Sony

Sony Unveils $700 PlayStation 5 Pro (kotaku.com) 32

Sony has officially revealed the long-rumored mid-generation upgrade model for the PlayStation 5, the PlayStation 5 Pro. Set for release on November 7 at a price point of $699.99, the upgraded model, styled like the "slim" PS5 but with a triple groove design, will be available only in an all-digital version compatible with Sony's existing add-on optical drive. The console boasts a larger GPU and faster memory, delivering 45% faster rendering than the base PS5. It also features advanced ray tracing at double or triple the speed and an AI-driven upscaler for improved resolution and clarity.

Several games, including "The Last of Us Part 2 Remastered" and "Horizon Forbidden West," will receive enhanced versions for the PS5 Pro. A new Game Boost feature aims to improve performance across the entire PS5 and backward-compatible PS4 libraries.
AI

Roblox Announces Open Source AI Tool That Builds 3D Environments From Text 16

Scott J Mulligan writes for MIT Technology Review: Roblox plans to roll out a generative AI tool that will let creators make whole 3D scenes just using text prompts, it announced today. Once it's up and running, developers on the hugely popular online game platform will be able to simply write "Generate a race track in the desert," for example, and the AI will spin one up. Users will also be able to modify scenes or expand their scope -- say, to change a daytime scene to night or switch the desert for a forest. Although developers can already create similar scenes like this manually in the platform's creator studio, Roblox claims its new generative AI model will make the changes happen in a fraction of the time. It also claims that it will give developers with minimal 3D art skills the ability to craft more compelling environments. The firm didn't give a specific date for when the tool will be live.

[...] The new tool is part of Roblox's push to integrate AI into all its processes. The company currently has 250 AI models live. One AI analyzes voice chat in real time and screens for bad language, instantly issuing reprimands and possible bans for repeated infractions. Roblox plans to open-source its 3D foundation model so that it can be modified and used as a basis for innovation. "We're doing it in open source, which means anybody, including our competitors, can use this model," says [Anupam Singh, vice president of AI and growth engineering at Roblox]. Getting it into as many hands as possible also opens creative possibilities for developers who are not as skilled at creating Roblox environments. "There are a lot of developers that are working alone, and for them, this is going to be a game changer, because now they don't have to try to find someone else to work with," says [Marcus Holmstrom, CEO of The Gang, a company that builds some of the top games on Roblox].
AI

Videogame Performers' Union Hails New 80-Game Agreement as Preserving Human Creativity (apnews.com) 18

This week after striking for over a month, videogame performers reached agreements with 80 games this week, reports the Associated Press. "SAG-AFTRA announced the agreements with the 80 individual video games on Thursday. Performers impacted by the work stoppage can now work on those projects.

"The strike against other major video game publishers, including Disney and Warner Bros.' game companies and Electronic Arts Productions Inc., will continue." The interim agreement secures wage improvements, protections around "exploitative uses" of artificial intelligence and safety precautions that account for the strain of physical performances, as well as vocal stress. The tiered budget agreement aims to make working with union talent more feasible for independent game developers or smaller-budget projects while also providing performers the protections under the interim agreement.
Duncan Crabtree-Ireland, SAG-AFTRA's national executive director and chief negotiator, said in a statement that companies signing the agreements are "helping to preserve the human art, ingenuity and creativity that fuels interactive storytelling."

"These agreements signal that the video game companies in the collective bargaining group do not represent the will of the larger video game industry," Crabtree-Ireland continued. "The many companies that are happy to agree to our AI terms prove that these terms are not only reasonable, but feasible and sustainable for businesses."

Deadline calls the agreement "a blow for major developers." As Deadline previously reported, AI is the one and only issue at the crux of this strike, as the union has managed to find common ground with the developers on every other provision. More specifically, the union has said that the sticking point in these negotiations is encompassing all performers in any AI provisions, without loopholes related to whether an actors' likeness is recognizable. In video games, similar to other forms of animated content, motion capture performers and voice actors are often performing as creatures or other non-human characters that make their voice and likeness unrecognizable.
AI

1,000 Autonomous AI Agents Collaborating? Altera Simulates It In Minecraft (readwrite.com) 21

Altera AI's home page says their mission is "to create digital human beings that live, care, and grow with us," adding that their company builds machines "with fundamental human qualities, starting with friends that can play video games with you."

