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supreme-court-hears-case-that-could-trigger-big-crackdown-on-internet-piracy

Supreme Court hears case that could trigger big crackdown on Internet piracy


Justices want Cox to crack down on piracy, but question Sony’s strict demands.

Credit: Getty Images | Ilmar Idiyatullin

Supreme Court justices expressed numerous concerns today in a case that could determine whether Internet service providers must terminate the accounts of broadband users accused of copyright infringement. Oral arguments were held in the case between cable Internet provider Cox Communications and record labels led by Sony.

Some justices were skeptical of arguments that ISPs should have no legal obligation under the Digital Millennium Copyright Act (DMCA) to terminate an account when a user’s IP address has been repeatedly flagged for downloading pirated music. But justices also seemed hesitant to rule in favor of record labels, with some of the debate focusing on how ISPs should handle large accounts like universities where there could be tens of thousands of users.

Justice Sonia Sotomayor chided Cox for not doing more to fight infringement.

“There are things you could have done to respond to those infringers, and the end result might have been cutting off their connections, but you stopped doing anything for many of them,” Sotomayor said to attorney Joshua Rosenkranz, who represents Cox. “You didn’t try to work with universities and ask them to start looking at an anti-infringement notice to their students. You could have worked with a multi-family dwelling and asked the people in charge of that dwelling to send out a notice or do something about it. You did nothing and, in fact, counselor, your clients’ sort of laissez-faire attitude toward the respondents is probably what got the jury upset.”

A jury ordered Cox to pay over $1 billion in 2019, but the US Court of Appeals for the 4th Circuit overturned that damages verdict in February 2024. The appeals court found that Cox did not profit directly from copyright infringement committed by its users, but affirmed the jury’s separate finding of willful contributory infringement. Cox is asking the Supreme Court to clear it of willful contributory infringement, while record labels want a ruling that would compel ISPs to boot more pirates from the Internet.

Cox: Biggest infringers aren’t residential users

Rosenkranz countered that Cox created its own anti-infringement program, sent out hundreds of warnings a day, suspended thousands of accounts a month, and worked with universities. He said that “the highest recidivist infringers” cited in the case were not individual households, but rather universities, hotels, and regional ISPs that purchase connectivity from Cox in order to resell it to local users.

If Sony wins the case, “those are the entities that are most likely to be cut off first because those are the ones that accrue the greatest number of [piracy notices],” the Cox lawyer said. Even within a multi-person household where the IP address is caught by an infringement monitoring service, “you still don’t know who the individual [infringer] is,” he said. At another point in the hearing, he pointed out that Sony could sue individual infringers directly instead of suing ISPs.

Justice Amy Coney Barrett asked Cox, “What incentive would you have to do anything if you won? If you win and mere knowledge [of infringement] isn’t enough, why would you bother to send out any [copyright] notices in the future? What would your obligation be?”

Rosenkranz answered, “For the simple reason that Cox is a good corporate citizen that cares a lot about what happens on its system. We do all sorts of things that the law doesn’t require us to do.” After further questioning by Barrett, Rosenkranz acknowledged that Cox would have no liability risk going forward if it wins the case.

Kagan said the DMCA safe harbor, which protects entities from liability if they take steps to fight infringement, would “seem to do nothing” if the court sides with Cox. “Why would anybody care about getting into the safe harbor if there’s no liability in the first place?” she said.

Kagan doesn’t buy Sony’s “intent” argument

Kagan also criticized Sony’s case. She pointed to the main principles underlying Twitter v. Taamneh, a 2023 ruling that protected Twitter against allegations that it aided and abetted ISIS in a terrorist attack. Kagan said the Twitter case and the Smith & Wesson case involving gun sales to Mexican drug cartels show that there are strict limits on what kinds of behavior are considered aiding and abetting.

Kagan described how the cases show there is a real distinction between nonfeasance (doing nothing) and misfeasance, that treating one customer like everyone else is not the same as providing special assistance, and that a party “must seek by your action to make it occur” in order to be guilty of aiding and abetting.

