 8.6-inch square case that’s clearly inspired by the Sega Dreamcast, with four USB ports where the usual controller ports would be.

Caveat emptor

Though DragoonDorise says they currently only have a “working prototype” of the EmuDeck Machines, the IndieGogo project promises an ambitious schedule where hardware will be shipping by December. “The only thing I’m missing right now is the shell, all the rest is already taken care of, ” DragoonDorise told Ars. “Where I’m gonna get my components, cables, etc. all of that is already spoken for. And the times I posted in IGG are according what my manufacturer told me. If we end up having any delay I’ll just be transparent with my backers.”

Should potential backers worry that a software coder is pivoting to hardware for the first time? “I have experience with distribution as I used to run an online store back in the day selling hundreds of devices per month,” DragoonDorise tells Ars. “I’ve never been in the side of the manufacturer though but you know what? When I started coding EmuDeck the most I knew about Linux was how to change directories and little more and that ended up being a big success because I cared about the project, I believed it could be something that people will love to use. This is the same, my heart is poured in this thing.”

The proposed schedule for production and shipping seems ambitious, to say the least.

Enlarge / The proposed schedule for production and shipping seems ambitious, to say the least.

Overall, though, DragoonDorise’s comments make the EmuDeck Machines effort sound more like a fun hobby than an attempt at an ongoing business. “This is a project I’m doing mostly for fun, just like EmuDeck,” they told Ars. “I built a mini ITX PC… and I thought, ‘Hey this is cool, let’s do this,'” they wrote on Reddit. “I’ve always dream[ed] of making a video console, so this it,” they continued in another Reddit comment.

As of this writing, the EmuDeck Machines effort has attracted nearly $13,000 in pledges in just under 24 hours. But DragoonDorise tells Ars he’s making just $50 on each unit sale, and writes on Reddit that they’re “not trying to get rich here with this, I’m not even expecting to make money. I’m doing this because I think [it] is a fun project and I thought people would like it.”

In the Patreon comments, DragoonDorise adds that they tried to make the machines affordable for customers, but that “Indiegogo takes a big cut… they are going to make more money than I will.”

For fans of the EmuDeck software, DragoonDorise also promises on Patreon that work on EmuDeck Machines hardware “doesn’t mean things will change on the software side of EmuDeck, if anything it will bring more features.” In fact, features like CloudSync, ROM Library, and the EmuDecky plugin were added to EmuDeck “because I envisioned the EmuDeck Machine with those features so many months ago,” they write, “and those have ended up being in the regular EmuDeck for every one of you.”

Updated (5: 23 pm) to add emailed responses from DargoonDorise

EmuDeck coder pivots to hardware with Linux-based “EmuDeck Machines” Read More »

return-to-moria-arrives-on-steam-with-mining,-crafting,-and-a-“golden-update”

Return to Moria arrives on Steam with mining, crafting, and a “Golden Update”

You know what they awoke in the darkness of Khazad-dûm —

Changes to combat, crafting, and ambient music came from player feedback.

Screenshot from Return to Moria showing two dwarves dancing in front of a roaring forge

Enlarge / It’s hard work, survival crafting, but there are moments for song, dance, and tankards.

North Beach Games

The dwarves of J.R.R. Tolkien’s writing are, according to the author himself, “a tough, thrawn race for the most part, secretive, retentive of the memory of injuries (and of benefits),” and “lovers… of things that take shape under the hands of the craftsmen rather than things that live by their own life.”

Is it secrecy and avarice that explains why The Lord of the Rings: Return to Moria spent its first year of existence as an exclusive to the Epic Games Store? None can say for certain. But the survival crafting game has today arrived on Steam and Xbox, adding to its PlayStation and EGS platforms and bringing a 1.3 “Golden Update” to them all. Steam Deck compatibility is on its way to Verified, with a bunch of handheld niceties already in place.

The Golden Update grants new and existing players a procedurally generated sandbox mode to complement the game’s (also generated) campaign, new weapons and armor, crossplay between all platforms with up to eight players, specific sliders for difficulty settings, and… a pause function in offline single-player, which seemingly was not there before.

Launch trailer for Return to Moria on Steam and consoles (and its Golden Update).

What are you actually doing in Return to Moria? You, a dwarf in the Fourth Age of Middle-Earth, are tasked by Gimli Lockbearer with heading into Moria (i.e. Khazad-dûm) to recover its treasures. Except every Moria is different, generated from random generation seeds. You mine for materials, use materials to make gear and goods, set up base camps with stations and fixtures, and, of course, fight the things you awaken in the depths.

  • The campaign is procedurally generated, but it tells a narrative with a beginning, middle, and end. And runes—lots of runes.

    North Beach Games

  • Dwarves? Underground? Making stuff? Yes, of course.