And while their agents can function in many different games and apps, Altera used Minecraft to launch "the first-ever simulation of over 1,000 collaborating autonomous AI agents," reports ReadWrite, "working together in a Minecraft world, all of which can operate for hours or days without intervention from humans." The agents have already started to develop their own economy, culture, religion, and government, with the AI already working on establishing its own systems. The CEO Robert Yang took to X to share the news and introduce Project Sid...

So far, the agents have already formed a merchant hub, have voted in a democracy, spread religions, and collected five times more distinct items than before... "Though starting in games, we're solving the deepest issues facing agents: coherence, multi-agent collaboration, and long-term progression," said the CEO.

According to the video, the most active trader in their simulation was the priest — because he was bribing the other townsfolk to convert to his religion. (Which apparently involved the Flying Spaghetti Monster...) "We run these worlds every day, and they're always different," the video's narrator says, while pointing out that their agents had collected 32% of all the items in Minecraft — five times more than anything ever reported for an individual agent.

"Sid starts in Minecraft, but we are already going beyond," CEO Yang says in the video, calling it "the first-ever agent civilization."
Role Playing (Games)

Playing D&D Helps Autistic Players In Social Interactions, Study Finds (arstechnica.com) 40

An anonymous reader quotes a report from Ars Technica: Since its introduction in the 1970s, Dungeons & Dragons has become one of the most influential tabletop role-playing games (TRPGs) in popular culture, featuring heavily in Stranger Things, for example, and spawning a blockbuster movie released last year. Over the last decade or so, researchers have turned their focus more heavily to the ways in which D&D and other TRPGs can help people with autism form healthy social connections, in part because the gaming environment offers clear rules around social interactions. According to the authors of a new paper published in the journal Autism, D&D helped boost players' confidence with autism, giving them a strong sense of kinship or belonging, among other benefits.

"There are many myths and misconceptions about autism, with some of the biggest suggesting that those with it aren't socially motivated, or don't have any imagination," said co-author Gray Atherton, a psychologist at the University of Plymouth. "Dungeons & Dragons goes against all that, centering around working together in a team, all of which takes place in a completely imaginary environment. Those taking part in our study saw the game as a breath of fresh air, a chance to take on a different persona and share experiences outside of an often challenging reality. That sense of escapism made them feel incredibly comfortable, and many of them said they were now trying to apply aspects of it in their daily lives." [...] For this latest study. Atherton et al. wanted to specifically investigate how autistic players experience D&D when playing in groups with other autistic players. It's essentially a case study with a small sample size -- just eight participants -- and qualitative in nature, since the post-play analysis focused on semistructured interviews with each player after the conclusion of the online campaign, the better to highlight their individual voices.

The players were recruited through social media advertisements within the D&D, Reddit and Discord online communities; all had received an autism diagnosis by a medical professional. They were split into two groups of four players, with one of the researchers (who's been playing D&D for years) acting as the dungeon master. The online sessions featured in the study was the Waterdeep: Dragonheist campaign. The campaign ran for six weeks, with sessions lasting between two and four hours (including breaks). Participants spoke repeatedly about the positive benefits they received from playing D&D, providing a friendly environment that helped them relax about social pressures. "When you're interacting with people over D&D, you're more likely to understand what's going on," one participant said in their study interview. "That's because the method you'll use to interact is written out. You can see what you're meant to do. There's an actual sort of reference sheet for some social interactions." That, in turn, helped foster a sense of belonging and kinship with their fellow players.

Participants also reported feeling emotionally invested and close to their characters, with some preferring to separate themselves from their character in order to explore other aspects of their personality or even an entirely new persona, thus broadening their perspectives. "I can make a character quite different from how I interact with people in real-life interactions," one participant said. "It helps you put yourself in the other person's perspective because you are technically entering a persona that is your character. You can then try to see how it feels to be in that interaction or in that scenario through another lens." And some participants said they were able to "rewrite" their own personal stories outside the game by adopting some of their characters' traits -- a psychological phenomenon known as "bleed."

