gaming

years-later,-arkane’s-dishonored-is-still-a-modern-stealth-classic

Years later, Arkane’s Dishonored is still a modern stealth classic

Chief among these is the “blink” system, which lets you warp instantly from point to point in a way that reminds me now of the similar nausea-preventing movement systems seen in many virtual reality games. Here, being able to go from one hidden corner to another without the risk of being seen revolutionizes the stealth gameplay.

Hopping up to a nearby rooftop or down on top of an unaware enemy with a quick blink is incredibly satisfying, making you feel less like a crawling assassin and more like a bona fide superhero. The same goes for the “dark vision” that lets you see enemies and allies through walls, an ability that’s all the more necessary in a game without any sort of mini-map to help you get the lie of the land.

This screenshot makes the combat look more exciting than it is in practice.

Credit: Arkane Studios

This screenshot makes the combat look more exciting than it is in practice. Credit: Arkane Studios

In contrast to the elegant, super-powered sneaking, combat in Dishonored can feel a bit slow and clunky. This is exacerbated by the game’s “chaos system,” which sends seemingly endless waves of enemies that turn each violent engagement into a war of attrition against a nearly overwhelming force.

It’s usually a better idea to simply blink away to safety until they quickly call off the pursuit. Or, better yet, just avoid combat altogether by sticking to the shadows, coming out only when you can take out your next assassination target cleanly and silently.

In a lesser game, the assassination-focused gameplay could threaten to feel too repetitive. But Dishonored‘s structure encourages different paths to that same final goal in each mission, from magically assisted sneaking to social manipulation and eavesdropping to actually taking a moral stand in a long-running feud.

Add in side quests that offer plenty of opportunity for creative problem solving, and you have a game that encourages multiple playthroughs to explore all the different ways you can succeed. That should provide enough of an excuse to revisit Dishonored, or to dive in for the first time if you missed it during its debut.

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

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are-you-ready-for-a-$1,000-steam-machine?-some-analysts-think-you-should-be.

Are you ready for a $1,000 Steam Machine? Some analysts think you should be.

If you ask random gamers what price they think Valve will charge for its newly announced Steam Machine hardware, you’ll get a wide range of guesses. But if you ask the analysts who follow the game industry for a living the same question… well, you’ll actually get the same wide range of (somewhat better-informed) guesses.

At the high end of those guesses are analysts like F-Squared‘s Michael Futter, who expects a starting price of $799 to $899 for the entry-level 512GB Steam Machine and a whopping $1,000 to $1,100 for the 2TB version. With internal specs that Futter says “will rival a PS5 and maybe even hit PS5 Pro performance,” we can expect a “hefty price tag” from Valve’s new console-like effort. At the same time, since Valve is “positioning this as a dedicated, powerful gaming PC… I suspect that the price will be below a similarly capable traditional desktop,” Futter said.

DFC Intelligence analyst David Cole similarly expects the Steam Machine to start at a price “around $800” and go up to “around $1,000” for the 2TB model. Cole said he expects Valve will seek “very low margins” or even break-even pricing on the hardware itself, which he said would probably lead to pricing “below a gaming PC but slightly above a high-end console.”

A loss leader?

At the other end of the spectrum, Superdata Research founder and SuperJoost newsletter author Joost Van Dreunen predicted the entry-level Steam Machine could come in as low as $549, rising to $749 for the 2TB version (plus an additional $50 for bundles including a Steam Controller).

To Van Dreunen, Valve’s unique position as a private company with a loyal fan base means it can “price its hardware to hit its own strategic sweet spot rather than mirror the competition.” And in this case, he said, that could mean taking a “modest” loss on the hardware as a way to get more gamers invested in SteamOS.

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits.

Credit: Valve

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits. Credit: Valve

“Just like Sony and Microsoft, the real money isn’t in the box, it’s in the ecosystem you enter once you buy it,” Van Dreunen said. “To me the question isn’t whether Valve can afford to eat margin. It’s whether they want the SteamOS footprint to grow fast enough to justify it. … Strategically, this is about expanding the platform, not squeezing the hardware.”

