gaming

shadow-of-the-erdtree-has-ground-me-into-dust,-which-is-why-i-recommend-it

Shadow of the Erdtree has ground me into dust, which is why I recommend it

Elden Ring: Shadow of the Erdtree DLC —

Souls fans seeking real challenge should love it. Casuals like me might wait.

Image of a fight from Shadow of the Erdtree

Bandai

Elden Ring was my first leap into FromSoftware titles (and Dark-Souls-like games generally), and I fell in deep. Over more than 200 hours, I ate up the cryptic lore, learned lots of timings, and came to appreciate the feeling of achievement through perseverance.

Months ago, in preparation for Elden Ring’s expansion, Shadow of the Erdtree (also on PlayStation and Xbox, arriving June 21), I ditched the save file with which I had beaten the game and started over. I wanted to try out big swords and magic casting. I wanted to try a few new side quests. And I wanted to have a fresh experience with the game before Shadow arrived.

I have had a very fresh experience, in that this DLC has made me feel like I’m still in the first hour of my first game. Reader, this expansion is mopping the floor with me. It looked at my resume, which has “Elden Lord” as its most recent job title, and has tossed it into the slush pile. If you’re wondering whether Shadow would, like Elden Ring, provide a different kind of challenge and offer, like the base game, easier paths for Souls newcomers: No, not really. At least not until you’re already far along. This DLC is for people who beat Elden Ring, or all but beat it, and want capital-M More.

That should be great news for longtime Souls devotees, who fondly recall the difficulty spikes of some of earlier games’ DLC or those who want a slightly more linear, dungeon-by-dungeon, boss-by-boss experience. For everybody else, I’d suggest waiting until you’re confidently through most of the main game—and for the giant wiki/YouTube apparatus around the game to catch up and provide some guidance.

What “ready for the DLC” really means

Technically, you can play Shadow of the Erdtree once you’ve done two things in Elden Ring: beaten Starscourge Radahn and Mohg, Lord of Blood. Radahn is a mid-game boss, and Mohg is generally encountered in the later stages. But, perhaps anticipating the DLC, the game allows you to get to Mohg relatively early by using a specific item.

Just getting to a level where you’re reasonably ready to tackle Mohg will be a lot. As of a week ago, more than 60 percent of players on Steam (PC) had not yet beaten Mohg; that number is even higher on consoles. On my replay, I got to about level 105 at around 50 hours, but I remembered a lot about both the mechanics and the map. I had the item to travel to Mohg and the other item that makes him easier to beat. Maybe it’s strange to avoid spoilers for a game that came out more than two years ago, but, again, most players have not gotten this far.

I took down Mohg in one try; I’m not bragging, just setting expectations. I had a fully upgraded Moonlight Greatsword, a host of spells, a fully upgraded Mimic Tear spirit helper, and a build focused on Intelligence (for the sword and spell casting), but I could also wear decent armor while still adequately rolling. Up until this point, I was surprised by how much easier the bosses and dungeons I revisited had felt (except the Valiant Gargoyle, which was just as hard).

I stepped into the DLC, wandered around a bit, killed a few shambling souls (“Shadows of the Dead”), and found a sealed chasm (“Blackgaol”) in the first area. The knight inside took me out, repeatedly, usually in two quick sword flicks. Sometimes he would change it up and perforate me with gatling-speed flaming crossbow bolts or a wave emanating from his sword. Most of the time, he didn’t even touch his healing flask before I saw “YOU DIED.”

Ah, but most Elden Ring players will remember that the game put an intentionally way-too-hard enemy in the very first open area, almost as a lesson about leveling up and coming back. So I hauled my character and bruised ego toward a nearby ruin, filled mostly with more dead Shadows. The first big “legacy dungeon,” Belurat, Tower Settlement, was just around the corner. I headed in and started compiling my first of what must be 100 deaths by now.

There are the lumbering Shadows, yes, but there are also their bigger brothers, who love to ambush with a leaping strike and take me down in two hits. There are Man-Flies, which unsurprisingly swarmed and latched onto my head, killing me if I wasn’t at full health (40 Vigor, if you must know). There are Gravebirds, which, like all birds in Elden Ring, are absolute jerks that mess with your camera angles. And there are Horned Warriors, who are big, fast, relentless, and responsible for maybe a dozen each of my deaths.

At level 105, with a known build strategy centered around a weapon often regarded as overpowered and all the knowledge I had of the game’s systems and strategies, I was barely hanging on, occasionally inching forward. What gives?

Shadow of the Erdtree has ground me into dust, which is why I recommend it Read More »

seven-years-later,-nintendo-proves-metroid-prime-4-still-exists

Seven years later, Nintendo proves Metroid Prime 4 still exists

A wait that was “beyond” long —

2025 release could launch on the still-mysterious “Switch 2.”

It has now been almost exactly seven years since Nintendo first announced Metroid Prime 4 and over five years since the company said it was restarting work on the game with series mainstay Retro Studios. Now, Nintendo has finally shared the first glimpse of gameplay for the renamed Metroid Prime 4: Beyond, which is now planned for a 2025 release.

“After a very long time, we are finally able to share more information about this title,” Nintendo executive Shinya Takahashi said during today’s livestreamed Nintendo Direct presentation, showing a remarkable talent for understatement. Takahashi went on to also ask that fans “please wait a little bit longer” for additional information before the game’s planned release next year.

That “additional information” should include whether the highly anticipated game will launch for the Switch—as was promised in 2017—or for Nintendo’s next console, which the company recently teased via a pre-announcement announcement. Nintendo kept its promise that “there will be no mention of the Nintendo Switch successor” during today’s Nintendo Direct presentation, but a major first-party franchise game launching in 2025 definitely seems well-positioned to serve as a showcase for new hardware that Nintendo seems to be planning for around the same time frame.