AI

New AI Model 'Learns' How To Simulate Super Mario Bros. From Video Footage (arstechnica.com) 31

An anonymous reader quotes a report from Ars Technica: Last month, Google's GameNGen AI model showed that generalized image diffusion techniques can be used to generate a passable, playable version of Doom. Now, researchers are using some similar techniques with a model called MarioVGG to see if an AI model can generate plausible video of Super Mario Bros. in response to user inputs. The results of the MarioVGG model -- available as a pre-print paper (PDF) published by the crypto-adjacent AI company Virtuals Protocol -- still display a lot of apparent glitches, and it's too slow for anything approaching real-time gameplay at the moment. But the results show how even a limited model can infer some impressive physics and gameplay dynamics just from studying a bit of video and input data. The researchers hope this represents a first step toward "producing and demonstrating a reliable and controllable video game generator," or possibly even "replacing game development and game engines completely using video generation models" in the future.
Games

Acer's First Handheld Gaming PC Is the Nitro Blaze (theverge.com) 13

Acer has announced its first Steam Deck and Asus ROG Ally competitor, the Acer Nitro Blaze 7. The Verge's Sean Hollister reports: Like Asus -- but unlike most rivals -- it features a seven-inch 1080p variable refresh rate IPS screen to keep things smooth, one that refreshes slightly faster at 144Hz. (Acer tells The Verge it's a landscape-native screen.) It's also got a newer Ryzen 7 8840HS chip, albeit with the same Radeon 780M integrated GPU as most other Windows handhelds. With 16GB of 7500 MT/s memory and a 50 watt-hour battery, it's a step ahead of the original Ally's 6400 MT/s memory and 40Wh pack, and it comes with up to 2TB worth of SSD storage. But with 24GB of memory and an 80Wh pack, the $800 Asus ROG Ally X is currently the Windows handheld to beat, so I suspect this Acer will need to cost quite a bit less to compete.

The Nitro has no touchpads, but it also unusually has no back buttons; most PC handhelds now have at least two macro keys around back. But I suspect some people will be happy that it not only has two USB4 ports but that one of them is on the bottom. Hopefully, we'll get our choice of whether to charge and dock from top or bottom with this portable PC.
Acer released a product launch video on YouTube but hasn't shared pricing or release information.
Sony

Sony Pulls Concord From Sale After Disastrous Launch (ign.com) 104

PlayStation hero shooter Concord will be taken offline on September 6, 2024 and all players will receive a full refund, Sony announced Tuesday. From a report: Announced on the PlayStation Blog, director Ryan Ellis said "while many qualities of the experience resonated with players, we also recognize that other aspects of the game and our initial launch didn't land the way we'd intended."

Concord will therefore be taken offline so Sony and developer Firewalk Studios can "explore options, including those that will better reach our players." The game will be removed from sale immediately and anyone who purchased on the PlayStation Store or PlayStation Direct will be refunded to their original payment methods. Those who purchased on Steam and the Epic Games Store will be refunded in the coming days.
Firewalk Studios' AA shooter was released less than two weeks ago on August 23.
Role Playing (Games)

D&D Publisher Walks Back Controversial Changes To Online Tools (theverge.com) 81

The Verge's Ash Parrish reports: Last week, as a part of the updates to Dungeons & Dragons Fifth Edition -- collectively known as the 2024 revision -- the publisher announced that it would update D&D Beyond, the tabletop RPG's official digital toolkit that players use to reference content and create characters using a host of official and third-party sources. The update would add the new 2024 rulebooks to the toolkit, mark outdated content with a "legacy" badge, and change players' character sheets to reflect all the new rules and features.

That last part is critical to understanding why some D&D players (including my own dungeon master) spent the last 72 hours in a state of panic. Though some of the 2024 revisions are essentially cosmetic in nature -- for example, "races" will be updated to "species" -- other updates like the ones to weapons, spells, and magic items fundamentally alter the game. Wizards of the Coast would have essentially overwritten every user's character sheet with the new information whether they wanted it or not. "All entries for mundane and magical items, weapons, armor, and spells will also be updated to their 2024 version," Wizards said in its initial announcement. The publisher did say that players would have the option to continue to use the 2014 version of spells and magic items. But doing so requires using the game's homebrew rules. which aren't known for being user-friendly.