“If you look at those three things, you fail on all of them,” Kagan said to attorney Paul Clement, who represents Sony. “Those three things are kind of inconsistent with the intent standard you just laid out.”

Clement said that to be held liable, an Internet provider “has to know that specified customers are substantially certain to infringe” and “know that providing the service to that customer will make infringement substantially certain.”

Justice Neil Gorsuch indicated that determining secondary liability for Internet providers should be taken up by Congress before the court expands that liability on its own. “Congress still hasn’t defined the contours of what secondary liability should look like. Here we are debating them, so shouldn’t that be a flag of caution for us in expanding it too broadly?”

Alito: “I just don’t see how it’s workable at all”

Clement tried to keep the focus on residential customers, saying that 95 percent of infringing customers are residential users. But he faced questions about how ISPs should handle much larger customers where one or a few users infringe.

Justice Samuel Alito questioned Clement about what ISPs should do with a university where some students infringe. Alito didn’t seem satisfied with Clement’s response that “the ISP is supposed to sort of have a conversation with the university.”

Alito said that after an ISP tells a university, “a lot of your 50,000 students are infringing… the university then has to determine which particular students are engaging in this activity. Let’s assume it can even do that, and so then it knocks out 1,000 students and then another 1,000 students are going to pop up doing the same thing. I just don’t see how it’s workable at all.”

Clement said that hotels limit speeds to restrict peer-to-peer downloading, and suggested that universities do the same. “I don’t think it would be the end of the world if universities provided service at a speed that was sufficient for most other purposes but didn’t allow the students to take full advantage of BitTorrent,” he said. “I could live in that world. But in all events, this isn’t a case that’s just about universities. We’ve never sued the universities.”

Barrett replied, “It seems like you’re asking us to rely on your good corporate citizenship too, that you wouldn’t go after the university or the hospital.”

Kagan said that if Sony wins, Cox would have little incentive to cooperate with copyright holders. “It seems to me the best response that Cox could have is just to make sure it never reads any of your notices ever again, because all of your position is based on Cox having knowledge of this,” she said.

Clement argued in response that “I think willful blindness would satisfy the common law standard for aiding and abetting.”

Purpose vs. intent

Some of the discussion focused on the legal concepts of purpose and intent. Cox has argued that knowledge of infringement “cannot transform passive provision of infrastructure into purposeful, culpable conduct.” Sony has said Cox exhibited both “purpose and intent” to facilitate infringement when it continued providing Internet access to specific customers with the expectation that they were likely to infringe.

Sotomayor said Cox’s position is “that the only way you can have aiding and abetting in this field is if you have purpose,” while Sony is saying, “we don’t have to prove purpose, we have to prove only intent.” Sotomayor told Clement that “we are being put to two extremes here. The other side says, ‘there’s no liability because we’re just putting out into the stream of commerce a good that can be used for good or bad, and we’re not responsible for the infringer’s decision.’”

Sotomayor said the question of purpose vs. intent may be decided differently based on whether Cox’s customer is a residence or a regional ISP that buys Cox’s network capacity and resells it to local customers. Sotomayor said she is reluctant “to say that because one person in that region continues to infringe, that the ISP is materially supporting that infringement because it’s not cutting off the Internet for the 50,000 or 100,000 people who are represented by that customer.”

But a single-family home contains a small number of people, and an ISP may be “materially contributing” to infringement by providing service to that home, Sotomayor said. “How do we announce a rule that deals with those two extremes?” she asked.

Clement argued that the DMCA’s “safe harbor takes care of the regional ISPs. Frankly, I’m not that worried about the regional ISPs because if that were really the problem, we could go after the regional ISPs.”

Cox’s case has support from the US government. US Deputy Solicitor General Malcolm Stewart told justices today that “in copyright law and more generally, this form of secondary liability is reserved for persons who act for the purpose of facilitating violations of law. Because Cox simply provided the same generic Internet services to infringers and non-infringers alike, there is no basis for inferring such a purpose here.”