Metroid Prime 4 also seems like a prime candidate to be the kind of “bridge game” that Nintendo sometimes launches across an aging console and its replacement hardware simultaneously. The Legend of Zelda: Breath of the Wild served as such a bridge game during the transition from the Wii U to the Switch in 2017, and The Legend of Zelda: Twilight Princess did so during the GameCube to Wii transition in 2006.

In 2019, Takahashi admitted that “the current development status of [Metroid Prime 4] is very challenged,” leading to the “difficult decision” to “essentially restart development” with a new internal structure under Retro Studios. “It will be a long road until the next time we will be able to update you on the development progress,” Takahashi said at the time, presaging the five-year wait for today’s trailer.

The world of 20X9

  • A familiar head emerges from a familiar ship.

  • Samus has mastered the cool three-point landing by now.

  • If you look in the background, you’ll notice Samus is getting some help from one of those Space Pirates (yes, that’s their official name).

  • No one will notice me if I transform into a tiny sphere!

  • Come meet my pets. Don’t worry, they don’t bite.

  • This cruise excursion was definitely worth the extra money.

The two-minute teaser footage for Metroid Prime 4 Nintendo released today features series protagonist Samus landing on a “Galactic Federation Research Facility” in the suitably cheesy, sci-fi-ish “Cosmic Year 20X9” (hey, maybe she’ll run into Stinkoman). Background details in the trailer point to Samus intruding on some sort of alien civil war, with familiar-looking Space Pirates firing on each other amid a barrage of anti-aircraft lasers.

The brief glimpse of gameplay we got features plenty of elements that will be familiar to anyone who has played the first three Metroid Prime games, including scanning objects for additional information, transforming into a morph ball to traverse narrow tunnels, and locking on to foes to easily circle them while firing away. The action-heavy portion concludes with the entrance of a mysterious figure in a strange, light-stripped mask breaking through an outer wall flanked by two seemingly docile metroids.

As the trailer concludes, we get a sweeping shot of a more tranquil, open area full of flowing waterfalls and giant trees, suggesting more of the exploration-heavy and combat-light puzzle-platforming sections the series is known for.

Listing image by Nintendo

Seven years later, Nintendo proves Metroid Prime 4 still exists Read More »

star-citizen-still-hasn’t-launched,-but-it’s-already-banning-cheaters

Star Citizen still hasn’t launched, but it’s already banning cheaters

pre-cheating —

Developer bans “over 600” players for exploiting an item duplication glitch.

For an unreleased game, <em>Star Citizen</em> still has some really pretty ships…” src=”https://cdn.arstechnica.net/wp-content/uploads/2023/03/star-citizen-update-800×343.jpg”></img><figcaption>
<p><a data-height=Enlarge / For an unreleased game, Star Citizen still has some really pretty ships…

RSI

At this point in Star Citizen‘s drawn-out, 11-plus-year development cycle, we’re usually reminded of the game when it hits some crowdfunding microtransaction milestone or updates its increasingly convoluted alpha development roadmap. So last week’s announcement that developer Cloud Imperium Games (CIG) has banned over 600 cheaters from its servers is a notable reminder that some people are actually enjoying—and exploiting—the unpolished alpha version of the game.

Shortly after the May release of Star Citizen’s Alpha 2.23.1 update, players started noticing that they could easily make extra money by storing a freight ship, selling their cargo, and then returning to the ship to find the cargo ready to be sold a second time. As knowledge of this “money doubling” exploit spread, players reported that the price of basic in-game resources saw significant inflation in a matter of days.

Now, Cloud Imperium Games Senior Director of Player Relations Will Leverett has written that the developer has investigated “multiple exploits within Star Citizen that compromised stability and negatively impacted the in-game economy.” In doing so, CIG says it “identified and suspended over 600 accounts involved in exploitative behaviors while also removing the illicitly gained aUEC [in-game currency] from the Star Citizen ecosystem.”

A ban for “over 600” players may not seem that notable when games like Dota 2 and World of Warcraft routinely announce ban waves that include tens of thousands of players. Still, it’s a reminder that at least a small portion of the game’s more than 5.2 million backers are actively playing the alpha so much that they’re willing to cheat to see more of what the game has to offer.

“From zero, in two evenings, I did make about [200 million aUEC] just to buy ships that [are] unavailable for me, to try it in full!” user ZeroInsideOut wrote on the game’s forums. “There [are] many things in Star Citizen [which] I would like to try and test, but I am short of money.”

It’s getting late for “early access” bugs

Leverett wrote that exploits like these should be expected in Star Citizen “at this stage of development”—a stage that we hasten to once again point out is now part of well over a decade of active development. Finding and squashing these kinds of bugs “early” is all part of the game’s crowdfunded development plan and “one of the benefits of open development and working closely with our community,” Leverett wrote.

“We’ve gained valuable insights through your issue council reports, and we thank you for that,” he continued. “However, once an exploit is identified and confirmed, continued abuse for personal gain will not be tolerated and will result in action on our part.”

However, some players feel that the “open development” process failed to find this significant issue quickly enough. Commenter Nitebird took CIG to task for “allow[ing] exploits reported during [Public Test Universe] to go to live despite many people confirming the issue in [the Issue Council] and urging CIG to pause to fix it. The patch is ruined regardless for many people… What is IC good for than to prevent this?”

Star Citizen development roadmap summary, posted in early 2023.” height=”481″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/rsiroadmap-640×481.jpg” width=”640″>

Enlarge / A fan-designed Star Citizen development roadmap summary, posted in early 2023.

CIG launched an important “Persistent Universe” update for Star Citizen over a year ago and announced late last year that spin-off Squadron 42 had reached “feature complete” status. Despite those signs of progress, though, there’s still no target date for Star Citizen to finally transition from its extended alpha to that fabled “Version 1.0” release.

CIG founder and CEO Chris Roberts said in a March update that the development team “is hard at work, heads down, driving toward the finish line” and that the leadership team has now “spent significant time looking at what Star Citizen 1.0 means and what it would take to get there.” That includes the planned introduction of long-sought key features like base building and crafting that were apparently not a priority during the game’s first 11-plus years of development work.