Thankfully, Wizards of the Coast isn't in the car business, and after a weekend of backlash on social media, the company will no longer force the new changes on players. "We misjudged the impact of this change, and we agree that you should be free to choose your own way to play," Wizard's said in its latest announcement. Current character sheets will only be updated with new terminology while the older versions of spells, magic items, and weapons will be preserved. Also, players who have access to both the 2014 and 2024 digital versions will have the option to use both when creating new characters.

Classic Games (Games)

Hydrogels Can Learn To Play Pong (arstechnica.com) 11

An anonymous reader quotes a report from Ars Technica: Pong will always hold a special place in the history of gaming as one of the earliest arcade video games. Introduced in 1972, it was a table tennis game featuring very simple graphics and gameplay. In fact, it's simple enough that even non-living materials known as hydrogels can "learn" to play the game by "remembering" previous patterns of electrical stimulation, according to a new paper published in the journal Cell Reports Physical Science. "Our research shows that even very simple materials can exhibit complex, adaptive behaviors typically associated with living systems or sophisticated AI," said co-author Yoshikatsu Hayashi, a biomedical engineer at the University of Reading in the UK. "This opens up exciting possibilities for developing new types of 'smart' materials that can learn and adapt to their environment." [...]

The experimental setup was fairly simple. The researchers hooked up electroactive hydrogels to a simulated virtual environment of a Pong game using a custom-built electrode array. The games would start with the ball traveling in a random direction. The hydrogels tracked the ball's position via electrical stimulation and tracked the paddle's position by measuring the distribution of ions in the hydrogels. As the games progressed, the researchers measured how often the hydrogel managed to hit the ball with the paddle. They found that, over time, the hydrogels' accuracy improved, hitting the ball more frequently for longer rallies. They reached their maximum potential for accuracy in about 20 minutes, compared to 10 minutes for the DishBrain. The authors attribute this to the ion movement essentially mapping out a "memory" of all motion over time, exhibiting what appears to be emergent memory functions within the material itself. Perhaps the next step will be to "teach" the hydrogels how to align the paddles in such a way that the rallies go on indefinitely.

Biotech

Second Human To Receive Neuralink Brain Chip Uses It To Play Counter-Strike 2 (pcmag.com) 25

In a blog post on Wednesday, Neuralink said its second human recipient is using the brain chip to play Counter-Strike 2 and develop 3D designs in CAD software. "Alex" was given the brain chip last month to help restore his autonomy after a spinal cord injury. PCMag reports: Like the first Neuralink patient, Noland Arbaugh, Alex has also been using the brain chip to play his favorite computer games, such as Counter-Strike 2. Before, Alex had to use a mouth-operated controller, called a QuadStick, to play the first-person shooter. But even then, the controller limited him to only moving or aiming his weapon at a single time, never simultaneously like a normal Counter-Strike player. In other words, Alex had to essentially switch back and forth between the mouse and keyboard functions while playing the game. But thanks to Neuralink, he can now aim with the implant, and simultaneously move while using the QuadStick. [...]

In the blog post, Neuralink also addressed a problem the company faced when placing the chip in Arbaugh, the first patient. Despite a successful surgery, about 85% of the thread-based electrodes attached to his brain later became displaced, undermining the full potential of the chip to read neural signals. Although Arbaugh can still use his implant effectively, Neuralink wanted to avoid a repeat with Alex. In response, the company developed several "mitigations," which include reducing the chance of an air pocket forming during surgery and placing the implant deeper into the brain tissue. "Promisingly, we have observed no thread retraction in our second participant," the company said of Alex.

