gaming

nzxt-wants-you-to-pay-up-to-$169/month-to-rent-a-gaming-pc

NZXT wants you to pay up to $169/month to rent a gaming PC

Why own when you can… rent? —

NZXT Flex subscription has “new or like-new” PCs, one-time $50 shipping fee.

NZXT gaming PC

Enlarge / NZXT’s subscription program charges $169/month for this build.

NZXT, which sells gaming PCs, components, and peripherals, has a subscription program that charges a monthly fee to rent one of its gaming desktops. Subscribers don’t own the computers and receive an upgraded rental system every two years.

NZXT’s Flex program subscription prices range from $49 to $169 per month, depending on the specs of the system, as you can see below:

The footnote is:

Enlarge / The footnote is: “Specs of PCs subject to change based on availability.”

NZXT

There’s also a one-time setup and shipping fee for the rentals that totals $50. NZXT says it will “likely” charge subscribers a separate fee if they return the rental without the original box and packaging (NZXT hasn’t disclosed how much).

The systems received, per NZXT’s website, will be “new or like-new.” Users may get refurbished systems and should check their rental for any defects, per subscription agreement terms from Fragile, which helps manage the subscription service.

NZXT says subscribers get 24/7 customer support with their subscription. The Irvine, California-headquartered company also says that there are no cancellation fees, and subscribers get a prepaid return label with their rental system. As noted by The Verge, NZXT started promoting Flex as early as February; it’s unclear how much interest it has garnered.

Per the subscription agreement, users can be charged the full retail value of the system if it’s returned damaged or altered (self-upgrades/repairs have limits) and monthly interest rates of 8 percent if they stop paying the monthly fee for over 60 days.

Who’s this for?

In an announcement Wednesday, NZXT looked to frame Flex as a way to make PC gaming more accessible and highlighted use cases where it thinks rental PCs make sense.

In a shared statement, the CEO of esports team FlyQuest suggested there’s a place for rental PCs in esports, which often relies on expensive gear delivered through sponsorships. In a statement, Brian Anderson said: “New hardware is being released frequently, and having access to industry-leading products is vital to staying competitive. NZXT Flex provides us with the confidence that we’ll always have access to the top-of-the-line builds so that we can create content and play at our highest level for our fans.”

The announcement also highlights a supposed customer who said the program let them immediately get a gaming PC that they can’t afford. The program also targets people who only need a high-end PC for a short period or who want easy biennial upgrades.

But for most, rental PCs don’t make much fiscal sense long-term, as monthly fees add up over time. For example, the cheapest plan would cost $758 the first year (including the setup/shipping fee), which is more than various prebuilt gaming PCs and DIY builds.

Subscribers also don’t own the computer. They can get an upgraded system after two years, but in that time, they will have spent $1,466 to $4,106 for hardware that they don’t own. Meanwhile, $1,466 to $4,106 could fetch a quality PC that you could own and continue getting value from beyond two years.

Flex also competes with PC rental programs from companies like Rent-A-Center and Aaron’s that let people rent to own. A few months ago, an NZXT representative confirmed via Reddit that Flex isn’t a rent-to-own program. The rep said that computer buyouts could be allowed but that only a portion of rental payments would apply to the purchase.

Those seeking immediate PC gaming gratification with limited funds also have options in payment plans/financing, used systems, and cloud gaming—all of which have drawbacks but let you compute and play games with hardware that you own.

Recently, more tech brands have been showing interest in trying to draw subscription dollars from consumer gadgets that typically only net a one-time profit. HP, for example, has a printer rental program where you pay to use a printer that you don’t own and that HP tracks. Logitech CEO Hanneke Faber also recently discussed interest in selling a “forever mouse” that people would own but requires a subscription to receive ongoing software updates.

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metropolis-1998-lets-you-design-every-building-in-an-isometric,-pixel-art-city

Metropolis 1998 lets you design every building in an isometric, pixel-art city

Have you ever really thought about living rooms? —

Devs cite Rollercoaster Tycoon, Dwarf Fortress, and, yes, SimCity as inspiration.

Designing the pieces of a house in Metropolis 1998, with a series of bookshelves and couches open in the menu picker on-screen.

Enlarge / There is something so wonderfully obscene about having a town with hundreds of people living their lives, running into conflict, hoping for better, and your omnipotent self is stuck on which bookcase best fits this living room corner.

YesBox

Naming a game must be incredibly hard. How many more Dark Fallen Journeys and Noun: Verb of the Noun games can fit into the market? And yet certain games just appear with a near-perfect, properly descriptive label.

Metropolis 1998 is just such a game, telling you what you’ll be doing, how it will look and feel, and what era it harkens back to. You can verify this with its “pre-alpha” demo on Steam and Itch.io. There’s plenty more to come, but what is already in place is impressive. And it’s simply pleasant to play, especially if you’re the type who wants to make something entirely yours. Not just “put the park inside the commercial district,” but The Sims-style “choose which wood color for the dining room table in a living room you framed up yourself.”

You start out in a big field with no features (yet) and the sounds of birds chirping. Once you lay down a road, you can add things at a few different levels. You can, SimCity-style, simply plot out colored zones and let the people figure it out themselves. You can add pre-made buildings individually. Or you can really get in there, spacing out individual rooms, choosing the doors and windows and objects inside, and realizing how hard it is to shape multi-floor houses so the roof doesn’t look grotesque. You can save the filled-out house for later reuse or just hold on to its core aspects as a blueprint.

