It’s been exactly one year since the initial announcement of the Analogue 3D, an HD-upscaled, FPGA-powered Nintendo 64 in the tradition of Analogue’s long-running line of high-end retro machines. Today, Analogue is revealing more details about the hardware, which will sell for $250 and plans to ship in the first quarter of 2025 (a slight delay from the previously announced 2024 release plan).
Like previous Analogue devices, the Analogue 3D uses a field-programmable gate array (FPGA) to simulate the actual logic gates found in original N64 hardware. That helps ensure 100 percent compatibility with the entire N64 cartridge library across all regions, Analogue promises, and should avoid the long-standing accuracy and lag issues inherent to most software-based emulation of the N64.
To get that level of fidelity, the Analogue team spent four years programming an Altera Cyclone FPGA with a full 220,000 logic elements. That’s a big step up from previous Analogue devices—the Analogue Pocket’s main FPGA board featured just 49,000 logic elements three years ago. But the Analogue Pocket also included a second, 15,000-logic-element FPGA, which allowed it to run an expanding list of openFPGA cores to support games from other classic consoles.
Analogue has abandoned that additional FPGA for the Analogue 3D, meaning those openFPGA cores will not be usable on the new hardware. “If we wanted to offer Analogue 3D with openFPGA (which is not the purpose or focus of the product), it would require not only a second FPGA but an even more powerful base FPGA, therefore increasing the price to a price that doesn’t suit our goals,” Analogue founder Christopher Taber told Ars last year.
After a US court ruled earlier this week that Google must open its Play Store to allow for third-party app stores and alternative payment options, Microsoft is moving quickly to slide into this slightly ajar door.
Sarah Bond, president of Xbox, posted on X (formerly Twitter) Thursday evening that the ruling “will allow more choice and flexibility.” “Our mission is to allow more players to play on more devices so we are thrilled to share that starting in November, players will be able to play and purchase Xbox games directly from the Xbox App on Android,” Bond wrote.
Because the court order requires Google to stop forcing apps to use its own billing system and allow for third-party app stores inside Google Play itself, Microsoft now intends to offer Xbox games directly through its app. Most games will likely not run directly on Android, but a revamped Xbox Android app could also directly stream purchased or subscribed games to Android devices.
Until now, buying Xbox games (or most any game) on a mobile device has typically involved either navigating to a web-based store in a browser—while avoiding attempts by the phone to open a store’s official app—or simply using a different device entirely to buy the game, then playing or streaming it on the phone.
A few years ago, the idea of running PC games on a Mac, in Linux, or on Arm processors would have been laughable. But the developers behind Asahi Linux—the independent project that is getting Linux working on Apple Silicon Macs—have managed to do all three of these things at once.
The feat brings together a perfect storm of open source projects, according to Asahi Linux GPU lead Alyssa Rosenzweig: the FEX project to translate x86 CPU code to Arm, the Wine project to get Windows binaries running on Linux, DXVK and the Proton project to translate DirectX 12 API calls into Vulkan API calls, and of course the Asahi project’s Vulkan-conformant driver for Apple’s graphics hardware.
Games are technically run inside a virtual machine because of differences in how Apple Silicon and x86 systems address memory—Apple’s systems use 16 KB memory pages, while x86 systems use 4 KB pages, something that causes issues for Asahi and some other Arm Linux distros on a regular basis and a gap that the VM bridges.
Rosenzweig’s post shows off screenshots of Control, Fallout 4, The Witcher 3, Ghostrunner, Cyberpunk 2077, Portal 2, and Hollow Knight, though as she notes, most of these games won’t run at anywhere near 60 frames per second yet.
There comes a point in most experienced Steam shoppers’ lives where they wonder what would happen if their account was canceled or stolen, or perhaps they just stopped breathing. It’s scary to think about how many games in your backlog will never get played; scarier, still, to think about how you don’t, in most real senses of the word, own any of them.
Now Valve, seemingly working to comply with a new California law targeting “false advertising” of “digital goods,” has added language to its checkout page to confirm that thinking. “A purchase of a digital product grants a license for the product on Steam,” the Steam cart now tells its customers, with a link to the Steam Subscriber Agreement further below.