Terminating all access “extremely overbroad”

Sotomayor asked Stewart if he’s worried that a Cox win would remove ISPs’ economic incentive to control copyright infringement. “I would agree that not much economic incentive would be left,” Stewart replied. “I’m simply questioning whether that’s a bad thing.”

Stewart gave a hypothetical in which an individual Internet user is sued for infringement in a district court. The district court could award damages and impose an injunction to prevent further infringement, but it probably couldn’t “enjoin the person from ever using the Internet again,” Stewart said.

“The approach of terminating all access to the Internet based on infringement, it seems extremely overbroad given the centrality of the Internet to modern life and given the First Amendment,” he said.

Oral arguments ended with a reply from Rosenkranz, who said Clement’s suggestion that ISPs simply “have a conversation” with universities is “a terrible answer from the perspective of the company that is trying to figure out what its legal obligations are [and] facing crushing liabilities.” Rosenkranz also suggested that record labels pay for ISPs’ enforcement programs.

“The plaintiffs have recourse,” he said. “How about a conversation with the ISPs where they talk about how to work out things together? Maybe they kick in a little money. Now, they won’t get billion-dollar verdicts, but if they believe that the programs that Cox and others have aren’t satisfactory, they can design better programs and help pay for them.”

Photo of Jon Brodkin

Jon is a Senior IT Reporter for Ars Technica. He covers the telecom industry, Federal Communications Commission rulemakings, broadband consumer affairs, court cases, and government regulation of the tech industry.

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fans’-reverse-engineered-servers-for-sony’s-defunct-concord-might-be-in-trouble

Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble

A group of dedicated coders has managed to partially revive online gameplay for the PC version of Concord, the team-based shooter that Sony famously shut down just two weeks after its launch last summer. Now, though, the team behind that fan server effort is closing off new access after Sony started issuing DMCA takedown requests of sample gameplay videos.

The Game Post was among the first to publicize the “Concord Delta” project, which reverse-engineered the game’s now-defunct server API to get a functional multiplayer match running over the weekend. “The project is still [a work in progress], it’s playable, but buggy,” developer Red posted in the game’s Discord channel, as reported by The Game Post. “Once our servers are fully set up, we’ll begin doing some private playtesting.”

Accessing the “Concord Delta” servers reportedly requires a legitimate PC copy of the game, which is relatively hard to come by these days. Concord only sold an estimated 25,000 copies across PC and PS5 before being shut down last year. And that number doesn’t account for the players who accepted a full refund for their $40 purchase after the official servers shut down.

Better safe than sorry

Red accompanied their Discord announcement of the first “playable” Concord match in months with two YouTube videos showing sample gameplay (“Don’t mind my horrible aim, I spend so much time reverse engineering that I no longer have the time to actually play the game,” he warned viewers). In short order, though, those videos were taken down “due to a copyright claim from MarkScan Enforcement,” a company that has a history of working with Sony on DMCA requests.

Fans’ reverse-engineered servers for Sony’s defunct Concord might be in trouble 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.

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

sony-makes-the-“difficult-decision”-to-raise-playstation-5-prices-in-the-us

Sony makes the “difficult decision” to raise PlayStation 5 prices in the US

Sony will join Microsoft and Nintendo in raising US prices across its entire game console lineup, the company announced today. Pricing for all current versions of the PlayStation 5 console will increase by $50 starting tomorrow.

The price of the PS5 Digital Edition will increase from $450 to $500; the standard PS5 will increase from $500 to $550; and the PS5 Pro will increase from $700 to $750. If you’ve been on the fence about buying any of these, retailers like Target and Best Buy are still using the old prices as of this writing—for other console price hikes, retailers have sometimes bumped the prices up before the date announced by the manufacturer.

“Similar to many global businesses, we continue to navigate a challenging economic environment,” wrote Sony Global Marketing VP Isabelle Tomatis. “As a result, we’ve made the difficult decision to increase the recommended retail price for PlayStation 5 consoles in the U.S. starting on August 21.”