Are you ready for a $1,000 Steam Machine? Some analysts think you should be. Read More »

valve-says-it’s-still-waiting-for-better-chips-to-power-steam-deck-2

Valve says it’s still waiting for better chips to power Steam Deck 2

Yesterday’s announcement of new living room and VR hardware from Valve obviously has many gamers clamoring for any news of a more powerful version of the nearly 4-year-old Steam Deck. In a new interview with IGN, though, Valve Software Engineer Pierre-Loup Griffais says that portable gaming silicon still hasn’t advanced enough to justify brand-new benchmark hardware.

“The thing we’re making sure of is that it’s a worthwhile enough performance upgrade [for a Steam Deck 2] to make sense as a standalone product,” Griffais told IGN. “We’re not interested in getting to a point where it’s 20 or 30 or even 50 percent more performance at the same battery life. We want something a little bit more demarcated than that.”

“So we’ve been working back from silicon advancements and architectural improvements, and I think we have a pretty good idea of what the next version of Steam Deck is going to be, but right now there’s no offerings in that landscape, in the SoC [System on a Chip] landscape, that we think would truly be a next-gen performance Steam Deck,” Griffais continued.

More power, but at what cost?

At first glance, Griffais’ comments might seem to run counter to the advancements we’ve seen in portable PC gaming handhelds in recent years. The eight-core Zen 5-based AMD chip in the recently launched ROG Xbox Ally X, for instance, is significantly more powerful than the four-core Zen 2 chip in the Steam Deck. The newer handheld can push out decent-quality 1080p graphics at reasonable frame rates for many recent games that the old Steam Deck struggles to run at all.

Keep in mind, though, that Griffais said Valve is focused on getting those kinds of performance improvements “at the same battery life.” The ROG Xbox Ally X has a 50 percent larger battery than the original Steam Deck, and it still fully drains that battery in around two hours when running the most taxing games in “Turbo” mode.

Valve says it’s still waiting for better chips to power Steam Deck 2 Read More »

valve-rejoins-the-vr-hardware-wars-with-standalone-steam-frame

Valve rejoins the VR hardware wars with standalone Steam Frame

Valve also tells Ars that streaming to the Steam Frame will be “as efficient as possible,” maximizing battery life from the included 21.6 Wh battery. “Standalone battery life will be much more variable, depending on the game and its settings,” Valve Engineer Jeremy Selan and Designer Lawrence Yang told Ars via email.

While a wired PC connection would go a long way toward addressing those battery-life and extra latency concerns, Valve said the Steam Frame won’t even support it as an option. “We’re focused on a robust wireless streaming experience, which is why we included a dedicated wireless adapter, have a dedicated radio on the headset just for streaming, and invented a new streaming technology to optimize the streaming experience (Foveated Streaming),” Selan and Yang told Ars.

A low-weight modular “core”

All told, the Steam Frame comes in at just 440 grams, a welcome and sizable reduction from the 515 grams of the Quest 3. Interestingly, Valve’s spec sheet also specifically calls out the 185 gram “core” of the headset hardware, which comprises all the main components besides the battery, headstrap, and speakers (e.g., lenses, displays, motherboard, cooling, processor, RAM, tracking system, etc).

That core weight is important, Selan and Yang told Ars, because “it’s designed to be modular so one could imagine other headsets connecting to this core module that bring different features.” So tinkerers or third-party headset makers could theoretically build modified versions of the Steam Frame with lighter batteries or streamlined headstrap/speaker combos, for instance. The Steam Frame’s monochrome passthrough cameras can also be accessed via a front expansion port with a standardized Gen 4 PCIe interface, Valve said.