California’s AB2426 law, signed by Gov. Gavin Newsom Sept. 26, excludes subscription-only services, free games, and digital goods that offer “permanent offline download to an external storage source to be used without a connection to the internet.” Otherwise, sellers of digital goods cannot use the terms “buy, purchase,” or related terms that would “confer an unrestricted ownership interest in the digital good.” And they must explain, conspicuously, in plain language, that “the digital good is a license” and link to terms and conditions.
The motion detectors reportedly work with various bed sizes, from twin to king. As users shift position, the clock’s display responds by moving on-screen characters from left to right and playing sound effects from Nintendo video games based on different selectable themes.
The Verge’s Chris Welch examined the new device at Nintendo’s New York City store shortly after its announcement, noting that setting up Alarmo involves a lengthy process of configuring its motion-detection features. The setup cannot be skipped and might prove challenging for younger users. The clock prompts users to input the date, time, and bed-related information to calibrate its sensors properly. Even so, Welch described “small, thoughtful Nintendo touches throughout the experience.”
Themes and sounds
Beyond motion tracking, the clock has a few other tricks up its sleeve. Its screen brightness adjusts automatically based on ambient light levels, and users can control Alarmo through buttons on top, including a large dial for navigation and selection.
The device’s full-color rectangular display shows the time and 35 different scenes that feature animated Nintendo characters from games like the aforementioned Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Splatoon 3, as well as Pikmin 4 and Ring Fit Adventure.
A promotional image for a Super Mario Odyssey theme for the Nintendo Sound Clock Alarmo.Nintendo
Alarmo also offers sleep sounds to help users doze off. Nintendo plans to release additional downloadable sounds and themes for the device in the future using its built-in Wi-Fi capabilities, which are accessible after linking a Nintendo account. The Nintendo website mentions upcoming themes for Mario Kart 8 Deluxe and Animal Crossing: New Horizons in particular.
As of today, Nintendo Online members can order an Alarmo online, and as mentioned above, Nintendo says the clock will be available through other retailers in January 2025.
When faced with a legal threat from Nintendo, most alleged modders, ROM pirates, and/or emulator makers will simply give in to a cease-and-desist demand, reach an out of court settlement, or plead guilty rather than hiring legal representation for what could be a lengthy, costly trial. Then there’s Ryan Daly, alleged owner of ModdedHardware.com, who has apparently decided to represent himself as a recent lawsuit brought against him by the Switch maker moves forward.
Nintendo says it first approached Daly in March about his site (currently password-protected but archived here) and its sales of modded Switch consoles, console modding services, and piracy-enabling devices such as the MIG Switch card that were pre-installed with popular Nintendo games. At that time, Daly agreed “both verbally and in signed writing” to refrain from these infringing sales, according to Nintendo. It was only after months of Daly continuing those sales and largely ignoring further contact from Nintendo that the company says it was forced to file its June lawsuit in a Seattle federal court.
In that initial lawsuit, Nintendo said it “received a communication from a lawyer purporting to represent [Daly]” in June, followed by a message days later that Daly “was in the process of obtaining new counsel.” That search for new counsel has seemingly not moved forward, as last week Daly filed a pro se response to Nintendo’s allegations, representing himself without any outside legal advice (thanks, TorrentFreak).
The Alien franchise is about uncaring monsters, unfeeling corporations, and horrific, claustrophobic terror. Given this setting, it almost made sense, what happened to the original Alien: Isolation.
The game was released to positive reviews, is now considered one of the best games ever made, and sold more than 2 million copies within its first few months. Despite this, Isolation only got “close to break-even or just about in the black,” then-Creative Assembly studio director Tim Heaton told GamesIndustry.biz a year after release. With the rapid evolution of AAA game development, that wasn’t enough. And so, like a salvage team diverted to a bio-weapon recovery mission, Isolation and its momentum were seemingly abandoned.
Abandoned, that is, until today, the 10th anniversary of that game’s 2014 release. The appropriately named Al Hope, creative director of Isolation studio Creative Assembly, posted on X (formerly Twitter) that his team had “heard your distress calls loud and clear,” and could confirm that “a sequel to Alien: Isolation is in early development.”