  • The author is quite proud of his first real home build, though he now realizes that living rooms have a big empty space, and it’s up to us to figure out just how empty it should remain.

    Kevin Purdy

  • It takes a bit to get used to it, but the detailed building designer is full of wonderful little pieces, like this classic speaker cabinet with the black and red wire clips visible on the back.

The game is still early in development, so its mechanics are not introduced in tutorials, and the interface requires a lot of clicking, reading, and wondering. I got a reasonable feel for it after about 30 minutes of tentative placing and bulldoze-deletion. You can save your game and come back to it, though the developers note that your saves may not transfer to future versions. You’re putting your time in now, so you’ll be ready to start fresh when the game releases into early access (“ETA sometime between Q4 2024 and Q2 2025”). If you’re into this kind of fine-toothed builder, a fresh start is a gift, anyway.

Developer video describing how the Metropolis 1998 algorithm scales to track hundreds of thousands of working objects.

Bank robberies and zombie scenarios ahead (maybe)

What will the game look like when it’s finished? Developer YesBox has a detailed roadmap and a blog detailing how it’s going. The very small team, seemingly a solo developer with art help from two others, started off in December 2021 and has achieved quite a lot, including an algorithm seemingly ready to handle big populations. A key promise of the game is that you won’t just lay down zones and wait for people and problems to show up. You will lay down specific buildings, like hospitals and police stations, and manage the usual concerns of traffic, zone demand, and the like. The “Post-1.0 Aspirations” hint at the game’s direction: “Visible Crime (e.g., watch a bank robbery),” “Zombie Mode (your police vs. your zombie population),” and “Live in your own city” in a “Sims-like mode” imply more of a toybox mentality than a “Highly realistic ports and infrastructure” ambition.

  • There’s a top-down mode in the game, useful for when you’re looking more into data than design.

    YesBox

  • With enough time and object rotation, streets look like they can get mighty pretty.

    YesBox

  • Screenshots suggest cities more complex than suburban plots are possible in Metropolis 1998.

    YesBox

  • Letting your imagination go wild with the building designer can yield all kinds of city designs

    YesBox

  • Check, check, check, check, this list of game inspirations works out, yep.

    YesBox

Metropolis 1998 is not alone in seeking out city-builder fans living in the long wake of any proper SimCity release. But unlike games like Cities: Skylines 2, it’s not seeking the kind of mechanical complexity that would see it, say, figuring out eerily familiar housing cost crises. Building this kind of game is still fiendishly complex, of course. But how that complexity is presented to the player is something else.

The most interesting line in the roadmap is “player starts with land purchased from successful business exit.” I can’t help but think of Stardew Valley, which can also sprawl to ridiculous levels but has at its core the arc of a person who got tired of the rat race and inherited a farm. I’m looking forward to this invitingly retro and human-scale city-builder, with patience and respect for what seems like a massive developer undertaking.

Metropolis 1998 lets you design every building in an isometric, pixel-art city Read More »

is-palworld-a-“dead-game”?-who-cares,-says-the-game’s-developer

Is Palworld a “dead game”? Who cares, says the game’s developer

Reliable revenue as a service —

Maybe, just maybe, players want more new ideas rather than live services.

A Palworld player aiming an assault rifle at a seemingly innocent pink creature

Enlarge / If you enjoyed taking out adorable, if dangerous, widdle cweatures with an assault rifle after a while, Palworld‘s team wants you to know that’s normal and cool.

Pocketpair

Palworld‘s head of community has a radical idea: Stop caring about how many people are playing a game at the same time as you. It’s pitched mostly at developers and games media, but John Buckley also wants players to let go of the “dead game” mentality.

“Who cares if there’s only five people playing it? Just enjoy yourself. Just enjoy games. I don’t think it needs to be any more complex than that,” Buckley said in an interview on the Going Indie YouTube channel.

The people at Palworld developer Pocketpair, in particular, would have reason for panic, if they subscribed to the mentality that active online players are the key benchmark for modern gaming. The game launched into Early Access in January 2024 at rocket speed, selling 5 million copies and reaching 1.3 million concurrent Steam players, surpassing Elden Ring and Baldur’s Gate 3. By February 1, the game had sold 19 million between Xbox and Steam, and was the biggest third-party game launch yet on Xbox’s Game Pass service.

Given that the creature-catching/survival game with a notably chill approach to intellectual property has so far managed to avoid being sued into oblivion by Pokémon, most would consider it a success. And yet, gaming sites and streaming personalities made sure to note that Palworld suffered “Steam’s biggest-ever two-week drop” by mid-February or was “looking like a dead game,” as streamer Asmongold said into the microphone around that same time.

Palworld community boss John Buckley, interviewed by Going Indie.

“It is fine to take breaks from games”

As far back as February 20, Buckley (or “Bucky”) has been pushing back against metrics as the thing that matters. “This emerging “Palworld has lost X% of its player base” discourse is lazy,” Buckley wrote on X, “but it’s probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games.” Lots of what Buckley wrote then, and said in the recent interview, is some combination of common sense and remarkable candor: Stop when you’re done, play other games, try different genres, support indies, in particular, and don’t worry about Palworld, which will put out more content, but not constantly.