Sony says it’s not increasing prices for games or accessories and that this round of price increases only affects consoles sold in the US.

Sony was the last of the big three console makers to raise prices this year. Microsoft raised the prices for the Xbox Series S and X consoles in March. And Nintendo has gone through two rounds of price increases—one for Switch and Switch 2 accessories in April and another for more accessories and Switch 1 consoles earlier this month.

Sony makes the “difficult decision” to raise PlayStation 5 prices in the US Read More »

engineer-creates-first-custom-motherboard-for-1990s-playstation-console

Engineer creates first custom motherboard for 1990s PlayStation console

The nsOne project joins a growing community of homebrew PlayStation 1 hardware developments. Other recent projects include Picostation, a Raspberry Pi Pico-based optical disc emulator (ODE) that allows PlayStation 1 consoles to load games from SD cards instead of physical discs. Other ODEs like MODE and PSIO have also become popular solutions for retrogaming collectors who play games on original hardware as optical drives age and fail.

From repair job to reverse-engineering project

To understand the classic console’s physical architecture, Brodesco physically sanded down an original motherboard to expose its internal layers, then cross-referenced the exposed traces with component datasheets and service manuals.

“I realized that detailed documentation on the original motherboard was either incomplete or entirely unavailable,” Brodesco explained in his Kickstarter campaign. This discovery launched what would become a comprehensive documentation effort, including tracing every connection on the board and creating multi-layer graphic representations of the circuitry.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

Using optical scanning and manual net-by-net reverse-engineering, Brodesco recreated the PlayStation 1’s schematic in modern PCB design software. This process involved creating component symbols with accurate pin mappings and identifying—or in some cases creating—the correct footprints for each proprietary component that Sony had never publicly documented.

Brodesco also identified what he calls the “minimum architecture” required to boot the console without BIOS modifications, streamlining the design process while maintaining full compatibility.

The mock-up board shown in photos validates the footprints of chips and connectors, all redrawn from scratch. According to Brodesco, a fully routed version with complete multilayer routing and final layout is already in development.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

As Brodesco noted on Kickstarter, his project’s goal is to “create comprehensive documentation, design files, and production-ready blueprints for manufacturing fully functional motherboards.”

Beyond repairs, the documentation and design files Brodesco is creating would preserve the PlayStation 1’s hardware architecture for future generations: “It’s a tribute to the PS1, to retro hardware, and to the belief that one person really can build the impossible.”

Engineer creates first custom motherboard for 1990s PlayStation console Read More »

trump-admin-tells-scotus:-isps-shouldn’t-be-forced-to-boot-alleged-pirates

Trump admin tells SCOTUS: ISPs shouldn’t be forced to boot alleged pirates

Enhanced damages can be $150,000 per work, instead of the usual cap of $30,000. The jury in the case “was instructed that it could find Cox’s violations willful if Cox knew that its subscribers had committed infringement,” Sauer wrote. “That instruction was mistaken because it allowed the jury to award enhanced damages even if Cox reasonably believed that its own conduct in declining to terminate infringing subscribers’ Internet access was consistent with the Copyright Act.”

Reject Sony petition, US says

Sony wasn’t happy with the 4th Circuit ruling, either, because it threw out the $1 billion award and a finding of vicarious infringement. Sony argued that Cox profited from infringement by failing to terminate infringing subscribers and that the ruling “eliminates an especially important tool in the digital age where pursuing direct infringers—in this case, thousands of faceless individuals who cannot be identified except through an Internet service provider like Respondent—is impractical at best and impossible at worst.”

Sauer urged the Supreme Court to reject Sony’s petition for a review. “The court of appeals correctly held that Sony had not satisfied its burden of showing that Cox financially benefited from infringement on its network. As the court explained, Cox charges its customers a flat fee for Internet service, regardless of what its users do online,” Sauer wrote.