The original game stands out to this day for its bold yet entirely appropriate take on making an Alien game. You play as Amanda Ripley, daughter of iconic heroine Ellen Ripley, working for Weyland-Yutani in a welding job. You get a chance to find out more about what happened to your mother, but—you’ll never believe it—things go terribly wrong, and now you are hunted.
Your first Halls of Torment run starts with a basic warrior, but new classes quickly unlock, each with their own distinct weapons and gameplay rhythms. My favorite ended up being the exterminator class, which uses a flamethrower to simply turn everything around him into a wall of flame. If that’s not your speed, you can choose from defensive shieldbearers with extremely slow attacks, melee axe-wielders that swing quickly with wild abandon, ranged archers that can deal damage from afar, magic-users that make heavy use of area-of-effect spells, a class with a semi-autonomous dog that goes after nearby enemies, and more.
Diablo, but also not Diablo
Just from glancing at Halls of Torment screenshots, it’s easy to glean the heavy visual influence the game owes to the grainy, isometric sprites of old-school Diablo. That throwback, nostalgic appeal extends to little touches like the menu system and low-fi voiceovers for NPCs as well, which comes across as a deliberate if cheesy design choice.
The game’s old-school sprites also make it easier for your graphics card to handle literally hundreds of moving objects and flashy attack effects on screen at once, too. Despite this, my relatively high-end system started struggling to maintain a consistent frame rate by the end of the more difficult dungeons.
The visual frenzy of all these old-school sprites can get a bit overwhelming, especially when some of your own summon attacks end up difficult to distinguish at a glance from enemy threats. Overall, though, the use of distinct colors makes it easy enough to quickly evaluate a screen full of information and extrapolate what it will look like over the coming seconds. I especially appreciated the big, purple lines and circles that telegraph where projectile attacks are going to appear just moments before they do.
I was on vacation last week, the kind of vacation in which entire days had no particular plan. I had brought the ROG Ally X with me, and, with the review done and Windows still annoying me, I looked around at the DIY scene, wondering if things had changed since my last foray into DIY Steam Deck cloning.
Things had changed for the better. I tried out Bazzite, and after dealing with the typical Linux installation tasks—activating the BIOS shortcut, turning off Secure Boot, partitioning—I had the Steam Deck-like experience I had sought on this more powerful handheld. Since I installed Bazzite, I have not had to mess with drivers, hook up to a monitor and keyboard for desktop mode, or do anything other than play games.
Until Valve officially makes SteamOS available for the ROG Ally and (maybe) other handhelds, Bazzite is definitely worth a look for anyone who thinks their handheld could do better.
More game platforms, more customization, same Steam-y feel
There are a few specific features for the ROG Ally X tossed into Bazzite, and the Linux desktop is Fedora, not Arch. Beyond that, it is like SteamOS but better, especially if you want to incorporate non-Steam games. Bazzite bakes in apps like Lutris, Heroic, and Junk Store, which Steam Deck owners often turn to for loading in games from Epic, GOG, itch.io, and other stores, as well as games with awkward Windows-only launchers.
You don’t even need to ditch Windows, really. If you’re using a handheld like the ROG Ally X, with its 1TB of storage, you can dual-boot Bazzite and Windows with some crafty partition shrinking. By all means, check that your game saves are backed up first, but you can, with some guide-reading, venture into Bazzite without abandoning the games for which you need Windows.
Perhaps most useful to the type of person who owns a gaming handheld and also will install Linux on it, Bazzite gives you powerful performance customization at the click of a button. Tap the ROG Ally’s M1 button on the back, and you can mess with Thermal Design Power (TDP), set a custom fan curve, change the charge limit, tweak CPU and GPU parameters, or even choose a scheduler. I most appreciated this for the truly low-power indie games I played, as I could set the ROG Ally below its standard 13 W “Silent” profile down to a custom 7 W without heading deep into Asus’ Armoury Crate.
Popular open source Nintendo Switch emulator Ryujinx has been removed from GitHub, and the team behind it has reportedly ceased development of the project after apparent discussions with Nintendo.