As noted by Going Indie’s host, a “dead game” can earn that label through many vectors: concurrent players, developer support, or competitive environment, to name a few. Every game in existence will be “dead,” eventually, and that used to be a normal, good thing. Developers started new projects, and players looked forward to new experiences.

But the advent of “live service” games, meant to pull in more money over time through subscriptions and microtransactions, has made a game something that publishers, especially the large kind, never want to see die. They create consistent revenue, rather than the spikes of traditional game publishing, and there are North Stars to look to, like GTA Online. (Or, until recentlyDestiny and Destiny 2).

“I don’t think it really serves anyone to push gamers to just play the same game day in, day out,” Buckley tells Going Indie. While some games, like League of Legends or an MMO, are built to avoid burnout, “Whereas what we’re seeing now is a trend of—I won’t necessarily say who’s trying to push it, but a lot more people are trying to push gamers to play games that aren’t really designed to be played for months on end.”

“Updates, updates, for the good of our economy, there must be more updates.”

Pocketpair

Palworld suggests people like new things

While Palworld allows for online play, its huge concurrent player numbers were not the result of its developer carefully cultivating a fear of missing out (FOMO) among players. As Ars’ Andrew Cunningham wrote at the peak of Palworld’s success, it was more about the devs giving something new to a community that had been habitually starved for something truly new:

Sure, many people are here to see a machine-gun-toting Pikachu mow down other Pikachu. But a ton of people are also there to voice some kind of discontent with the Pokémon franchise as it currently stands, expressing a desire for a deeper and more communal game. … I think we can look at the combination of reviews, sales, and active users and see that there is clearly an audience hankering for more radical change.

In other words: Moving on to the next ideas rather than competing to keep the same limited pool of constantly online gamers engaged with shareholder-friendly continuity.

“I don’t think you need to be kinda pushing yourself to play the same game all the time,” Buckley says in the interview. “It’s not healthy for us, it’s not healthy for developers, it’s not healthy for gamers, it’s not healthy for gaming media, and it’s just not healthy for our industry. Because the more we push this kind of narrative, the more very large companies are going to say, ‘Gamers want more live service,’ and we’re just going to get more of these really soulless live service games that come out and then get shut down nine months later, 12 months later, because they’re not making enough money.”

Is Palworld a “dead game”? Who cares, says the game’s developer Read More »

xbox-console-sales-continue-to-crater-with-massive-42%-revenue-drop

Xbox console sales continue to crater with massive 42% revenue drop

Dropping like a lead box —

Xbox Series X/S sales seem to have peaked early in 2022.

The tumbling continues.

Enlarge / The tumbling continues.

Microsoft’s revenue from Xbox console sales was down a whopping 42 percent on a year-over-year basis for the quarter ending in June, the company announced in its latest earnings report.

The massive drop continues a long, pronounced slide for sales of Microsoft’s gaming hardware—the Xbox line has now shown year-over-year declines in hardware sales revenue in six of the last seven calendar quarters (and seven of the last nine). And Microsoft CFO Amy Hood told investors in a follow-up call (as reported by GamesIndustry.biz) to expect hardware sales to decline yet again in the coming fiscal quarter, which ends in September.

The 42 percent drop for quarterly hardware revenue—by far the largest such drop since the introduction of the Xbox Series X/S in 2020—follows an 11 percent year-over-year decline in the second calendar quarter of 2023.

Peaking too early?

Microsoft no longer shares raw console shipment numbers like its competitors, so we don’t know how many Xbox consoles are selling on an absolute basis. But industry analyst Daniel Ahmad estimates that Microsoft sold less than 900,000 Xbox units for the quarter ending in March, compared to 4.5 million PS5 units shipped in the same period.

Overall, the reported revenue numbers suggest that sales of the Xbox Series X/S line peaked sometime in 2022, during the console’s second full year on store shelves. That’s extremely rare for a market where sales for successful console hardware usually see a peak in the fourth or fifth year on the market before a slow decline in the run-up to a successor.

Even before this quarter's 42 percent revenue drop (which would be quarter 14 on this graph), Xbox has shown an uncharacteristic early revenue decline.

Enlarge / Even before this quarter’s 42 percent revenue drop (which would be quarter 14 on this graph), Xbox has shown an uncharacteristic early revenue decline.

Kyle Orland

The older Nintendo Switch, which launched in 2017, is now firmly in that sales decline period of its life cycle. Yet worldwide unit sales for the console declined only 36 percent year-over-year—to 1.96 million units shipped—for the first calendar quarter of the year. That’s a less precipitous relative drop than Microsoft is now facing with the much younger Xbox Series X/S.

Annual sales of Sony’s PlayStation 5 have continued to rise in recent years, peaking at 20.8 million units for the fiscal year ending in March. But PS5 sales did decline over 28.5 percent year-over-year for the January-through-March quarter, just the third such quarterly decline the console has posted on a year-over-year basis (Sony has yet to post sales numbers for the April-through-June quarter).

A subscription bright spot?

Aside from hardware sales, Microsoft’s gaming content and services revenue was up a healthy-sounding 61 percent year-over-year for the latest reported quarter. But a full 58 percent of that increase was the “net impact from the Activision acquisition,” which you may remember cost the company $68.7 billion dollars.