Sauer compared Cox to a landlord who charges a fixed rent regardless of what tenants use the leased premises for. “There was no evidence that Cox would be forced to collect a lower fee if the users of its Internet service ceased to infringe; that subscribers were drawn to Cox’s Internet service because of the ability to engage in copyright infringement using that service; or that Cox had used the opportunity for customers to infringe to lend credibility to the service it offered,” Sauer wrote.

On the vicarious liability question, “there is no conflict among the circuits, which all apply the same financial-benefit requirement to different fact patterns,” Sauer wrote. “Sony has not identified any court of appeals decision that reached a different result on facts similar to those here.”

Cox issued a statement welcoming the US court brief. “We are pleased the solicitor general agrees the Supreme Court should review this significant copyright case that could jeopardize Internet access for all Americans and fundamentally change how Internet service providers manage their networks,” Cox said.

Trump admin tells SCOTUS: ISPs shouldn’t be forced to boot alleged pirates Read More »

why-console-makers-can-legally-brick-your-game-console

Why console makers can legally brick your game console

Consoles like these may get banned from Nintendo’s online services, but they tend to still work offline.

Consoles like these may get banned from Nintendo’s online services, but they tend to still work offline. Credit: Kate Temkin / ReSwitched

“Unfortunately, ‘bricking’ personal devices to limit users’ rights and control their behavior is nothing new,” Electronic Frontier Foundation attorney Victoria Noble told Ars Technica. “It would likely take selective enforcement to rise to a problematic level [in court],” attorney Richard Hoeg said.

Last year, a collection of 17 consumer groups urged the Federal Trade Commission to take a look at the way companies use the so-called practice of “software tethering” to control a device’s hardware features after purchase. Thus far, though, the federal consumer watchdog has shown little interest in enforcing complaints against companies that do so.

“Companies should not use EULAs to strip people of rights that we normally associate with ownership, like the right to tinker with or modify their own personal devices,” Noble told Ars. “[Console] owners deserve the right to make otherwise legal modifications to their own devices without fear that a company will punish them by remotely bricking their [systems].”

The court of public opinion

In the end, these kinds of draconian bricking clauses may be doing their job even if the console makers involved don’t invoke them. “In practice, I expect this kind of thing is more about scaring people away from jailbreaking and modifying their systems and that Nintendo is unlikely to go about bricking large volumes of devices, even if they technically have the right to,” Loiterman said.

“Just because they put a remedy in the EULA doesn’t mean they will certainly use it either,” attorney Mark Methenitis said. “My suspicion is this is to go after the people who eventually succeeded in jailbreaking the original Switch and try to prevent that for the Switch 2.”

The threat of public backlash could also hold the console makers back from limiting the offline functionality of any hacked consoles. After citing public scrutiny that companies like Tesla, Keurig, and John Deere faced for limiting hardware via software updates, Methenitis said that he “would imagine Nintendo would suffer similar bad publicity if they push things too far.”

That said, legal capacities can sometimes tend to invite their own use. “If the ability is there, someone will want to ‘see how it goes.'” Hoeg said.

Why console makers can legally brick your game console Read More »

the-playstation-vr2-will-get-a-drastic-price-cut,-but-that-might-not-be-enough

The PlayStation VR2 will get a drastic price cut, but that might not be enough

Sony’s first PlayStation VR for the PlayStation 4 hit stores at the right price at the right time and ended up being one of VR’s biggest hits. The PlayStation 5’s PlayStation VR2? Not so much, unfortunately. In either an effort to clear unsold inventory, an attempt to revitalize the platform, or both, Sony has announced it’s dropping the price of the headset significantly.

Starting in March, the main SKU of the headset will drop from $550 to $400 in the US. Europe, the UK, and Japan will also see price cuts to 550 euros, 400 pounds, and 66,980 yen, respectively, as detailed on the PlayStation Blog. Strangely, the bundle that includes the game Horizon: Call of the Mountain (originally $600) will also drop to the same exact price. That’s welcome, but it’s also a little bit difficult not to interpret that as a sign that this is an attempt to empty inventory more than anything else.