“As that roadmap [for a 1.0 release] comes together and becomes validated, we look forward to sharing with you both its vision and executional plan later this year,” Roberts wrote.

Star Citizen still hasn’t launched, but it’s already banning cheaters Read More »

retired-engineer-discovers-55-year-old-bug-in-lunar-lander-computer-game-code

Retired engineer discovers 55-year-old bug in Lunar Lander computer game code

The world’s oldest feature —

A physics simulation flaw in text-based 1969 computer game went unnoticed until today.

Illustration of the Apollo lunar lander Eagle over the Moon.

Enlarge / Illustration of the Apollo lunar lander Eagle over the Moon.

On Friday, a retired software engineer named Martin C. Martin announced that he recently discovered a bug in the original Lunar Lander computer game’s physics code while tinkering with the software. Created by a 17-year-old high school student named Jim Storer in 1969, this primordial game rendered the action only as text status updates on a teletype, but it set the stage for future versions to come.

The legendary game—which Storer developed on a PDP-8 minicomputer in a programming language called FOCAL just months after Neil Armstrong and Buzz Aldrin made their historic moonwalks—allows players to control a lunar module’s descent onto the Moon’s surface. Players must carefully manage their fuel usage to achieve a gentle landing, making critical decisions every ten seconds to burn the right amount of fuel.

In 2009, just short of the 40th anniversary of the first Moon landing, I set out to find the author of the original Lunar Lander game, which was then primarily known as a graphical game, thanks to the graphical version from 1974 and a 1979 Atari arcade title. When I discovered that Storer created the oldest known version as a teletype game, I interviewed him and wrote up a history of the game. Storer later released the source code to the original game, written in FOCAL, on his website.

Lunar Lander game, provided by Jim Storer.” height=”524″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/lunar_lander_teletype_output-640×524.jpg” width=”640″>

Enlarge / A scan of printed teletype output from the original Lunar Lander game, provided by Jim Storer.

Jim Storer

Fast forward to 2024, when Martin—an AI expert, game developer, and former postdoctoral associate at MIT—stumbled upon a bug in Storer’s high school code while exploring what he believed was the optimal strategy for landing the module with maximum fuel efficiency—a technique known among Kerbal Space Program enthusiasts as the “suicide burn.” This method involves falling freely to build up speed and then igniting the engines at the last possible moment to slow down just enough to touch down safely. He also tried another approach—a more gentle landing.

“I recently explored the optimal fuel burn schedule to land as gently as possible and with maximum remaining fuel,” Martin wrote on his blog. “Surprisingly, the theoretical best strategy didn’t work. The game falsely thinks the lander doesn’t touch down on the surface when in fact it does. Digging in, I was amazed by the sophisticated physics and numerical computing in the game. Eventually I found a bug: a missing ‘divide by two’ that had seemingly gone unnoticed for nearly 55 years.”

A matter of division

Diagram of launch escape system on top of the Apollo capsule.

Enlarge / Diagram of launch escape system on top of the Apollo capsule.

NASA

Despite applying what should have been a textbook landing strategy, Martin found that the game inconsistently reported that the lander had missed the Moon’s surface entirely. Intrigued by the anomaly, Martin dug into the game’s source code and discovered that the landing algorithm was based on highly sophisticated physics for its time, including the Tsiolkovsky rocket equation and a Taylor series expansion.

As mentioned in the quote above, the root of the problem was a simple computational oversight—a missing division by two in the formula used to calculate the lander’s trajectory. This seemingly minor error had big consequences, causing the simulation to underestimate the time until the lander reached its lowest trajectory point and miscalculate the landing.

Despite the bug, Martin was impressed that Storer, then a high school senior, managed to incorporate advanced mathematical concepts into his game, a feat that remains impressive even by today’s standards. Martin reached out to Storer himself, and the Lunar Lander author told Martin that his father was a physicist who helped him derive the equations used in the game simulation.

While people played and enjoyed Storer’s game for years with the bug in place, it goes to show that realism isn’t always the most important part of a compelling interactive experience. And thankfully for Aldrin and Armstrong, the real Apollo lunar landing experience didn’t suffer from the same issue.

You can read more about Martin’s exciting debugging adventure over on his blog.

Retired engineer discovers 55-year-old bug in Lunar Lander computer game code Read More »

are-diablo-fans-getting-too-old-for-the-old-school-item-grind?

Are Diablo fans getting too old for the old-school item grind?

Time is money —

Devs say players no longer want the “very long chase” for rare drops.

Do you have a few hundred hours to hear the good news about our lord and savior, <em>Diablo</em>?” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/d4-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Do you have a few hundred hours to hear the good news about our lord and savior, Diablo?

Blizzard

Longtime fans of Diablo II are deeply familiar with the extreme timesink that is the late-game grind for the very best loot. But when the creators of Diablo IV tried to re-create that style of grinding for the latest game in the series, they found that their players’ tastes had changed quite a bit in the intervening years.

In a wide-ranging interview with Windows Central, Blizzard’s general manager of Diablo, Rod Fergusson, said that they launched Diablo IV under “the assumption that D4 was meant to be more D2-like.” That meant, in part, increasing the length of time required to discover the game’s most valuable items after post-Auction-House Diablo 3 made rare item drops much more common.

“One of the assumptions was that people were going to be okay with the long grind for the Unique or an Uber Unique in particular, because in Diablo II, it can go years,” Fergusson said. “You can go three years before you find the Uber you’re looking for… and so we were like, okay, this is what people love about the progression of D2, that idea of that very long chase.”

Once the game launched, though, Fergusson said the development team was surprised to find players complaining of how long it took to get some items—our own review expressed concern about the “‘loot treadmill’ approach to the endgame” and “loot drops [that] seem tuned a bit low for my taste.”