Given the cratering Xbox hardware revenues, it’s not all that surprising that Microsoft is focusing on its (now more expensive) Game Pass subscription side to buoy the Xbox business as a whole.

Xbox Game Pass continues to be a bright spot for Microsoft's gaming business.

Enlarge / Xbox Game Pass continues to be a bright spot for Microsoft’s gaming business.

“I do think the real goal here is to be able to take a broad set of content to more users in more places and really build what looks like more to us the software annuity and subscription business,” Hood said during the investor call. “I think we’re really encouraged by some of the progress and how we’re making progress with Game Pass.”

That kind of talk suggests the Xbox brand will continue to thrive via Xbox Game Pass, and possibly through Xbox Game Studios games for other platforms. But if these sales trends continue, we may be facing a near future where physical console hardware is no longer a core part of the Xbox brand.

Xbox console sales continue to crater with massive 42% revenue drop Read More »

union-game-performers-strike-over-ai-voice-and-motion-capture-training

Union game performers strike over AI voice and motion-capture training

Speaking into the large language model —

Use of motion-capture actors’ performances for AI training is a sticking point.

Image of SAG-AFTRA logo next to a raised fist holding up a game controller, with

Enlarge / One day, using pixellated fonts and images to represent that something is a video game will not be a trope. Today is not that day.

SAG-AFTRA has called for a strike of all its members working in video games, with the union demanding that its next contract not allow “companies to abuse AI to the detriment of our members.”

The strike mirrors similar actions taken by SAG-AFTRA and the Writers Guild of America (WGA) last year, which, while also broader in scope than just AI, were similarly focused on concerns about AI-generated work product and the use of member work to train AI.

“Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year—that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that,” Duncan Crabtree-Ireland, chief negotiator for SAG-AFTRA, said in a statement.

During the strike, the more than 160,000 members of the union will not provide talent to games produced by Disney, Electronic Arts, Blizzard Activision, Take-Two, WB Games, and others. Not every game is affected. Some productions may have interim agreements with union workers, and others, like continually updated games that launched before the current negotiations starting September 2023, may be exempt.

The publishers and other companies issued statements to the media through a communications firm representing them. “We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations,” a statement offered to The New York Times and other outlets read. The statement said the two sides had found common ground on 24 out of 25 proposals and that the game companies’ offer was responsive and “extends meaningful AI protections.”

The Washington Post says the biggest remaining issue involves on-camera performers, including motion capture performers. Crabtree-Ireland told the Post that while AI training protections were extended to voice performers, motion and stunt work was left out. “[A]ll of those performers deserve to have their right to have informed consent and fair compensation for the use of their image, their likeness or voice, their performance. It’s that simple,” Crabtree-Ireland said in June.

It will be difficult to know the impact of a game performer strike for some time, if ever, owing to the non-linear and secretive nature of game production. A game’s conception, development, casting, acting, announcement, and further development (and development pivots) happen on whatever timeline they happen upon.

SAG-AFTRA has a tool for searching game titles to see if they are struck for union work, but it is finicky, recognizing only specific production titles, code names, and ID numbers. Searches for Grande Theft Auto VI and 6 returned a “Game Over!” (i.e., struck), but Kotaku confirmed the game is technically unaffected, even though its parent publisher, Take-Two, is generally struck.

Video game performers in SAG-AFTRA last went on strike in 2016, that time regarding long-term royalties. The strike lasted 340 days, still the longest in that union’s history, and was settled with pay raises for actors while residuals and terms on vocal stress remained unaddressed. The impact of that strike was generally either hidden or largely blunted, as affected titles hired non-union replacements. Voice work, as noted by the original English voice for Bayonetta, remains a largely unprotected field.

Union game performers strike over AI voice and motion-capture training Read More »

lego’s-newest-retro-art-piece-is-a-1,215-piece-super-mario-world-homage

Lego’s newest retro art piece is a 1,215-piece Super Mario World homage

let’s-a-go —

$130 set is available for preorder now, ships on October 1.

  • The Lego Mario & Yoshi set is an homage to 1990’s Super Mario World.

    The Lego Group

  • From the front, it looks like a fairly straightforward re-creation of the game’s 16-bit sprites.

    The Lego Group

  • Behind the facade are complex mechanics that move Yoshi’s feet and arms and bob his body up and down, to make him look like he’s walking. A separate dial opens his mouth and extends his tongue.

    The Lego Group

Nintendo and Lego are at it again—they’ve announced another collaboration today as a follow-up to the interactive Mario sets, the replica Nintendo Entertainment System, the unfolding question mark block with the Mario 64 worlds inside, and other sets besides.

The latest addition is an homage to 1990’s Super Mario World, Mario’s debut outing on the then-new 16-bit Super Nintendo Entertainment System. At first, the 1,215-piece set just looks like a caped Mario sitting on top of Yoshi. But a look at the back reveals more complex mechanics, including a hand crank that makes Yoshi’s feet and arms move and a dial that opens his mouth and extends his tongue.

Most of the Mario sets have included some kind of interactive moving part, even if it’s as simple as the movable mouth on the Lego Piranha Plant. Yoshi’s mechanical crank most strongly resembles the NES set, though, which included a CRT-style TV set with a crank that made the contents of the screen scroll so that Mario could “walk.”