Ryujinx developer riperiperi writes on the project’s Discord server and social media that fellow developer gdkchan was “contacted by Nintendo and offered an agreement to stop working on the project, remove the organization and all related assets he’s in control of.” While the final outcome of that negotiation is not yet public, riperiperi reports that “the organization has been removed” (presumably from GitHub) and thus “I think it’s safe to say what the outcome is.”
While the Ryujinx website is still up as of this writing, the download page and other links to GitHub-hosted information from that website no longer function. The developers behind the project have not posted a regular progress report update since January after posting similar updates almost every month throughout 2023. Before today, the Ryujinx social media account last posted an announcement in March.
In the wake of those legal efforts against other Switch emulator developers, the Ryujinx developers posted an automated message on their Discord server in response to any questions about Ryujinx’s ultimate fate. “Nothing is happening to Ryujinx,” the message read. “We know nothing more than you do. No dooming.”
“While I won’t be remaining in the switch scene either, I still believe in emulation as a whole, and hope that other developers aren’t dissuaded by this,” riperiperi writes on the project’s Discord. “The future of game preservation does depend on individuals, and maybe one day it’ll be properly recognized.”
According to the developers, “as of May 2024, Ryujinx [had] been tested on approximately 4,300 titles; over 4,100 boot[ed] past menus and into gameplay, with roughly 3,550 of those being considered playable.”
PlayStation 5 owners are reporting advertisements on the device’s home screen. Frustratingly, the ads seem to be rather difficult to disable, and some are also outdated ads and/or confusing content.
The ads, visible on users’ home screens when they hover over a game title, can only be removed if you disconnect from the Internet, IGN reported today. However, that would block a lot of the console’s functionality. The PS5 dashboard previously had ads but not on the home screen.
Before this recent development, people would see game art if they hovered over a game icon on the PS5’s home screen. Now, doing so reportedly brings up dated advertisements. For example, IGN reported seeing an ad for Spider-Man: Across the Spider-Verse “coming soon exclusively in cinemas” when hovering over the Marvel’s Spider-Man: Miles Morales game. Webheads will of course recall that the Spider-Verse movie came out in June 2023.
Similarly, going to NBA 2K25 reportedly shows an ad for gaining early access. But the game came out early this month.
Per IGN, it seems that the console is “pulling in the latest news for each game, whether it be a YouTube video, patch notes, or even the announcement of a different game entirely.” That means that not all games are showing advertisements. Instead, some show an image for a YouTube video about the game or a note about patch notes or updates for the game.
There also seem to be some mix-ups, with MP1st reporting seeing an ad for the LEGO Horizon Adventures game when hovering over the icon for Horizon Zero Dawn. The publication wrote: “The ad also make[s it] confusing a bit, as… it looks like you’re playing LEGO Horizon Adventures and not the actual Horizon game we’re on.”
Some games, like Astro Bot, however, don’t seem to be affected by the changes, per IGN.
Annoyed and confused
Gamers noticing the change have taken to the web to share their annoyance, disappointment, and, at times, confusion about the content suddenly forced into the PS5’s home screen.
“As someone playing through the Spiderman series now, this confused the hell out of me,” Crack_an_ag said via Reddit.
Others are urging Sony to either remove the feature or fix it so that it can be helpful, while others argue that the feature couldn’t be helpful regardless.
“Forcing every single game to make its latest news story its dashboard art is SO stupid as no one game uses the news feature consistently,” Reddit user jackcos wrote.
Sam88FPS, meanwhile, noted that ads drove them from Xbox to PlayStation:
One of the main reasons I moved away from Xbox was the fact they started to build the Xbox UI around ads and pushing [Game Pass]. Hopefully Sony listens more because Xbox absolutely refused to, in fact, they even added full screen startup ads lmao.
It’s unclear what exactly prompted this change. Some suspect it’s related to firmware update 24.06-10.00.00. But that update came out on September 12, and, as IGN noted, its patch notes don’t say anything about this. Considering the obvious problems and mix of content being populated, it’s possible that Sony is working out some kinks and that eventually the content shown on users’ home screens will become more relevant or consistent. The change has also come a few days after a developer claimed that Sony lost $400 million after pulling the Concord online game after just two weeks, prompting digs at Sony and unconfirmed theories that Sony is trying to make up for financial losses with ads.