“We found out very quickly that if you don’t give me my Uber in my [months-long] season, then I’m upset,” Fergusson said. “And so we’re like, oh, wow, okay.”

Changing with the players

To help calm those upset players, subsequent Diablo IV updates have made it easier to earn Resplendent Sparks, which those players can use to craft high-end Uber Unique items they’ve been unable to find from random item drops. Having that option to skip the randomized item search helped satisfy the desires of modern players, Fergusson said.

“It’s just a kind of recognition of how much players have changed in 20 years,” he said. “You know… that consumptive nature of a live service and that time is money and I don’t have much time, so let’s go, right? And so that idea of like, oh, you’re going to get a unique every six months.”

Ah, the old-fashioned joy of finding an item with a wall of ability text.

Enlarge / Ah, the old-fashioned joy of finding an item with a wall of ability text.

That recognition of “how much players have changed” reflects how much the mere passage of time has changed the Diablo audience over the years. A 16-year-old who was sinking all their free time into Diablo II when it launched in 2000 is pushing 40 these days. That means the core, nostalgic audience for the series is now very likely to have a career, family, and/or other responsibilities eating into their playtime. There’s nothing like a few decades of aging to make the prospect of sinking hundreds of hours into a loot grind seem less appealing.

With Diablo III, Blizzard initially assumed that players with more money than time would simply bid up the game’s best items in the game’s real-money auction house, where players who had more time to grind would benefit from selling their rarest random finds. Instead, Blizzard soon acknowledged that the auction system “short-circuited [the] core reward loop” of the game, making it trivial to buy high-level loot that quickly made the entire late-game feel kind of irrelevant.

With Diablo IV, Blizzard seems to have struck a better balance for players who simply want a more reliable reward for any time investment they can make. With Resplendent Sparks, players willing to put in the in-game work can be confident that they’ll eventually get the top-level items they’re seeking. That consistency can be much more appealing for time-limited players than simply crossing your fingers for a low-odds virtual dice roll or opening your wallet to skip the gameplay grind process entirely.

The evolution of Diablo‘s item progression system is an important reminder of how the relative value of a player’s time can change as those players move between different stages of life. Who knows, maybe in 25 years Diablo VI will find success with ultra-rare item drops that soak up all the free time for a core audience of retirement-age players with nothing better to do than spend 500 hours grinding for a digital sword.

Are Diablo fans getting too old for the old-school item grind? Read More »

gaming-historians-preserve-what’s-likely-nintendo’s-first-us-commercial

Gaming historians preserve what’s likely Nintendo’s first US commercial

A Mega Mego find —

Mego’s “Time Out” spot pitched Nintendo’s Game & Watch handhelds under a different name.

Enlarge / “So slim you can play it anywhere.”

Gamers of a certain age may remember Nintendo’s Game & Watch line, which predated the cartridge-based Game Boy by offering simple, single-serving LCD games that can fetch a pretty penny at auction today. But even most ancient gamers probably don’t remember Mego’s “Time Out” line, which took the internal of Nintendo’s early Game & Watch titles and rebranded them for an American audience that hadn’t yet heard of the Japanese game maker.

Now, the Video Game History Foundation (VGHF) has helped preserve the original film of an early Mego Time Out commercial, marking the recovered, digitized video as “what we believe is the first commercial for a Nintendo product in the United States.” The 30-second TV spot—which is now available in a high-quality digital transfer for the first time—provides a fascinating glimpse into how marketers positioned some of Nintendo’s earliest games to a public that still needed to be sold on the very idea of portable gaming.

Imagine an “electronic sport”

A 1980 Mego catalog sells Nintendo's Game & Watch games under the toy company's

Enlarge / A 1980 Mego catalog sells Nintendo’s Game & Watch games under the toy company’s “Time Out” branding.

Founded in the 1950s, Mego made a name for itself in the 1970s with licensed movie action figures and early robotic toys like the 2-XL (a childhood favorite of your humble author). In 1980, though, Mego branched out to partner with a brand-new, pre-Donkey Kong Nintendo of America to release rebranded versions of four early Game & Watch titles: Ball (which became Mego’s “Toss-Up”), Vermin (“Exterminator”), Fire (“Fireman Fireman”), and Flagman (“Flag Man”).

While Mego would go out of business by 1983 (long before a 2018 brand revival), in 1980, the company had the pleasure and responsibility of introducing America to Nintendo games for the first time, even if they were being sold under the Mego name. And while home systems like the Atari VCS and Intellivision were already popular with the American public at the time, Mego had to sell the then-new idea of simple black-and-white games you could play away from the living room TV (Milton Bradley Microvision notwithstanding).

The 1980 Mego spot that introduced Nintendo games to the US, now preserved in high-resolution.

That’s where a TV spot from Durona Productions came in. If you were watching TV in the early ’80s, you might have heard an announcer doing a bad Howard Cosell impression selling the Time Out line as “the new electronic sport,” suitable as a pastime for athletes who have been injured jogging or playing tennis or basketball.

The ad also had to introduce even extremely basic gaming functions like “an easy game and a hard game,” high score tracking, and the ability to “tell time” (as Douglas Adams noted, humans were “so amazingly primitive that they still [thought] digital watches [were] a pretty neat idea”). And the ad made a point of highlighting that the game is “so slim you can play it anywhere,” complete with a close-up of the unit fitting in the back pocket of a rollerskater’s tight shorts.

Preserved for all time

This early Nintendo ad wasn’t exactly “lost media” before now; you could find fuzzy, video-taped versions online, including variations that talk up the pocket-sized games as sports “where size and strength won’t help.” But the Video Game History Foundation has now digitized and archived a much higher quality version of the ad, courtesy of an original film reel discovered in an online auction by game collector (and former game journalist) Chris Kohler. Kohler acquired the rare 16 mm film and provided it to VGHF, which in turn reached out to film restoration experts at Movette Film Transfer to help color-correct the faded, 40-plus-year-old print and encode it in full 2K resolution for the first time.