It’s an interesting potential direction for new hardware that will launch into a more niche, less irrationally exuberant VR market than Valve’s previous virtual reality headsets. But with companies like Apple and Meta pivoting toward augmented reality and/or mixed-reality hardware of late, it’s nice to see Valve continuing to cater to the small but dedicated market of gamers who are still interested in playing in fully immersive VR environments.

Valve rejoins the VR hardware wars with standalone Steam Frame Read More »

new-project-brings-strong-linux-compatibility-to-more-classic-windows-games

New project brings strong Linux compatibility to more classic Windows games

Those additional options should be welcome news for fans looking for new ways to play PC games of a certain era. The PC Gaming Wiki lists over 400 titles written with the D3D7 APIs, and while most of those games were released between 2000 and 2004, a handful of new D3D7 games have continued to be released through 2022.

The D3D7 games list predictably includes a lot of licensed shovelware, but there are also well-remembered games like Escape from Monkey Island, Arx Fatalis, and the original Hitman: Codename 47. WinterSnowfall writes that the project was inspired by a desire to play games like Sacrifice and Disciples II on top of the existing dxvk framework.

Despite some known issues with certain D3D7 titles, WinterSnowfall writes that recent tuning means “things are now anywhere between decent to stellar in most of the supported games.” Still, the project author warns that the project will likely never reach full compatibility since “D3D7 is a land of highly cursed API interoperability.”

Don’t expect this project to expand to include support for even older DirectX APIs, either, WinterSnowfall warns. “D3D7 is enough of a challenge and a mess as it is,” the author writes. “The further we stray from D3D9, the further we stray from the divine.”

New project brings strong Linux compatibility to more classic Windows games Read More »

with-skigill,-the-classic-rpg-skill-tree-becomes-a-crowded-battlefield

With Skigill, the classic RPG skill tree becomes a crowded battlefield

The stark presentation can threaten to be overwhelming at times, especially when nearly the entire screen descends into a mass of yellow pixels. But the simplicity of the colors also makes it easy to unfocus your eyes and instinctually plan a path away from the red and yellow threats and through to the safety of the inky black void.

Skigill also benefits from allowing players to speed up or slow down time with a quick tap of the shoulder buttons. This is a lifesaver for the tedium of the early parts of runs, when the enemies are coming in at a relative trickle and you don’t want to stand around waiting for the actual challenging part of the run.

Thankfully, you can fast-forward through the early-run doldrums…

Credit: Achromi

Thankfully, you can fast-forward through the early-run doldrums… Credit: Achromi

Where Skigill suffers most, for the moment, is in an overall lack of variety. The recent Early Access release only has three playable characters and four skill-tree maps. While they differ in some important ways, the options fall far short of the dozens of arcane unlockable options that can keep players coming back to a game like Vampire Survivors for dozens of hours.

For replayability, Skigill currently relies on a difficulty system that simply scales up the quantity and health of enemies alongside a secondary skill tree that lets you purchase more permanent upgrades from the main menu. Unfortunately, even at the higher difficulty levels, you’ll see the same four yellow-on-black enemies filling your immediate vicinity, with little in the way of interesting movement or attack patterns to mix things up.

The developers promise on Steam that Skigill will see at least three new characters “along with more weapons and build possibilities” as it goes from Early Access to a Version 1.0 launch. We’re happy to hear that, because even this limited, somewhat repetitive taste of the game has had us coming back for the fun take on an old RPG staple.

With Skigill, the classic RPG skill tree becomes a crowded battlefield Read More »

after-confusing-driver-release,-amd-says-old-gpus-are-still-actively-supported

After confusing driver release, AMD says old GPUs are still actively supported

The release notes for the 25.10.2 Adrenalin release also dropped Windows 10 from the list of “compatible operating systems,” listing only Windows 11 21H2 and later. But AMD confirmed to Windows Latest that the driver packages would still support Windows 10 for the foreseeable future. The company said that the OS is not listed in the release notes because Microsoft has technically ended support for Windows 10, but home users running Windows 10 on their PCs can get an extra year of security patches relatively easily. Microsoft will continue to provide support for the OS in businesses, schools, and other large organizations until at least 2028.