The Mario & Yoshi set is available to preorder from Lego’s online store for $129.99. It begins shipping on October 1.

Lego has also branched out into other video game-themed sets. In 2022, the company began selling a replica Atari 2600, complete with faux-wood paneling. More recently, Lego has collaborated with Epic Games on several Fortnite-themed sets, including the Battle Bus.

Listing image by The Lego Group

Lego’s newest retro art piece is a 1,215-piece Super Mario World homage Read More »

ftc-attacks-microsoft’s-post-merger-game-pass-price-increases

FTC attacks Microsoft’s post-merger Game Pass price increases

Toldja so —

Regulator says move is “exactly the sort of consumer harm” it warned about.

xbox game pass ultimate

Enlarge / Access to first-party games on launch day remains a major selling point for the Xbox Game Pass Ultimate tier.

Microsoft

The FTC says the across-the-board price increases that Microsoft recently announced for its Xbox Game Pass subscription service tiers represent “exactly the sort of consumer harm from the merger the FTC has alleged” when it sought to block Microsoft’s merger with Activision. In a letter to the court posted as part of an ongoing appeal by the FTC in the case, the federal regulator alleges Microsoft’s moves are a clear example of “product degradation” brought about by “a firm exercising market power post-merger.”

The letter’s primary focus is on the soon-to-be-discontinued $10.99/month Console Game Pass tier. That’s being replaced with a $14.99/month Game Pass Standard tier (a 36 percent price increase) that no longer includes “day one” access to all of Microsoft’s first-party titles. To maintain that key benefit, “Console” subscribers will have to spend 81 percent more for the $19.99 Game Pass Ultimate tier, which also includes a number of additional benefits over the current $10.99/month option.

Is this “based on the acquisition”?

The FTC notes that these changes “coincide with adding Call of Duty to Game Pass’s most expensive tier.” Previously, Microsoft publicly promised that this Game Pass access to Activision’s ultra-popular shooter would come “with no price increase for the service based on the acquisition.”

It’s that “based on the acquisition” clause that’s likely to give Microsoft some wiggle room in arguing for its planned pricing changes. Inflation is also a sufficient explanation for a large portion of the price increase in nominal terms—the $14.99 Microsoft charged for a month of Game Pass Ultimate when it launched in 2019 is the equivalent of $18.39 today, according to the BLS CPI calculator. When Microsoft raised the Game Pass Ultimate monthly price from $14.99 to $16.99 just last year—just before the Activision merger was finalized—the company said in a statement it had “adjusted the prices to reflect the competitive conditions in each market.”

Microsoft might have a harder time finessing the alleged “degradation” inherent in going from the discontinued Game Pass Console tier to the new, more expensive Game Pass Standard tier. True, the replacement does include the online multiplayer benefits of Game Pass Core, which could previously be purchased separately. But the removal of the long-promised day one access to first party games will heavily reduce the value most subscribers get from the new option.

It’s now been over a year since the FTC first announced it intended to appeal the ruling that effectively stopped its attempted injunction against the merger deal. While Microsoft and Activision have moved forward with their merger since then, courts have reversed similar mergers on appeal even after a merger deal has fully closed.

Elsewhere in its letter, the FTC makes note of previous arguments that Microsoft’s recent round of nearly 2,000 Xbox-focused layoffs is a sign of “reduced investments in output and product quality” post-merger.

FTC attacks Microsoft’s post-merger Game Pass price increases Read More »

switch-2-is-around-the-corner,-but-nintendo-announces-a-new-switch-accessory-anyway

Switch 2 is around the corner, but Nintendo announces a new Switch accessory anyway

better late than never? —

Oddly timed accessory is released as the Switch’s life cycle is winding down.

  • Nintendo’s Joy-Con Charging Stand (Two-Way) seems useful, but it’s coming out at a strange time in the console’s lifecycle.

    Nintendo

  • The stand can charge the Switch Online NES controllers, something that Nintendo’s charging grip can’t do because the handles get in the way.

    Nintendo

  • The charging stand can be removed from the stand part to maximize flexibility.

    Nintendo

Nintendo’s Switch launched in March 2017, and all available information indicates that the company is on track to announce a successor early next year. It’s that timing that makes the launch of Nintendo’s latest Switch accessory so odd: The company has announced a first-party charging cradle for Joy-Con controllers, which up until now have been charged by slotting them into the console itself, via Nintendo’s sold-separately Joy-Con charging grip, or with third-party charging accessories.

The Nintendo of Europe account on X, formerly Twitter, announced that the charging accessory—formally called the “Joy-Con Charging Stand (Two-Way)”—will be released on October 17. It will work with both Joy-Cons and the Switch Online wireless NES controllers, and the charging cradle can be separated from its stand (where it looks a lot like the Joy-Con charging grip but without the grip part).

Power is provided via a USB-C port on top of the stand, which can either be connected to one of the Switch dock’s USB ports or to a separate USB-C charger. Other Switch controllers, including the Pro Controller and the SNES and N64 replica controllers, are charged via USB-C directly.

The Verge reports that the accessory has only been announced for Europe and Japan so far, though it will presumably also come to North America at some point. Pricing hasn’t been announced yet, either.