This important historical preservation work is as good an excuse as any to remember a time when toy companies were still figuring out how to convince the public that Nintendo’s newfangled portable games were something that could fit into their everyday life. As VGHF’s Phil Salvador writes, “it feels laser-targeted to the on-the-go yuppie generation of the ’80s with disposable income to spend on electronic toys. There’s shades of how Nintendo would focus on young, trendy, mobile demographics in their more recent marketing campaigns… but we’ve never seen an ad where someone plays Switch in the hospital.”

Gaming historians preserve what’s likely Nintendo’s first US commercial Read More »

new-steam-deck-competitor-lets-you-easily-swap-in-more-ram,-storage

New Steam Deck competitor lets you easily swap in more RAM, storage

Plug and play —

Adata embraces the CAMM2 memory standard for its intriguing handheld prototype.

A slide-up screen is just one of the novel features for Adata's Steam Deck clone.

Enlarge / A slide-up screen is just one of the novel features for Adata’s Steam Deck clone.

For PC gamers used to the modular design of a desktop rig, there are pros and cons to the all-in-one, pre-fab design of the Steam Deck (and its many subsequent imitators in the growing handheld gaming PC market). On the one hand, you don’t have to worry about pricing out individual parts and making sure they all work together. On the other hand, the only way to upgrade one of these devices is to essentially throw out the old unit and replace the entire thing, console-style.

Korean computer storage-maker Adata is looking to straddle these two extremes. Lilliputing reports on Adata’s XPG Nia prototype, which was shown off at the Computex trade show. The unit is the first gaming handheld so far to embrace the CAMM (Compression Attached Memory Module) standard that allows for easily replaceable and upgradeable memory modules, as well as a number of other mod-friendly features.

CAMM on down

Samsung shared this rendering of a CAMM ahead of the publishing of the CAMM2 standard in September.

Enlarge / Samsung shared this rendering of a CAMM ahead of the publishing of the CAMM2 standard in September.

If you’ve read our previous coverage of the emerging CAMM standard, you know how excited we are about the ultra-thin modules that can simply be screwed into place on a laptop or portable motherboard. That offers a viable replacement for the now-standard soldered LPDDR RAM, which saves space but is incredibly difficult to repair or replace.

The CAMM standard brings the same easy-to-swap design as the older SO-DIMM RAM stick standard but with a smaller footprint, thermal design, and power usage specially made for portable devices. Reports suggest the XPG Nia will use the low-power LPCAMM2 version of these RAM modules, which will be easily accessible by lifting up the kickstand on the back of the XPG Nia. Alongside a standard M.2 2230 slot for adding more storage, that should make the new handheld much easier to upgrade than the likes of the Steam Deck, which requires some serious hacking to push above the standard spec.

A Dell rendering depicting the size differences between SODIMM and CAMM.

Enlarge / A Dell rendering depicting the size differences between SODIMM and CAMM.

Dell

The only real downside to CAMM2 memory modules, at the moment, is the price; a recent CAMM2 offering from Crucial runs $175 for 32GB or $330 for 64GB. That’s significantly more than similar, bulkier SO-DIMM modules, but those prices should come down as more device makers and RAM manufacturers start supporting the standard.

A “circular computing device”?

Thus far, the XRG Nia’s modular design doesn’t seem to extend to the planned AMD Phoenix APU or Ryzen Z1 Extreme processor. That said, users will reportedly be able to remove the entire motherboard from the portable case, which can then be inserted into a smaller, screen-free enclosure for a potential second life as an Arudino/Raspberry Pi-like mini-PC.

Adata says it also plans to release the system’s 3D design files and pinout details publicly, letting modders and third-party manufacturers design their own cases and accessories. It’s all part of what Adata is calling a “circular computing design” that’s part of its “sustainable future” initiative.

GGF Events talks with the makers of the Adata XPG Nia prototype at Computex.

There are a few other features that set the XRG Nia apart from the waves of me-too Steam Deck clones. In addition to the rear kickstand, the entire screen enclosure slides up on a sort of pivot, providing a shallower viewing angle that requires less neck tilting when holding the device in front of your chest. Adata is also promising a front-facing camera that can be used for streaming as well as eye-tracking, which could theoretically power some fancy foveated rendering tricks for extra graphics horsepower.

It’s way too early to know how all of these features will shake out in the move from prototype to final device; reports suggest the company is aiming for a release sometime in 2025. Still, it’s nice to see a company trying some new things in the increasingly crowded space of handheld PC gaming devices that Valve has unleashed. If Adata can deliver the portable as an actual consumer product at its target of 1.5 pounds and $600, it could be one to keep an eye on.

New Steam Deck competitor lets you easily swap in more RAM, storage Read More »

marvel’s-midnight-suns-is-free-right-now,-and-you-should-grab-it-(even-on-epic)

Marvel’s Midnight Suns is free right now, and you should grab it (even on Epic)

The Midnight Suns also rises (on a different storefront) —

Sadly overlooked on release, the card/turn-based battler is a real bargain.

Characters in battle, with cards in the forefront, in Midnight Suns

Enlarge / All these goons are targeting Captain America, as shown in icons above their heads. Good. That’s just how he likes it. (No, really, he’s a tank, that’s his thing.)

2K/Firaxis

I fully understand why people don’t want multiple game launchers on their PC. Steam is the default and good enough for (seemingly) most people. It’s not your job to compel competition in the market. You want to launch and play games you enjoy, as do most of us.

So when I tell you that Marvel’s Midnight Suns is a game worth the hassle of registering, installing, and using the Epic Games Launcher, I am carefully picking my shot. For the price of giving Epic your email (or a proxy/relay version, like Duck), or just logging in again, you can play a fun, novel, engaging turn-based strategy game, with deckbuilding and positioning tactics, for zero dollars. Even if you feel entirely sapped by Marvel at this point, like most of us, I assure you that this slice of Marvel feels more like the comic books and less like the overexposed current films. Just ask the guy who made it.