Why all the fuss?

It would look bad if AMD dropped or reduced support for those Radeon 5000- and 6000-series GPUs, given that Nvidia continues to support GeForce RTX 20- and 30-series graphics cards launched in the same 2019 to 2022 time window. But the end of support could have been even worse for gaming handhelds and lower-end PCs with integrated graphics.

The RDNA 2 architecture, in particular, has enjoyed a long and ongoing life as an integrated GPU, including for systems that are explicitly marketed and sold as gaming PCs. And because so many of AMD and Intel’s lower-end chips are just rebranded versions of older silicon, AMD continues to launch “new” products with RDNA 2 GPUs. The RDNA 2 architecture is the one Valve has used in the Steam Deck since 2022, for example, but Microsoft and Asus’ just-launched ROG Xbox Ally series also includes an RDNA 2 GPU in the entry-level model.

The last time AMD formally scaled back its GPU driver support was in 2023, when it moved drivers for its Polaris and Vega GPU architectures into a separate package that would only get occasional “critical updates.” At the time, AMD had launched its last dedicated Vega-based GPU just four years before, and many lower-end desktop and laptop processors still shipped with Vega-based integrated GPUs.

For the Steam Deck and other SteamOS and Linux systems, at least, it seems that things aren’t really changing, no matter what happens with the Windows drivers. Phoronix points out that the Linux driver package for AMD’s GPUs has always been maintained separately from the Windows drivers and that GPU architectures considerably older than RDNA 1 continue to get official support and occasional improvements.

After confusing driver release, AMD says old GPUs are still actively supported Read More »

cs2-item-market-loses-nearly-$2b-in-value-overnight-due-to-“trade-up”-update

CS2 item market loses nearly $2B in value overnight due to “trade up” update

Valve benefits from any panicked trading in the short term, with every Steam Marketplace sale carrying a 5 percent “Steam Transaction Fee” on top of a 10 percent “Counter-Strike 2 fee… that is determined and collected by the game publisher” (read: Valve). In the long term, though, making some of the rarest items in the game easier to obtain will likely depress overall spending among the whales that dominate the market.

Wild CS2 update tonight. I’ve spent the last few hours digging through market data and built this projection chart to show how I think things play out.

Knives and gloves drop fast (40–50%) as the new trade-up path floods supply, while Covert skins surge short-term as everyone… pic.twitter.com/8NOMIBPZ1F

— SAC (@SAC_IG) October 23, 2025

Using marketplace data, Irish Guys esports team owner SAC ran some projections estimating that, over the next few months, “the market settles about 5–10% lower overall, not a crash, just a correction.” But there are also more bullish and bearish possibilities, depending on how overall item demand and market liquidity develops in the near future.

Market tracker CSFloat also crunched some numbers to determine that the overall supply of knives and gloves could roughly double if every common item were traded up under the new update. In practice, though, the supply increase will likely be “far less.”

Massive monetary shifts aside, this latest update seems set to make it easier for new CS2 players to access some once-rare in-game items without breaking the bank. “I got burned a little [by the update]… but honestly, this is the way to go for the long term health of the game,” Redditor chbotong wrote. “[It’s] given me faith that Valve is actually steering in a direction that favors the average player than a market whale.”

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roberta-williams’-the-colonel’s-bequest-was-a-different-type-of-adventure-game

Roberta Williams’ The Colonel’s Bequest was a different type of adventure game

However, my mom was another story. I remember her playing Dr. Mario a lot, and we played Donkey Kong Country together when I was young—standard millennial childhood family gaming stuff. But the games I most associate with her from my childhood are adventure games. She liked King’s Quest, of course—but I also remember her being particularly into the Hugo trilogy of games.

As I mentioned above, I struggled to get hooked on those. Fortunately, we were able to meet in the middle on The Colonel’s Bequest.