    North Beach Games

  • There will be goblins.

    North Beach Games

Not only does a release on new cross-compatible platforms give you a chance to check out a potentially overlooked gem, but this is also version 1.3 of the game. Reviews of the game at release in October 2023 were closely aligned around one point: it needed more time to cook.

PC Gamer found the game authentic to Tolkien’s lore, intriguing in its depictions of underground spaces, and alternately goofy and harrowing in building and fighting. But bugs, stuttering, clipping errors, and disbelief-shattering oddities brought the experience down a good deal. Polygon was more critical of the game’s tile-based layouts and laborious backtracking. “A few patches could see this become a survival game that can hold its own against the more popular entries in the genre,” wrote Ford James.

In a “Quality of Life Showcase,” Game Director Jon-Paul Dumont details how the game has advanced over the past 10 months. The map is color-coded and easier to read, the ambient music and transitions are improved, combat improvements make it feel better and more grounded (another point of review contention), and player gripes about inventory management, cooking, building, and crafting have been tackled.

I haven’t played enough of the game to render any kind of verdict on it, but I’m always eager to see the work of a team actively fixing after launch—digging in, if you will.

Return to Moria arrives on Steam with mining, crafting, and a “Golden Update” Read More »

tetris-forever-includes-15-classic-versions-alongside-documentary-footage

Tetris Forever includes 15 classic versions alongside documentary footage

Retro Puzzles —

Collection includes a new game called Tetris Time Warp, too.

  • Tetris Forever includes several versions of the game that had been released over the years.

    Nintendo

  • There’s also a new game called Tetris Time Warp that combines gameplay styles from several prior entries.

    Nintendo

A combination documentary and classic game compilation called Tetris Forever is headed to PC, Nintendo Switch, and other platforms later this year, according to an announcement.

The game will include 15 Tetris games, from an “accurate” version of the first Tetris for the Electronika 60 to an NES version of the game and more, including Tetris 2 + Bombliss, Super Tetris 3, and Tetris Battle Gaiden, among others.

In addition to that, it will feature a new take called Tetris Time Warp, which will see players jumping “between gameplay styles from across the series” in real time as they complete each board. The game will support up to four players.

The game is developed by Digital Eclipse, which previously made waves with a docu-game called The Making of Karateka that combined the classic game with documentary footage. It also made a remaster of the original Wizardry.

Tetris Forever is the latest in the same docu-game series that included The Making of Karateka. As such, the classic games will be presented in an interactive digital museum-like format and will be accompanied by over an hour of documentary clips “about the history of Tetris and its key players.”

Tetris Forever was announced as part of a Nintendo Direct stream this morning. The reveal focused on the experience of playing the game on the Nintendo Switch and also noted that the original NES version of Tetris is coming to Nintendo Switch Online’s classic game library this winter.

However, the game also appeared on Steam, so there will be a PC release. Releases on other consoles are likely as well. The Steam page says the game is coming sometime before the end of this year but doesn’t get more specific than that. There’s no pricing information yet, either.

The Tetris Forever announcement video from Nintendo Direct.

Listing image by Nintendo

Tetris Forever includes 15 classic versions alongside documentary footage Read More »

valve’s-worst-kept-secret-is-no-longer-a-secret

Valve’s worst-kept secret is no longer a secret

Officially official —

Deadlock is now on Steam and on streams.

Look! A wild Valve game appears!

Enlarge / Look! A wild Valve game appears!

Valve

If you read Ars Technica regularly, you’ve known since May that Valve is working on Deadlock, a mishmash of genres that has been slowly amassing SteamDB-tracked players through an invite-only playtest. Over the weekend, Valve took the “hiding” part out of that “hiding-in-plain-sight” test, launching a bare bones Steam page for Deadlock, the company’s first attempt at developing a new gaming franchise since collectible card game Artifact launched in 2018 (and fell apart in 2021).

The new page, which went up on Saturday, has precious little information about Deadlock, save for a description as “a multiplayer game in early development” and a 22-second trailer that essentially pans over a piece of concept art. Everything from the game’s system requirements to the release date is still “TBD,” and players who are lucky enough to get “friend invites via our playtesters” are promised “temporary art and experimental gameplay” on the Steam page.

Not that a Steam page is strictly needed for more info on Deadlock at this point. Since the first leaks months ago, the playtest has slowly expanded from hundreds of players to tens of thousands, including some who have posted extensive impressions of the game. Valve has also reportedly lifted rules regarding streaming for invited playtesters, leading to a surge of players showing off live gameplay on Twitch.

See how many genres you can pick out.

Enlarge / See how many genres you can pick out.