Ars Technica has reached out to Sony about why it decided to add non-removable ads to the PS5 home screen and about the outdated and otherwise perplexing content being displayed. We’ll let you know if we hear back.
Valve Corporation, tired of paying arbitration fees, has removed a mandatory arbitration clause from Steam’s subscriber agreement. Valve told gamers in yesterday’s update that they must sue the company in order to resolve disputes.
The subscriber agreement includes “changes to how disputes and claims between you and Valve are resolved,” Steam wrote in an email to users. “The updated dispute resolution provisions are in Section 10 and require all claims and disputes to proceed in court and not in arbitration. We’ve also removed the class action waiver and cost and fee-shifting provisions.”
The Steam agreement previously said that “you and Valve agree to resolve all disputes and claims between us in individual binding arbitration.” Now, it says that any claims “shall be commenced and maintained exclusively in any state or federal court located in King County, Washington, having subject matter jurisdiction.”
Steam’s email to users said the updated terms “will become effective immediately when you agree to it, including when you make most purchases, fund your Steam wallet, or otherwise accept it. Otherwise, the updated Steam Subscriber Agreement will become effective on November 1, 2024, unless you delete or discontinue use of your Steam account before then.” Steam also pushed a pop-up message to gamers asking them to agree to the new terms.
One likely factor in Valve’s decision to abandon arbitration is mentioned in a pending class-action lawsuit over game prices that was filed last month in US District Court for the Western District of Washington. The Steam users who filed the suit previously “mounted a sustained and ultimately successful challenge to the enforceability of Valve’s arbitration provision,” their lawsuit said. “Specifically, the named Plaintiffs won binding decisions from arbitrators rendering Valve’s arbitration provision unenforceable for both lack of notice and because it impermissibly seeks to bar public injunctive relief.”
Mandatory arbitration clauses are generally seen as bad for consumers, who are deprived of the ability to seek compensation through individual or class-action lawsuits. But many Steam users were able to easily get money from Valve through arbitration, according to law firms that filed the arbitration cases over allegedly inflated game prices.
Valve sued lawyers behind arbitration claims
Valve used to prefer arbitration because few consumers brought claims and the process kept the company’s legal costs low. But in October 2023, Valve sued a law firm in an attempt to stop it from submitting loads of arbitration claims on behalf of gamers.
Valve’s suit complained that “unscrupulous lawyers” at law firm Zaiger, LLC presented a plan to a potential funder “to recruit 75,000 clients and threaten Valve with arbitration on behalf of those clients, thus exposing Valve to potentially millions of dollars of arbitration fees alone: 75,000 potential arbitrations times $3,000 in fees per arbitration is two hundred and twenty-five million dollars.”
Valve said that Zaiger’s “extortive plan” was to “offer a settlement slightly less than the [arbitration] charge—$2,900 per claim or so—attempting to induce a quick resolution.”
“Zaiger targeted Valve and Steam users for its scheme precisely because the arbitration clause in the SSA [Steam Subscriber Agreement] is ‘favorable’ to Steam users in that Valve agrees to pay the fees and costs associated with arbitration,” Valve said.
Zaiger has a “Steam Claims” website that says, “Tens of thousands of Steam users have engaged Zaiger LLC to hold Steam’s owner, Valve, accountable for inflated prices of PC games.” The website said that through arbitration, “many consumers get compensation offers without doing anything beyond completing the initial form.” Another law firm called Mason LLP used a similar strategy to help gamers bring arbitration claims against Steam.
There hadn’t previously been many arbitration cases against Steam, Valve’s lawsuit against Zaiger said. “In the five years before Zaiger began threatening Valve, 2017 to 2022, there were only two instances where Valve and a Steam user could not resolve that user’s issue before proceeding to arbitration. Both of those arbitrations were resolved in Valve’s favor, and Valve paid all of the arbitrator fees and costs for both Valve and the impacted Steam user,” Valve said.
Valve’s lawsuit against Zaiger was dismissed without prejudice on August 20, 2024. The ruling in US District Court for the Western District of Washington said the case was dismissed because the court lacks jurisdiction over Zaiger.