I remember swapping chairs with my mom as we attempted additional playthroughs of the game; I enjoyed seeing the secrets she found that I hadn’t because I was perhaps too young to think things through the way she did.

Games you played with family stick with you more, so I think I mostly remember The Colonel’s Bequest so well because, as I recall, it was my mom’s favorite game.

The legacy of The Colonel’s Bequest

The Colonel’s Bequest may have been a pivotal game for me personally, but it hasn’t really resonated through gaming history the way that King’s Quest, The Secret of Monkey Island, or other adventure titles did.

I think that’s partly because many people might understandably find the game a bit boring. There’s not much to challenge you here, and your character is kind of just along for the ride. She’s not the center of the story, and she’s not really taking action. She’s just walking around, listening and looking, until the clock runs out.

That formula has more niche appeal than traditional point-and-click adventure games.

Still, the game has its fans. You can buy and download it from GOG to play it today, of course, but it also recently inspired a not-at-all-subtle spiritual successor by developer Julia Minamata called The Crimson Diamond, which we covered here at Ars. That game is worth checking out, too, though it goes a more traditional route with its gameplay.

The Crimson Diamond‘s influence from The Colonel’s Bequest wasn’t subtle, but that’s OK. Credit: GOG

And of course, The Colonel’s Bequest creators Roberta and Ken Williams are still active; they somewhat recently released a 3D reboot of Colossal Cave, a title many credit as the foremost ancestor of the point-and-click adventure genre.

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

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open-source-gzdoom-community-splinters-after-creator-inserts-ai-generated-code

Open source GZDoom community splinters after creator inserts AI-generated code

That comment led to a lengthy discussion among developers about the use of “stolen scraped code that we have no way of verifying is compatible with the GPL,” as one described it. And while Zahl eventually removed the offending code, he also allegedly tried to remove the evidence that it ever existed by force-pushing an update to delete the discussion entirely.

// This is what ChatGPT told me for detecting dark mode on Linux.

Graf Zahl code comment

Zahl defended the use of AI-generated snippets for “boilerplate code” that isn’t key to underlying game features. “I surely have my reservations about using AI for project specific code,” he wrote, “but this here is just superficial checks of system configuration settings that can be found on various websites—just with 10x the effort required.”

But others in the community were adamant that there’s no place for AI tools in the workflow of an open source project like this. “If using code slop generated from ChatGPT or any other GenAI/AI chatbots is the future of this project, I’m sorry to say but I’m out,” GitHub user Cacodemon345 wrote, summarizing the feelings of many other developers.

A fork in the road

In a GitHub bug report posted Tuesday, user the-phinet laid out the disagreements over AI-generated code alongside other alleged issues with Zahl’s top-down approach to pushing out GZDoom updates. In response, Zahl invited the development community to “feel free to fork the project” if they were so displeased.

Plenty of GZDoom developers quickly took that somewhat petulant response seriously. “You have just completely bricked GZDoom with this bullshit,” developer Boondorl wrote. “Enjoy your dead project, I’m sure you’ll be happy to plink away at it all by yourself where people can finally stop yelling at you to do things.”

Open source GZDoom community splinters after creator inserts AI-generated code Read More »

amd-and-sony’s-ps6-chipset-aims-to-rethink-the-current-graphics-pipeline

AMD and Sony’s PS6 chipset aims to rethink the current graphics pipeline

It feels like it was just yesterday that Sony hardware architect Mark Cerny was first teasing Sony’s “PS4 successor” and its “enhanced ray-tracing capabilities” powered by new AMD chips. Now that we’re nearly five full years into the PS5 era, it’s time for Sony and AMD to start teasing the new chips that will power what Cerny calls “a future console in a few years’ time.”

In a quick nine-minute video posted Thursday, Cerny sat down with Jack Huynh, the senior VP and general manager of AMD’s Computing and Graphics Group, to talk about “Project Amethyst,” a co-engineering effort between both companies that was also teased back in July. And while that Project Amethyst hardware currently only exists in the form of a simulation, Cerny said that the “results are quite promising” for a project that’s still in the “early days.”