The headset launched in early 2023 but has suffered from weak software support ever since—a far cry from the first PSVR, which had one of the strongest libraries of its time. It didn’t help that unlike the regular PlayStation 5, the PSVR2 was not backward-compatible with games released for its predecessor.

About a year ago, there were reports that Sony was temporarily pausing production because it wasn’t able to move the inventory it already had. Later, the company released an adapter and some software for getting it running on PCs. That made it one of the most attractive PC VR headsets, at least on paper. However, setup was clunky, and some features that were supported on the PS5 weren’t supported on PC.

PSVR2 games are still getting announced and released, but the VR market in general has slowed down quite a bit in recent years, and most of the remaining action (such as it is) is on Meta’s Quest platform.

The PlayStation VR2 will get a drastic price cut, but that might not be enough Read More »

sony-removes-playstation-account-requirement-from-4-single-player-steam-games

Sony removes PlayStation account requirement from 4 single-player Steam games

Sony’s game publishing arm has done a 180-degree turn on a controversial policy of requiring PC players to sign in with PlayStation accounts for some games, according to a blog post by the company.

A PlayStation account will “become optional” for Marvel’s Spider-Man 2, God of War Ragnarok, The Last of Us Part II Remastered, and Horizon Zero Dawn Remastered. Sony hasn’t lost hope that players will still go ahead and use a PlayStation account, though, as it’s tying several benefits to signing in.

Logging in with PlayStation will be required to access trophies, the PlayStation equivalent of achievements. (Steam achievements appear to be supported regardless.) It will also allow friend management, provided you have social contacts on the PlayStation Network.

Additionally, Sony is providing some small in-game rewards to each title that are available if you log in with its account system. You’ll get early unlocks of the Spider-Man 2099 Black Suit and the Miles Morales 2099 Suit in Spider-Man 2, for example—or the Nora Valiant outfit in Horizon: Zero Dawn.

Some of these rewards are available via other means within the games, such as the Armor of the Black Bear set for Kratos in Ragnarok.

Sony removes PlayStation account requirement from 4 single-player Steam games Read More »

horizon:-zero-dawn-gets-the-graphical-remaster-a-modern-classic-deserves

Horizon: Zero Dawn gets the graphical remaster a modern classic deserves

So when Sony put out the recent “remaster” of Zero Dawn, I was cautiously optimistic. Any sort of non-half-assed PS5 reworking ought to reduce load times, right?

Machines make it hard to enjoy the view.

I meant to dip into the world of Zero Dawn only for a few hours, but I ended up playing through the whole game and its expansion, The Frozen Wilds, over the last few weeks. The arrow-based gameplay, complex story, and voice acting were still terrific, and the remastered elements were far more than a simple cash-in. Even little things, like the way the adaptive triggers on the PS5 controllers mimic the tension of a bowstring, felt perfect.

I didn’t expect to get sucked back into the game’s world for so many hours, but I had a great time doing it and wanted to spread the good word for those who might be looking for an engaging single-player experience over the holidays.

Big changes

When it comes to major changes, the remaster has three.

First, the game loads fast. It feels like a ground-up PS5 title. Death—and its attendant reloads—no longer makes me want to throw my controller across the room during difficult battles. It’s great.

Second, the game looks unbelievable. This is not a case of just upping the resolution to 4K and calling it a day. Sony claims that the game features “over 10 hours of re-recorded conversation, mocap and countless graphical improvements that bring the game to the same visual fidelity as its critically acclaimed sequel.” Also, the game’s characters have “been upgraded, bringing them in line with current generation advances in character models and rendering.”