Tactical deckbuilding is fun

The game was very well-regarded by most critics but was not a financial success upon release in December 2022, or was at least “underwhelming.” Why any game hits or doesn’t is a combination of many factors, but one of them was likely that the game was trying something new. It wasn’t just X-COM with Doctor Strange. It had some Fire Emblem relationship-building and base exploration, but it also had cards. The cards blend into the turn-based, positional, chain-building strategy, but some people apparently saw cards and turned away.

“Before, I never had an experience where people had expressed disappointment before playing, you know,” Jake Solomon, the now-departed director of Midnight Suns and XCOM, told Rock Paper Shotgun in an interview. “As we told people from the beginning, it’s not an accident, we don’t share a single mechanic with XCOM. … And so I think when people play it, they get it, it’s really fun, and you can get as addicted to this as you can to XCOM. But I also totally get it when people look at images coming out and go ‘What the fis that? Are those… are those cards? Cards!?’ So yeah, I can sympathise with people for that reason, I guess.”

  • Blade is in charge of training, i.e. upgrading your cards. He’s tough, but fair!

    2K/Firaxis

  • As with XCOM, you’ll eventually get mission choices, with different rewards and expiring deadlines.

    2K/Firaxis

  • Most battles are in big arenas, but some make you figure out the best angles very up-close.

    2K/Firaxis

  • Socking goons into each other, and into that ambulance over there, is real fun.

    2K/Firaxis

  • In X-COM fashion, the moves and bad guys occasionally get a close-up.

    2K/Firaxis

Folks, the cards are fun. The resources you gather go into upgrading your cards, which are all your moves in combat. There are strategies inherent to each character, like chaining attacks, moving enemies through portals, area-of-effect attacks, and the like. But then you can min-max heroes’ abilities, focus on your favorite heroes, and laugh when things go horribly awry or ridiculously in your favor.

You don’t build one deck in Midnight Suns, you build a whole team of little decks. As a designer for deckbuilder Cobalt Core told Ars, deckbuilding puts you “in this space where no two turns are ever exactly the same, so players get to keep figuring out new optimal solutions. But even though the options are always huge, they’re made up of pretty simple building blocks, so it’s not overwhelming.”

The other big change from XCOM and similar games is a rich use of both a destructible environment and rag-doll enemies. Having Magik set up a portal, then Iron Man blasts a goon through it, then seeing that enemy fly through the exit portal into an overloaded battery that explodes, knocking out two more baddies—it’s a great feeling.

Even devout Marvel fans will find some characters they'd never delved into previously, like Nico Minoru of the Midnight Suns crew.

Even devout Marvel fans will find some characters they’d never delved into previously, like Nico Minoru of the Midnight Suns crew.

2K/Firaxis

Comicbook Marvel, not movie-stars Marvel

The thing that most often happens in between missions is talking. You seek out and talk to your teammates, respond to things they say, go on excursions with them. It gets to the point where you can join a book club with Captain America, Blade, Captain Marvel, and, reluctantly, Wolverine.

It can be a bit much, but the dialogue and voice acting is well-done, in my estimation. In some comic-book-but-also-movie games, the lack of rights to an actor’s face can be hard to get past, if you’re used to seeing them in that superhero getup. Midnight Suns has both pretty close approximations of various heroes, or alternate faces that didn’t bug me after the first few sightings. And if none of the world-building/friend-making stuff is for you, you can hold a button and skip through toward more goon-bashing.

Solomon noted in that same RPS interview that he is a “really, really, like, super Marvel Comics nerd.” That comes through in how each character is framed, how they interact, and their motivations. There’s still a good bit of the modern Marvel quip quotient, but it’s palatable. Going on friend dates with the Scarlet Witch may not be something you seek out in your turn-based tactics, but give it a try. It gives you some motivation to see your heroes succeed and work together.

Epic has the base Midnight Suns game free through June 13 at 11 am. You could add on some DLC if you like, with new characters like Storm, Venom, Morbius, and Deadpool (if you’re _really_ okay with quipping). You’ll see various costumes and in-game currencies available for sale, too, but none of them are at all necessary to play and succeed at the game. If you’re enjoying the game, and wish it ran a bit faster, consider disabling the 2K launcher in the Epic Games version.

A lot of games release every day, and some of them end up being games I wish I could have written about and recommended. Midnight Suns has long resided in that mental space for me. For the price of zero dollars, plus whatever level of commitment is required for an Epic Store download, it’s an easy game to recommend.

Marvel’s Midnight Suns is free right now, and you should grab it (even on Epic) Read More »

civilization-vii-looks-like-2k’s-next-big-game-announcement

Civilization VII looks like 2K’s next big game announcement

Tell Gandhi to prep the nukes —

Logo drop comes amid publisher’s “beloved franchise” tease for Summer Games Fest.

COMING SOON

Enlarge / COMING SOON

2K / Imgur

2K Games is expected to show the first trailer footage of the upcoming Civilization VII as part of this weekend’s Summer Games Fest marketing extravaganza after a logo for the game leaked on 2K’s website this morning.

Eagle-eyed gamers at ResetEra and Reddit both noticed the Civ VII banner atop the publisher’s official site early this morning, alongside a “Coming Soon” label and inactive links to a trailer and wishlist page. The appearance comes just ahead of the trailer-filled Summer Games Fest livestream, which will premiere at 5 pm Eastern Friday afternoon.

In May, the Summer Games Fest Twitter account teased that 2K would be using the event “to reveal the next iteration in one of [its] biggest and most beloved franchises.” Civilization VII now seems primed to fill that pre-announced slot, which may be unwelcome news for fans of 2K-owned franchises like Borderlands, Bioshock, and NFL2K (which was first publicly mulled for a revival in 2020).