Valve

Those extended streams and impressions show a six-on-six hero shooter (a la Overwatch) but with teams of NPC drones protecting Dota 2-style battle lanes as well. There’s also the requisite Fortnite-style cover construction, Titanfall-style double-jumping and air-dashing, melee attacks and parries, and all the unlockable abilities you could hope for.

Given all that direct info, the presence of a new Steam page mainly serves as an anchor for Wishlist-based reminders, user-defined tagging (bot “MOBA” and “cute” are currently popular), and a lot of spammy/scammy invite-begging in the Community hub and forums. Still, it’s not every day that a completely new title appears on Valve’s old Steam developer page—we’ve set a reminder to check for the next one in 2030 or so.

Valve’s worst-kept secret is no longer a secret Read More »

gearbox-founder-says-epic-games-store-hopes-were-“misplaced-or-overly-optimistic”

Gearbox founder says Epic Games Store hopes were “misplaced or overly optimistic”

Nice try —

Pitchford’s prediction that Steam could be “a dying store” have not come to pass.

Artist's conception of Randy Pitchford surveying the Epic Games Store landscape years after <em>Borderlands 3</em>‘s exclusive launch there.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/08/bl4-800×332.png”></img><figcaption>
<p><a data-height=Enlarge / Artist’s conception of Randy Pitchford surveying the Epic Games Store landscape years after Borderlands 3‘s exclusive launch there.

It’s been five years now since the PC version of Borderlands 3 launched as a high-profile timed exclusive on the Epic Games Store. At the time, Gearbox’s Randy Pitchford memorably mused that Steam “may look like a dying store” in “five or ten years” thanks to increased competition from Epic and others.

Fast-forward to this week’s announcement of Borderlands 4, and despite Pitchford’s old comments, the sequel will not follow its predecessor’s example of EGS exclusivity. The new game plans to launch on Steam and EGS simultaneously sometime in 2025 (alongside PS5 and Xbox Series X/S versions).

When one social media user noticed that change this week, Pitchford responded with another lengthy message explaining why his early hopes for the Epic Games Store’s rise to dominance were “misplaced or overly optimistic.”

In the short team, Pitchford said his high hopes for Epic’s effort were initially “validated” by the launches of Borderlands 3 and 2022 spin-off Tiny Tina’s Wonderlands (which was available on EGS for three months before its Steam release). “Borderlands 3 and Wonderlands demonstrated clearly that the customers show up for the games, not the storefront,” he said.

But Pitchford now says Epic didn’t “successfully press its advantage” to take a significant chunk of Steam’s dominant market power. “Famously, Steam does very little to earn the massive cut they take and continues its effective monopoly in the West while would-be competitors with much more developer friendly models continue to shoot themselves in the foot,” Pitchford said.

“The industry gives Steam their monopoly because publishers are afraid to take the risk to support more developer and publisher friendly stores,” he continued. “It’s all very interesting and there is a huge amount of opportunity in the PC gaming space for retail disruption, but no one seems to be able to make it happen.”

A limited success or an Epic failure?

Internal documents revealed in the Epic vs. Apple case in 2021 show that both Gearbox and Epic seemed to benefit from the Borderlands 3 exclusivity deal. Epic set a guaranteed sales floor of $80 million to help attract Borderlands 3 to the platform—if the game sold less on EGS, Epic would pay Gearbox the difference to reach that amount. But Gearbox’s game managed to hit that sales floor in just two weeks, bringing in more revenue on its own than the entirety of EGS had for the previous nine months while also attracting plenty of new EGS users.

  • Borderlands 3‘s exclusive launch was a huge revenue boost for the Epic Games Store.

    Epic vs. Apple court filing

  • Epic recouped its $80 million upfront revenue guarantee for Borderlands 3 within two weeks.

Not all of Epic’s attempts to secure exclusives were so successful, though. In 2019, Epic paid roughly $542 million in minimum guarantees for exclusive titles projected to earn just $336 million over their lifetimes. That $206 million difference that amounts to throwing money at publishers in hopes that their exclusive games would help attract new users to EGS.

And that continuing effort hasn’t been a total failure for Epic; by the end of 2023, the company said there were 75 million active monthly users for its PC store, up from 68 million the year before. But that’s still relatively tiny compared to Steam, which had 132 million active monthly users back in 2021. While Valve hasn’t released monthly user numbers since then, Steam’s concurrent user peak has increased about 67 percent (per SteamDB tracking) since the end of 2021—from 21.17 million to 35.55 million. That suggests Steam’s current monthly user number could be well over 200 million.

Things look worse for Epic when you compare the $950 million spent by EGS players in 2023 to the estimated $8.8 billion Steam players spent that same year.

To be fair, pushing a new PC storefront from a standing start to about 10 percent of Steam’s massive revenue in about five years is impressive. But that result still has to be disappointing for Epic, which projected in 2019 that EGS could represent 35 to 50 percent of the entire PC games market in 2024.