Switch 2 is around the corner

Why would Nintendo release a new first-party charging accessory for your old console just months before it’s slated to announce its next-generation console? Rumors about the design of the Switch 2 could hold some hints.

Accessory makers and others with firsthand knowledge of the Switch 2 have suggested that the new console will come with redesigned Joy-Cons with additional buttons and a magnetic attachment mechanism. This would likely make it impossible to attach current-generation Joy-Cons, which physically interlock with the Switch and its various accessories.

But reporting also suggests that the Switch 2 will retain backward compatibility with digital and physical Switch games, which could justify retaining some kind of backward compatibility with existing controllers. This new Joy-Con charging cradle could provide current Switch owners a way to continue charging Joy-Cons and NES controllers even if they can no longer be attached to and charged by the console itself.

But that’s just speculation at this point. It could just as easily be the case that Nintendo has to keep the Switch going for one more holiday season, and it’s eager to sell every accessory it can alongside the shrinking but still significant number of consoles it will sell between now and the time the Switch 2 is released. Nintendo recently announced new games in the Legend of Zelda and Mario & Luigi series, which will give past and future Switch buyers a reason to keep their Joy-Cons charged in the first place.

Nintendo has taken pains to make old controllers compatible with new consoles before. Most Nintendo Wii consoles came with built-in GameCube controller ports, which enabled backward compatibility with GameCube games and also allowed GameCube controllers to be used with compatible Wii games like Super Smash Bros. Brawl. Wii remotes also continued to function with the Wii U.

One thing we don’t know about the Switch 2’s backward compatibility is whether it will provide any kind of graphical enhancements for Switch games. Several titles released in recent years, including newer Pokémon titles, have suffered from performance issues. Nintendo had reportedly planned to release a more powerful “Switch Pro” at some point in 2021 or 2022, but the update was apparently scrapped in favor of the more modestly updated OLED Switch.

Listing image by Nintendo

Switch 2 is around the corner, but Nintendo announces a new Switch accessory anyway Read More »

nintendo-world-championships:-nes-edition-gave-me-new-respect-for-gaming-speedrunners

Nintendo World Championships: NES Edition gave me new respect for gaming speedrunners

Get ready to repeat this ~25-second slice of <em>Mario</em> over and over… and over… and over.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/07/nwc3-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Get ready to repeat this ~25-second slice of Mario over and over… and over… and over.

If you’ve ever seen a record-breaking video game speedrun or watched a Games Done Quick marathon, you may have entertained fantasies that you, too, could put up some decent times on your favorite old games. Sure, it would probably take a bit of practice, but what these speedrunners are doing doesn’t look that difficult, does it? How hard can it be to press a few buttons with good timing for a few minutes?

After spending a few weeks with Nintendo World Championships: NES Edition, I no longer think that way. The game’s bite-size chunks of classic Nintendo games highlight the level of precision needed for even a few minutes of speedrunning perfection, not to mention the tedium of practicing the same in-game motions dozens of times to build up the needed muscle memory. In the process, I gained a newfound respect for the skill displayed by the best speedrunners and found a fresh way to experience some classic NES games that I felt I knew backward and forward.

Gotta go fast

While Nintendo World Championships draws its name from a series of competitions dating back to 1990, it draws its inspiration much more directly from the more recent rise of the online speedrunning community. Thus, the game’s main single-player mode is named “Speedrun,” tasking players with putting up the fastest times in 150 mini-challenges spread across 13 different Nintendo-developed NES titles.

Really? Get the Morph Ball? That's all you want me to do here?

Enlarge / Really? Get the Morph Ball? That’s all you want me to do here?

Nintendo

The earliest of these many unlockable challenges seem almost insultingly easy on their face—collecting the first Super Mushroom in Super Mario Bros. or collecting the sword in The Legend of Zelda, for instance. When you first dive in, you may be more than a little bemused to find yourself showered with in-game rewards for spending just a few seconds completing such basic tasks.

But then you look at how much time that challenge took you—which is thrown up in huge numbers on the screen—alongside an even bigger letter grade. The “A” you got for collecting that Mushroom might seem pretty good, at first, but you know you could do better if you didn’t miss the item box with your first few jumps. So you quickly restart the challenge (and breathe deep through a helpful three-second countdown) and trim off half a second on your second attempt, earning an “A+” for your efforts.

If you are a certain type of player, you might say, “Alright, that’s good enough,” rather than repeating this cycle yet again (if so, I’d argue this game is not for you). But if you’re a different type of gamer, the mere knowledge that you could achieve an S rank with some combination of strategy and execution will propel you through entire minutes of repeated attempts, looking to optimize the perfect few seconds of button presses.

The fact that Nintendo doesn’t reveal the specific timing cutoffs for the different letter grades is equal parts frustrating and subtly encouraging, here. There were plenty of challenges where I felt I played as optimally as I could only to be greeted with a mere “A++” rank next to my new best time. The S rank’s mere existence often inspired me to redouble my efforts and look for new ways to trim even more time off my personal best.

Nintendo World Championships: NES Edition gave me new respect for gaming speedrunners Read More »

full-dev-build-of-space-marine-2-leaks,-and-players-are-already-leveling-up

Full dev build of Space Marine 2 leaks, and players are already leveling up

Weaknesses in the Imperium of Man —

Developers canceled a beta test—but may have gotten one anyway.