Last year, developer Firaxis announced that it had started development on the “next mainline game in the world-famous Sid Meier’s Civilization franchise,” under the guidance of Civilization VI Creative Director Ed Beach and newly promoted studio head Heather Hazen (who previously worked with Epic Games and Popcap). “We have plans to take the Civilization franchise to exciting new heights for our millions of players around the world,” Hazen said in a statement at the time.

Civilization namesake Sid Meier holds forth with fans at a Firaxicon fan gathering in 2014.” height=”426″ src=”https://cdn.arstechnica.net/wp-content/uploads/2014/09/firaxicon39-640×426.png” width=”640″>

Enlarge / Civilization namesake Sid Meier holds forth with fans at a Firaxicon fan gathering in 2014.

Kyle Orland

Civilization VII will be the first entry in the storied strategy franchise in at least eight years, a historically long gap for a series that has seen a new numbered entry every four to six years since its debut in 1991. When Civilization VI hit in 2016, we praised the game for its smoother, more easily accessible interface and focus on fraught decision-making.

In an interview with Ars just after the launch of Civ VI, series namesake Sid Meier said his official role as franchise director has evolved over the years into more of a support structure for younger designers. “I’m there to kind of represent the history of the game,” Meier told Ars. “My role is just to be supportive. Designers have huge egos, and they’re easily bruised. Making a game can be a painful process. Part of my role is to be encouraging—’that idea didn’t work, try something else.'”

Elsewhere in early Summer Games Fest leaks and announcements, we can expect more info about Meta Quest VR-exclusive Batman: Arkham Shadow, a Lego-fied version of Sony’s Horizon series, and new footage for cinematic survival game Dune Awakening, among many other planned announcements.

Civilization VII looks like 2K’s next big game announcement Read More »

sony-removes-still-unmet-“8k”-promise-from-ps5-packaging

Sony removes still-unmet “8K” promise from PS5 packaging

8K? We never said 8K! —

Move could presage an expected resolution bump in the rumored PS5 Pro.

  • The new PS5 packaging, as seen on the PlayStation Direct online store, is missing the “8K” label in the corner.

  • The original PS5 packaging with the 8K label, as still seen on the GameStop website.

When we first received our PlayStation 5 review unit from Sony in 2020, we reacted with some bemusement to the “8K” logo on the box and its implied promise of full 7630×4320 resolution output. We then promptly forgot all about it since native 8K content and 8K compatible TVs have remained a relative curiosity thus far in the PS5’s lifespan.

But on Wednesday, Digital Foundry’s John Linneman discovered that Sony has quietly removed that longstanding 8K label from the PS5 box. The ultra-high-resolution promise no longer appears on the packaging shown on Sony’s official PlayStation Direct store, a change that appears to have happened between late January and mid-February, according to Internet Archive captures of the store page (the old “8K” box can still be seen at other online retailers, though).

A promise deferred

This packaging change has been a long time coming since the PS5 hasn’t technically been living up to its 8K promise for years now. While Sony’s Mark Cerny mentioned the then-upcoming hardware’s 8K support in a 2019 interview, the system eventually launched with a pretty big “coming soon” caveat for that feature. “PS5 is compatible with 8K displays at launch, and after a future system software update will be able to output resolutions up to 8K when content is available, with supported software,” the company said in an FAQ surrounding the console’s 2020 launch.

Well over three years later, that 8K-enabling software update has yet to appear, meaning the console’s technical ability to push 8K graphics is still a practical impossibility for users. Until Sony’s long-promised software patch hits, even PS5 games that render frames internally at a full 8K resolution are still pushing out a downscaled 4K framebuffer through that HDMI 2.1 cable.

A slide from TV manufacturer TCL guesses at some details for the next micro-generation of high-end game consoles.

Enlarge / A slide from TV manufacturer TCL guesses at some details for the next micro-generation of high-end game consoles.

At this point, though, there’s some reason to expect that the promised patch may never come to the standard PS5. At the moment, the ever-churning rumor mill is expecting an impending mid-generation PS5 Pro upgrade that could offer true, native 8K resolution support right out of the box. If that comes to pass, removing the outdated “8K” promise from the original PS5 packaging could be a subtle way to highlight the additional power of the upcoming “Pro” upgrade.

A slight majority of participants in a double-blind study saw no discernible difference between a 4K and 8K image video clips.

Enlarge / A slight majority of participants in a double-blind study saw no discernible difference between a 4K and 8K image video clips.

So will console gamers be missing out if they don’t upgrade to an 8K-compatible display? Probably not, as studies show extremely diminishing returns in the perceived quality jump from 4K to 8K visual content for most users and living room setups. Unless you are sitting extremely close to an extremely large display, it’s pretty unlikely you’ll even be able to tell the difference.

Sony removes still-unmet “8K” promise from PS5 packaging Read More »

what-kind-of-bug-would-make-machine-learning-suddenly-40%-worse-at-nethack?

What kind of bug would make machine learning suddenly 40% worse at NetHack?

Large Moon Models (LMMs) —

One day, a roguelike-playing system just kept biffing it, for celestial reasons.

Moon rendered in ASCII text, with

Aurich Lawson

Members of the Legendary Computer Bugs Tribunal, honored guests, if I may have your attention? I would, humbly, submit a new contender for your esteemed judgment. You may or may not find it novel, you may even deign to call it a “bug,” but I assure you, you will find it entertaining.

Consider NetHack. It is one of the all-time roguelike games, and I mean that in the more strict sense of that term. The content is procedurally generated, deaths are permanent, and the only thing you keep from game to game is your skill and knowledge. I do understand that the only thing two roguelike fans can agree on is how wrong the third roguelike fan is in their definition of roguelike, but, please, let us move on.