Mo’ ML, fewer problems?

Project Amethyst is focused on going beyond traditional rasterization techniques that don’t scale well when you try to “brute force that with raw power alone,” Huynh said in the video. Instead, the new architecture is focused on more efficient running of the kinds of machine-learning-based neural networks behind AMD’s FSR upscaling technology and Sony’s similar PSSR system.

From the same source. Two branches. One vision.

My good friend and fellow gamer @cerny and I recently reflected on our shared journey — symbolized by these two pieces of amethyst, split from the same stone.

Project Amethyst is a co-engineering effort between @PlayStation and… pic.twitter.com/De9HWV3Ub2

— Jack Huynh (@JackMHuynh) July 1, 2025

While that kind of upscaling currently helps let GPUs pump out 4K graphics in real time, Cerny said that the “nature of the GPU fights us here,” requiring calculations to be broken up into subproblems to be handled in a somewhat inefficient parallel process by the GPU’s individual compute units.

To get around this issue, Project Amethyst uses “neural arrays” that let compute units share data and process problems like a “single focused AI engine,” Cerny said. While the entire GPU won’t be connected in this manner, connecting small sets of compute units like this allows for more scalable shader engines that can “process a large chunk of the screen in one go,” Cerny said. That means Project Amethyst will let “more and more of what you see on screen… be touched or enhanced by ML,” Huynh added.

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it’s-time-for-game-developers-to-bring-back-the-cheat-code

It’s time for game developers to bring back the cheat code


Arcane hidden options can offer accessibility without confusing the “core” game experience.

For gamers of a certain age, gibberish character sequences like idkfa, torg, ABACABB, and UUDDLRLRBA are akin to long-lost magical incantations. They evoke an era where game developers frequently and routinely let players use cheat codes to customize their gameplay experience with everything from infinite health and instant level selection to full debug menus or gigantic anime-style giant-headed avatars. There were even external cheat devices that let players hack console games with cheat codes the developers never intended.

While the cheat code’s heyday is long in the past, the idea of letting players manipulate their gameplay experiences in similar ways is coming back into fashion for some developers. Last month, Square Enix announced that upcoming Switch 2 and Xbox ports of Final Fantasy VII Remake Intergrade would include new “streamlined progression” features. As the name implies, the new options menu will give players the opportunity to blaze through the game with infinite health, magic, and money, quicker leveling, maximum damage attacks, and more.

“Constant Max HP” is a funny way to spell and pronounce “god mode.”

“Constant Max HP” is a funny way to spell and pronounce “god mode.” Credit: Reddit / Square Enix

While some responded negatively to what they derisively called a “cheat mode,” director Naoki Hamaguchi defended the new options in a recent interview with Automaton. “Personally, I like to try many different games just to keep myself up to date, but I don’t really have the time, so I only get so far,” he said. “I personally believe that, with digital entertainment today, the player should have the choice in how they interact with content. That’s why I pushed for it.”

He’s right. Players are responsible enough to know if, when, and how to use these kinds of options to help streamline their progress through a game. At the same time, I think many games would benefit from hiding these kinds of gameplay-altering options behind the obscurity of old-fashioned cheat codes, rather than tempting built-in menus.

Developer intent

Final Fantasy VII Remake is far from the first modern game to offer players a simple option for friction-free progress. In Mass Effect 3 it’s Narrative Mode. In Nier Automata it’s Auto Mode. In Assassin’s Creed Origins it’s Discovery Mode. In Death Stranding it’s just Very Easy Mode. In a game like Celeste it’s a whole menu of accessibility options that allow for fine-tuning of the game’s precision platforming rules.

In each case, there’s a recognition that some players might want to explore a game’s world—to experience the characters, art, and dialogue that the developers worked so hard to craft—without struggling through mechanical reflex tests or grindy, repetitive challenges. Even players who enjoy the “intended” difficulty most of the time might want to treat the game like a giant sandbox on subsequent playthroughs, or quickly skip to their favorite part when revisiting years later.