Space Marine looking to the side in a rendered image from Space Marine 2

Enlarge / Heresy must be punished.

Focus Entertainment

How badly do you want to play the upcoming Warhammer 40,000: Space Marine 2 ahead of its September 9 launch? Enough to torrent a 75GB package from a Russian site? Enough to not only unpack and play it, but connect to a server and start building up your character?

Me neither, but that hasn’t stopped seemingly hundreds of people from doing just that. Publisher Focus Entertainment had announced the third-person action game having “gone gold” (released for manufacturing) on July 9. The leaked build might date to February 23, 2024, as suggested by site Insider Gaming, which had previously suggested a June 20 date.

Footage from the leaked builds, which has been mostly taken offline by Focus through copyright claims, suggested that it was a mostly complete version of the game, with some placeholder assets in menus. Said footage also suggests that the game’s pirates are playing online, and their characters are retaining their levels and items. For now, at least.

Gameplay overview trailer for Warhammer 40,000: Space Marine 2.

In some ways, this shouldn’t really matter. When the game’s servers go officially live, developer Saber Interactive and Focus should be able to flag those accounts that have logged unauthorized time. Getting online to play will likely require authentication from the Steam, Xbox, or PlayStation platform one chooses. And there’s a chance that a closer look at the game, or even just news about its leak, might entice more people into buying and playing the game proper.

Focus Entertainment

In other ways, though, it stinks. Spoilers from the game’s campaign and multiplayer offerings will filter out, and firms that should be focusing entirely on release and quality control will have to deal with the security and fairness aspects of such a leak. A planned open beta of the game had already been canceled in favor of the developer’s focus on launch readiness.

Game leaks of this scale aren’t as common as select images or isolated information, but it does happen. Grand Theft Auto VI had nearly an hour of gameplay footage leak in 2022. Discs of Starfield being posted for sale in August 2023, weeks ahead of its September release, resulted in felony charges for a Tennessee man. Videos spoiling much of The Last of Us Part 2 leaked online in 2020, thanks to someone “not affiliated” with its developer and publisher.

And the biggest and most unexpected hack and leak came from a small German town, where Axel Gembe stole and leaked early source code for Half-Life 2. He later tried to apologize to Valve founder Gabe Newell and leverage his break-in to land a job at Valve, which was, to say the least, unsuccessful.

Ars has contacted Focus Entertainment for comment and will update this post with new information.

Full dev build of Space Marine 2 leaks, and players are already leveling up Read More »

pc-emulator-comes-to-ios,-but-apple’s-restrictions-hamper-performance

PC emulator comes to iOS, but Apple’s restrictions hamper performance

It works, technically —

UTM SE’s lack of JIT compilation means “SE stands for Slow Edition.”

<em>Space Cadet Pinball</em> has never been so portable… or so tiny!” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/07/utmse.png”></img><figcaption>
<p><a data-height=Enlarge / Space Cadet Pinball has never been so portable… or so tiny!

One month after PC emulator UTM was rejected from the iOS App Store, the developers have announced that a new “UTM SE” version is now available for free on the App Store. But the app’s performance is severely hampered by Apple’s restrictions on so-called “just-in-time” (JIT) compilation, limiting the app’s suitability for effectively emulating many PC games.

Built on the generic command-line emulation layer QEMU, the open-source UTM boasts support for “30+ processors,” from x86 and PowerPC to RISC-V and ARM64. The App Store listing promises you can “run classic software and old-school games” through both a VGA graphics mode and text-based terminal.

Don’t expect a seamless, RetroArch-style path to playing Space Cadet Pinball on your iPhone, though. The UTM developers link to pre-configured settings downloads for versions of Windows going back to XP, alongside guides for getting those OSes up and running on iOS. But users will need to bring their own legitimate Windows installation ISO and go through the cumbersome process of installing the OS as well as a version of SPICE tools to help coordinate access through iOS (downloading pre-built, UTM-compatible Linux builds seems more straightforward).

Slow by design

Even after that, don’t expect high-level performance from this new emulator. That’s because UTM SE must abide by App Store restrictions prohibiting apps that “install executable code.” As such, the App Store version is a “JIT-less” build that uses a Tiny-Code Threaded Interpreter (TCTI) to interpret each original line of code being run rather than fully recompiling it at runtime for smoother performance.

A video shows how the lack of JIT recompilation slows down GameCube emulation on DolphiniOS.

The lack of that JIT recompilation means the “SE [in UTM SE] stands for Slow Edition,” as moderator CZ pithily put it in the UTM Discord. “This is us telling you gaming on UTM SE is not happening.” At least one user who tested running Linux via UTM SE confirmed it is “dog slow” and “a gloopy experience.” Those who want full performance out of UTM can still install the regular, non-SE version of the app via sideloading or an alt store.

You may remember that the developers of GameCube/Wii emulator DolphiniOS cited the lack of JIT recompilation as the reason their app can’t run at a functional frame rate through the iOS App Store. However, similar restrictions haven’t stopped emulators like Delta from running classic gaming consoles up through the Nintendo DS at a playable frame rate, suggesting that UTM SE might be sufficient for older MS-DOS or Windows 95-era titles.