It’s an open question whether Epic’s limited success is a result of the company’s failure to “press its advantage,” as Pitchford opines, or just a sign that Steam’s massive entrenched network effects have proven more resilient than he expected. Regardless, Borderlands 4‘s Steam launch— following the lead of other former EGS exclusive publishers—doesn’t mean Pitchford has given up hope that a Steam-killer could still come down the pike.

“I sincerely hope Epic keeps up the fight and makes headway,” Pitchford said. “Epic is going to have to prioritize the store and try some new initiatives while also doubling down on earning pivotal exclusives if it is going to have a chance. I also hope other viable competitors arrive. I am sure we will all be watching.”

Gearbox founder says Epic Games Store hopes were “misplaced or overly optimistic” Read More »

tactical-breach-wizards-weaves-engaging-tactics-with-lively-dialogue

Tactical Breach Wizards weaves engaging tactics with lively dialogue

In case of boredom break glass —

An arcane combo of witty dialogue, turn-based tactics, and magical friendship.

The player has a lot of agency in this game to choose exactly how snappy their responses will be.

Enlarge / The player has a lot of agency in this game to choose exactly how snappy their responses will be.

Suspicious Developments

Tom Francis and his Suspicious Developments team spent 6.5 years crafting the perfect finale to his defenestration trilogy, and it shows. If you liked blasting people out of windows in Gunpoint or Heat Signature—or snappy writing, endearing characters, wizards, turn-based tactical gameplay, and efficiency challenges—you are going to love Tactical Breach Wizards.

The game’s name is as efficient as its design, telling you a lot about its tone and distinct offerings. You play as a small team of magic wielders, each of which you can control, one at a time, in a world where magic use, mana, and all the rest have been militarized and corporatized. There are stasis hexes put on illegally parked cars and even a Traffic Warlock, who, after getting on his bad side, will try to mow you down with an entire ghost highway full of spectral drivers.

Tactical Breach Wizards launch trailer.

Luckily, bad guys like him can only hit you if you don’t plan accordingly. Owing to the powers of your teammate Zan, you can foresee everything that will happen within a round of combat (he’s a one-second clairvoyant). Move team member Jen to this square on the grid, have her chain-zap three guys, seal the door next to her, then see what that leaves Zan to do. Don’t like the outcome? Rewind repeatedly until you’ve gotten the most out of your team’s actions or maybe achieved one of the game’s optional achievements. You get “Confidence” for pulling off stunts like “knock three baddies out a window with one action,” but they’re entirely optional because Confidence only unlocks cool outfits, not powers or gameplay. The actual perks you unlock give you delicious choices to make, deciding which way to take each character’s powers to complement or offset one another.

  • Everyone in the red will get hit, but where do you move? What position provides both cover and the right blast angle?

    Suspicious Developments

  • Another example of a tricky scenario for your team, and your mind.

    Suspicious Developments

  • Everything in this game feeds into its feeling of escapist fun, even the “Mission Complete” screens.

    Suspicious Developments

  • You’ll have to do a smidge of thumbtacks-and-string plotting, mostly so that you understand the plot. But there are rewards for reading.

    Suspicious Developments

  • Here come the mid-game heavies.

    Suspicious Developments

  • You can get extra-clever and earn “Confidence,” but, blissfully, it’s just a quirky costume reward, and just surviving a level is okay, too.

    Suspicious Developments

Compelling wizard banter

I’ve cleared the first three acts, and I’m almost certainly going to get through the rest of what the developers think is a roughly 16-hour game (on Normal difficulty) in sessions on the couch or in transit. The only thing that breaks up its session-able nature is the dialogue between scenes, levels, and acts, but I mean that in a good way. My achievement-craving brain wants to skip through the banter, and that’s possible, but the buddy-cop banter is just too good to pass up. While your wizards are self-conscious enough to recognize how ridiculous the events around them are, there’s just enough vulnerability and actual development to keep the plot from folding under its own irony.

The game looks good and sounds good, too, and it runs well on pretty much any modern system with 1GB of graphics power (that’s most of them). It’s listed as “Playable” on Steam Deck, and that’s accurate. The Steam Deck’s trackpads help a lot here, though you can use the sticks on any controller if you’re willing to nudge them around a lot inside a UI that was very much meant for a cursor.

Like Zan, you should be able to look just a bit into Tactical Breach Wizards ($20 at launch on Steam) and foresee just how much you’re going to enjoy it. Experiences help forge friendships, and there are few bonding experiences quite like chucking one more crooked wizard cop out the window than you thought was possible.

Listing image by Suspicious Developments

Tactical Breach Wizards weaves engaging tactics with lively dialogue Read More »