NetHack is great for machine learning…

Being a difficult game full of consequential choices and random challenges, as well as a “single-agent” game that can be generated and played at lightning speed on modern computers, NetHack is great for those working in machine learning—or imitation learning, actually, as detailed in Jens Tuyls’ paper on how compute scaling affects single-agent game learning. Using Tuyls’ model of expert NetHack behavior, Bartłomiej Cupiał and Maciej Wołczyk trained a neural network to play and improve itself using reinforcement learning.

By mid-May of this year, the two had their model consistently scoring 5,000 points by their own metrics. Then, on one run, the model suddenly got worse, on the order of 40 percent. It scored 3,000 points. Machine learning generally, gradually, goes in one direction with these types of problems. It didn’t make sense.

Cupiał and Wołczyk tried quite a few things: reverting their code, restoring their entire software stack from a Singularity backup, and rolling back their CUDA libraries. The result? 3,000 points. They rebuild everything from scratch, and it’s still 3,000 points.

<em>NetHack</em>, played by a regular human.” height=”506″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/13863751533_64654db44e_o.png” width=”821″></img><figcaption>
<p><em>NetHack</em>, played by a regular human.</p>
</figcaption></figure>
<h2>… except on certain nights</h2>
<p>As <a href=detailed in Cupiał’s X (formerly Twitter) thread, this was several hours of confused trial and error by him and Wołczyk. “I am starting to feel like a madman. I can’t even watch a TV show constantly thinking about the bug,” Cupiał wrote. In desperation, he asks model author Tuyls if he knows what could be wrong. He wakes up in Kraków to an answer:

“Oh yes, it’s probably a full moon today.”

In NetHack, the game in which the DevTeam has thought of everything, if the game detects from your system clock that it should be a full moon, it will generate a message: “You are lucky! Full moon tonight.” A full moon imparts a few player benefits: a single point added to Luck, and werecreatures mostly kept to their animal forms.

It’s an easier game, all things considered, so why would the learning agent’s score be lower? It simply doesn’t have data about full moon variables in its training data, so a branching series of decisions likely leads to lesser outcomes, or just confusion. It was indeed a full moon in Kraków when the 3,000-ish scores started showing up. What a terrible night to have a learning model.

Of course, “score” is not a real metric for success in NetHack, as Cupiał himself noted. Ask a model to get the best score, and it will farm the heck out of low-level monsters because it never gets bored. “Finding items required for [ascension] or even [just] doing a quest is too much for pure RL agent,” Cupiał wrote. Another neural network, AutoAscend, does a better job of progressing through the game, but “even it can only solve sokoban and reach mines end,” Cupiał notes.

Is it a bug?

I submit to you that, although NetHack responded to the full moon in its intended way, this quirky, very hard-to-fathom stop on a machine-learning journey was indeed a bug and a worthy one in the pantheon. It’s not a Harvard moth, nor a 500-mile email, but what is?

Because the team used Singularity to back up and restore their stack, they inadvertently carried forward the machine time and resulting bug each time they tried to solve it. The machine’s resulting behavior was so bizarre, and seemingly based on unseen forces, that it drove a coder into fits. And the story has a beginning, a climactic middle, and a denouement that teaches us something, however obscure.

The NetHack Lunar Learning Bug is, I submit, quite worth memorializing. Thank you for your time.

What kind of bug would make machine learning suddenly 40% worse at NetHack? Read More »

ridiculous,-inventive-party-pack-sportsfriends-is-now-free-on-pc-and-playstation

Ridiculous, inventive party pack Sportsfriends is now free on PC and PlayStation

Good things for tough reasons —

Couch co-op collection lets you compete on the screen and in each other’s face.

How well do you know your friends and family? Can you smack a 2010-era controller in their hands to win intangible points?

Enlarge / How well do you know your friends and family? Can you smack a 2010-era controller in their hands to win intangible points?

Die Gut Fabrik LLC

If there is any reason to head into your garage or attic and dig out that PlayStation Move controller, it’s Johann Sebastian Joust. Actually, there’s a second good reason: that game, and three others with the same spirit, are all free now on Steam for PlayStation, Windows, Mac, and Linux.

The reason and timing are unfortunate, as Die Gute Fabrik, the Danish developer collective behind Sportsfriends, can no longer support or update the 10-year-old game. But the group is doing the right thing, making the game free on all platforms, including Steam, transferring ownership of the game to Bennett Foddy (Getting Over It), and working to open-source a version of the JS Joust game for Linux so that perhaps it can be fit to work with other motion-sensitive controllers or through some other scheme.

Sportsfriends launch trailer.

Sportsfriends, previously described at Ars as a “stellar pack of multiplayer-only gems,” are four games meant for “couch co-op,” i.e. playing in the same room as other folks holding controllers (or glowing Move sticks, in the case of JS Joust). Each one is a little masterwork of clever design and hard to encapsulate briefly, but if you don’t have time for the deeper dive, here goes:

  • Super Pole Riders, by Bennett Foddy, has you use the left PlayStation stick for your feet, and the right stick to angle and pivot a vaulting pole, then attempt to knock a ball through a hoop to score points or knock an opponent off their pole. (There’s an early web version.)
  • Baribariball is a one-on-one or two-on-two Smash Brothers-like experience, but with more old-school arcade dynamics and in-air movement.
  • Hokra, a kind of soccer game with Atari-esque visuals and deceptively simple controls.
  • JS Joust, in which you try to not get your Move controller jostled while goading or physically nudging other players’ controllers, with your ability to move dictated by Bach’s Brandenburg Concertos.

Johann Sebastian Joust.

There are no solo versions of any of these games, and Joust does not work with Windows, because Windows does not support the Move controller. With any luck, this can be worked around. And while no controller may yet provide the kind of perfect combination of motion sensitivity and glowing colored orb that the Move controller does, opening Joust up to more hardware can only be beneficial. More people need to try to lightly assault their friends in the name of camaraderie.

Don't say they didn't warn you.

Don’t say they didn’t warn you.

Die Gut Fabrik LLC

Ridiculous, inventive party pack Sportsfriends is now free on PC and PlayStation Read More »