PC emulator comes to iOS, but Apple’s restrictions hamper performance Read More »

“superhuman”-go-ais-still-have-trouble-defending-against-these-simple-exploits

“Superhuman” Go AIs still have trouble defending against these simple exploits

Man vs. machine —

Plugging up “worst-case” algorithmic holes is proving more difficult than expected.

Man vs. machine in a sea of stones.

Enlarge / Man vs. machine in a sea of stones.

Getty Images

In the ancient Chinese game of Go, state-of-the-art artificial intelligence has generally been able to defeat the best human players since at least 2016. But in the last few years, researchers have discovered flaws in these top-level AI Go algorithms that give humans a fighting chance. By using unorthodox “cyclic” strategies—ones that even a beginning human player could detect and defeat—a crafty human can often exploit gaps in a top-level AI’s strategy and fool the algorithm into a loss.

Researchers at MIT and FAR AI wanted to see if they could improve this “worst case” performance in otherwise “superhuman” AI Go algorithms, testing a trio of methods to harden the top-level KataGo algorithm‘s defenses against adversarial attacks. The results show that creating truly robust, unexploitable AIs may be difficult, even in areas as tightly controlled as board games.

Three failed strategies

In the pre-print paper “Can Go AIs be adversarially robust?”, the researchers aim to create a Go AI that is truly “robust” against any and all attacks. That means an algorithm that can’t be fooled into “game-losing blunders that a human would not commit” but also one that would require any competing AI algorithm to spend significant computing resources to defeat it. Ideally, a robust algorithm should also be able to overcome potential exploits by using additional computing resources when confronted with unfamiliar situations.

An example of the original cyclic attack in action.

Enlarge / An example of the original cyclic attack in action.

The researchers tried three methods to generate such a robust Go algorithm. In the first, they simply fine-tuned the KataGo model using more examples of the unorthodox cyclic strategies that previously defeated it, hoping that KataGo could learn to detect and defeat these patterns after seeing more of them.

This strategy initially seemed promising, letting KataGo win 100 percent of games against a cyclic “attacker.” But after the attacker itself was fine-tuned (a process that used much less computing power than KataGo’s fine-tuning), that win rate fell back down to 9 percent against a slight variation on the original attack.

For its second defense attempt, the researchers iterated a multi-round “arms race” where new adversarial models discover novel exploits and new defensive models seek to plug up those newly discovered holes. After 10 rounds of such iterative training, the final defending algorithm still only won 19 percent of games against a final attacking algorithm that had discovered previously unseen variation on the exploit. This was true even as the updated algorithm maintained an edge against earlier attackers that it had been trained against in the past.

Go AI if they know the right algorithm-exploiting strategy.” height=”427″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/07/GettyImages-109417607-640×427.jpg” width=”640″>

Enlarge / Even a child can beat a world-class Go AI if they know the right algorithm-exploiting strategy.

Getty Images

In their final attempt, researchers tried a completely new type of training using vision transformers, in an attempt to avoid what might be “bad inductive biases” found in the convolutional neural networks that initially trained KataGo. This method also failed, winning only 22 percent of the time against a variation on the cyclic attack that “can be replicated by a human expert,” the researchers wrote.

Will anything work?

In all three defense attempts, the KataGo-beating adversaries didn’t represent some new, previously unseen height in general Go-playing ability. Instead, these attacking algorithms were laser-focused on discovering exploitable weaknesses in an otherwise performant AI algorithm, even if those simple attack strategies would lose to most human players.

Those exploitable holes highlight the importance of evaluating “worst-case” performance in AI systems, even when the “average-case” performance can seem downright superhuman. On average, KataGo can dominate even high-level human players using traditional strategies. But in the worst case, otherwise “weak” adversaries can find holes in the system that make it fall apart.

It’s easy to extend this kind of thinking to other types of generative AI systems. LLMs that can succeed at some complex creative and reference tasks might still utterly fail when confronted with trivial math problems (or even get “poisoned” by malicious prompts). Visual AI models that can describe and analyze complex photos may nonetheless fail horribly when presented with basic geometric shapes.

If you can solve these kinds of puzzles, you may have better visual reasoning than state-of-the-art AIs.

Enlarge / If you can solve these kinds of puzzles, you may have better visual reasoning than state-of-the-art AIs.

Improving these kinds of “worst case” scenarios is key to avoiding embarrassing mistakes when rolling an AI system out to the public. But this new research shows that determined “adversaries” can often discover new holes in an AI algorithm’s performance much more quickly and easily than that algorithm can evolve to fix those problems.

And if that’s true in Go—a monstrously complex game that nonetheless has tightly defined rules—it might be even more true in less controlled environments. “The key takeaway for AI is that these vulnerabilities will be difficult to eliminate,” FAR CEO Adam Gleave told Nature. “If we can’t solve the issue in a simple domain like Go, then in the near-term there seems little prospect of patching similar issues like jailbreaks in ChatGPT.”

Still, the researchers aren’t despairing. While none of their methods were able to “make [new] attacks impossible” in Go, their strategies were able to plug up unchanging “fixed” exploits that had been previously identified. That suggests “it may be possible to fully defend a Go AI by training against a large enough corpus of attacks,” they write, with proposals for future research that could make this happen.

Regardless, this new research shows that making AI systems more robust against worst-case scenarios might be at least as valuable as chasing new, more human/superhuman capabilities.

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