As Penny Arcade memorably put it back in 2005: “I play games to enter a trance state and experience other lives, [others] play them to defeat the designer of the game by proxy. That’s a significant distinction.”

But there are some games where this kind of built-in difficulty manipulation would be antithetical to a game’s very nature. In Baby Steps for example, struggling with the game’s controls and suffering when you lose significant progress to an errant step is very much the point.

A “perfect balance” toggle would completely ruin the impact of this Baby Steps moment.

A “perfect balance” toggle would completely ruin the impact of this Baby Steps moment.

A version of Baby Steps where you could plow through to the end with perfect balance or frequent save points would ruin the experience in some crucial ways. Just offering this kind of “Exploration Mode” in the options menu would undercut the message the developers are trying to impart, giving players an easy out in a game where those don’t and shouldn’t exist.

FF7 Remake‘s Hamaguchi acknowledged a similar issue in discussing why he wouldn’t initially offer “streamlined progression” options for the upcoming third game in the remake series. “If we were to add it to the third installment at launch, it would probably spark controversy,” Hamaguchi said. “We’d risk disrupting the experience for fans who have been waiting the longest and deserve to enjoy it the most (through spoilers coming out early and similar).”

This is where I think the added friction of the old-fashioned cheat code can come in handy. While a tempting “easy mode” menu option can weaken the impact of a game’s “intended” design, a hidden cheat code is much more clearly set apart as an unrelated option intended for tinkerers and fun-seekers.

Making “easy mode” harder to find

The difference comes down to context. Back in the day, players usually found cheat codes from a source outside of the game itself, passing around the arcane knowledge through online forums, printed magazines, or schoolyard rumors. That outside sourcing made it clear that, while these codes were obviously part of the game in a sense, they were also somehow separate from the core gameplay experience. Even the term “cheat code” connotes the idea that you’re getting away with something by evading the game’s built-in rules.

If you want to cheat, you should have to look at an eye-searing wall of monospaced text first.

If you want to cheat, you should have to look at an eye-searing wall of monospaced text first. Credit: GameFAQs

An ever-present “god mode” toggle or “accessibility” menu, on the other hand, presents those options as contextually valid and at least somewhat intended ways for different players to experience the same base game. And that’s perfectly fine in many cases; as Hamaguchi pointed out, sometimes players will just want to experience the story as quickly as possible. But in games where the difficulty is integral to the developer’s intent, putting that kind of option upfront can confuse the message and confuse the player as to which is the most “correct” way to play.

Toggling an “easy mode” through a menu is like flipping a light switch that the developers left invitingly available in a little-used corner of the house. Tracking down a cheat code, on the other hand, feels more like going to the hardware store and asking for help to install your own light switch. The effect is the same, but the path to get there makes all the difference.

In modern PC gaming, mods often offer that same kind of context change. This fanmade Baby Steps mod offers the ability to fly to any location and save at any time, completely ruining the game as it was designed. But players that go to the trouble of seeking out, downloading, and installing that mod obviously have no one to blame for that bastardization but themselves.

Look into my eyes.

Credit: id Software

Look into my eyes. Credit: id Software

Cheat codes also offer developers additional options for how and when they present new options to players. In UFO 50, for instance, players can discover many of the game’s gameplay-altering Terminal Codes by beating a subgame and watching the credits. Even outside the game, a developer can keep a cheat code’s very existence hidden for months or even years after a game’s launch, ensuring that early adopters experience the game as designed (this happened all the time in the pre-Internet era of game magazines).

Trying to bring back that era of hidden knowledge might seem silly in an age where Internet sleuths are data-mining games before they even come out. But I still think that a revival of the humble video game cheat code can help offer fun and helpful gameplay options for those who want them while protecting the intent of today’s video game designers.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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