This is not just marketing fluff. The faces look incredible, even in close-up cinematic interludes, but what really caught my eye was the lighting. From the moment a young Aloy spelunks into a cave and finds an electronic gadget attached to a skeleton lying peacefully in a sunbeam, the revamped lighting engine makes its presence clear. No, it’s not “realistic”—everything looks like a postcard shot. But I found myself pausing the game just to look at the sunlight scattered by a snowstorm or dawn breaking over a mountain range. The lighting interacts with a volumetric set of effects that bring fog and dust devils to life like few other games I’ve seen. When Aloy tramps through a winter squall, leaving footsteps in the mountain snow as she walks, the effect is magical. (Until a Glinthawk swoops in, screaming, and attacks.)

Horizon: Zero Dawn gets the graphical remaster a modern classic deserves Read More »

“so-aggravating”:-outdated-ads-start-appearing-on-ps5-home-screen

“So aggravating”: Outdated ads start appearing on PS5 home screen

Ad station —

Players are annoyed as new home screen needs work.

PlayStation 5

Getty

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.

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Sony, Ubisoft scandals prompt Calif. ban on deceptive sales of digital goods

No more now you see it, now you don’t —

New California law reminds us we don’t own games and movies.

Sony, Ubisoft scandals prompt Calif. ban on deceptive sales of digital goods

California recently became the first state to ban deceptive sales of so-called “disappearing media.”

On Tuesday, Governor Gavin Newsom signed AB 2426 into law, protecting consumers of digital goods like books, movies, and video games from being duped into purchasing content without realizing access was only granted through a temporary license.

Sponsored by Democratic assemblymember Jacqui Irwin, the law makes it illegal to “advertise or offer for sale a digital good to a purchaser with the terms buy, purchase, or any other term which a reasonable person would understand to confer an unrestricted ownership interest in the digital good, or alongside an option for a time-limited rental.”

Moving forward, sellers must clearly mark when a buyer is only receiving a license for—rather than making a purchase of—a digital good. Sellers must also clearly disclose that access to the digital good could be revoked if the seller no longer retains rights to license that good.

Perhaps most significantly, these disclosures cannot be buried in terms of service, but “shall be distinct and separate from any other terms and conditions of the transaction that the purchaser acknowledges or agrees to,” the law says.

An exception applies for goods that are advertised using “plain language” that states that “buying or purchasing the digital good is a license.” And there are also carve-outs for free goods and subscription services providing limited access based on a subscription’s duration. Additionally, it’s OK to advertise a digital good if access isn’t ever revoked, such as when users purchase a permanent download that can be accessed offline, regardless of a seller’s rights to license the content.

Ubisoft, Sony called out for consumer harms

In a press release earlier this month, Irwin noted that the law was drafted to “address the increasingly-common instance of consumers losing access to their digital media purchases through no fault of their own.”

She pointed to Ubisoft revoking licenses for purchases of its video game The Crew last April and Sony stirring backlash by threatening to yank access to Discovery TV shows last year as prominent examples of consumer harms.

Irwin noted that the US has been monitoring this problem since at least 2016, when the Department of Commerce’s Internet Policy Task Force published a white paper concluding that “consumers would benefit from more information on the nature of the transactions they enter into, including whether they are paying for access to content or for ownership of a copy, in order to instill greater confidence and enhance participation in the online marketplace.”

It took eight years for the first state lawmakers to follow through on the recommendation, Irwin said, noting that sellers are increasingly licensing content over selling goods and rarely offer refunds for “disappearing media.”

“As retailers continue to pivot away from selling physical media, the need for consumer protections on the purchase of digital media has become increasingly more important,” Irwin said. “AB 2426 will ensure the false and deceptive advertising from sellers of digital media incorrectly telling consumers they own their purchases becomes a thing of the past.”

In Irwin’s press release, University of Michigan law professor Aaron Perzanowski praised California for trailblazing with a law that clearly labels this practice as false advertising.

“Consumers around the world deserve to understand that when they spend money on digital movies, music, books, and games, those so-called ‘purchases’ can disappear without notice,” Perzanowski said. “There is still important work to do in securing consumers’ digital rights, but AB 2426 is a crucial step in the right direction.”

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