Whether Alex's implant outperforms the brain chip in Arbaugh was left unclear. In the meantime, Neuralink says it's working on ways to enhance the controls on the technology "to deliver full mouse and video game controller functionality." "Additionally, we plan to enable the Link [brain chip] to interact with the physical world, allowing users to feed themselves and move more independently by controlling a robotic arm or their wheelchair," the company said.
You can watch Alex playing Counter-Strike 2 on YouTube.
Microsoft

Microsoft's White Xbox Series X and 2TB Special-edition Model Launching in October (theverge.com) 23

Microsoft is launching three new Xbox Series S / X console options in October. From a report: There's the $449.99 white discless Xbox Series X, a 2TB "Galaxy Black" special-edition Xbox Series X priced at $599.99, and a $349.99 1TB Xbox Series S. All three models will be available in the US on October 15th, with other markets to follow on October 29th.

The white coating on the exterior of this new discless Xbox Series X matches the "robot white" found on the Xbox Series S, Microsoft's smaller $299 console. While leaks of the white Xbox Series X hinted that Microsoft may upgrade the heatsink used to cool the console, the company hasn't detailed any hardware changes beyond the removal of the disc drive here.

Games

Valve Bans Razer and Wooting's New Keyboard Features In Counter-Strike 2 (theverge.com) 66

The Verge's Tom Warren reports: Valve is banning Counter-Strike 2 players from using keyboard features to automate perfect counter-strafes. Razer was the first keyboard maker to add a Simultaneous Opposing Cardinal Directions (SOCD) feature to its range of Huntsman V3 Pro keyboards last month, followed shortly by Wooting. Using Snap Tap as Razer calls it or Wooting's Snappy Tappy will now get you kicked from Counter-Strike 2 games.

"Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike," says Valve. "We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initially -- exclusively on Valve Official Servers) players suspected of automating multiple player actions from a single game input may be kicked from their match." [...]

Razer and Wooting's SOCD features both let players automate switching strafe directions without having to learn the skill. Normally, to switch strafe directions in a first-person shooter, you have to fully release one key before pressing the other. If both are pressed, they cancel each other, and you stand there for a moment until you release one of the keys. SOCD means you don't need to release a key and you can rapidly tap the A or D key to counter-strafe with little to no effort.

Games

'Civilization 7 Captures the Chaos of Human History In Manageable Doses' (theguardian.com) 62

An anonymous reader quotes a report from The Guardian, written by Julian Benson: It's been eight years since Civilization 6 -- the most recent in a very long-running strategy game series that sees you take a nation from the prehistoric settlement of their first town through centuries of development until they reach the space age. Since 2016 it has amassed an abundance of expansions, scenario packs, new nations, modes and systems for players to master -- but series producer Dennis Shirk at Firaxis Games feels that enough it enough. "It was getting too big for its britches," he says. "It was time to make something new."

"It's tough to even get through the whole game," designer Ed Beach says, singling out the key problem that Firaxis aims to solve with the forthcoming Civilization 7. While the early turns of a campaign in Civilization 6 can be swift, when you're only deciding the actions for the population of a single town, "the number of systems, units, and entities you must manage explodes after a while," Beach says. From turn one to victory, a single campaign can take more than 20 hours, and if you start falling behind other nations, it can be tempting to restart long before you see the endgame. That's why Civilization 7's campaign has been split into three ages -- Antiquity, Exploration and Modern -- with each ending in a dramatic explosion of global crises. "Breaking the game into chapters lets people get through history in a more digestible fashion," Beach says.

When you start a new campaign, you pick a leader and civilization to govern, and direct your people in establishing their first settlements and encounters with the other peoples populating a largely undeveloped land. You'll choose the technologies they research, the expansions they make to their cities, and whom they try to befriend or conquer. Every turn you complete or scientific, economic, cultural and military milestone you pass adds points to a meter running in the background. Once that meter hits 200, you and all the other surviving civilizations on the map will transition into the next age. When moving from Antiquity to Exploration and later Exploration to Modern, you select a new civilization to lead. You'll retain all the cities you controlled before but have access to different technologies and attributes. This may seem strange, but it's built to reflect history: think of London, which was once run by the Romans before being supplanted by the Anglo-Saxons. No empire lasts for ever, but they don't all collapse, either.

Breaking Civilization 7 into chapters also gives campaigns a new rhythm. As you approach the end of an age, you'll begin to face global crises. In Antiquity, for instance, you can see a proliferation of independent powers similar to the tribes that tore down Rome. "We're not calling them barbarians any more," Beach says. "It's a more nuanced way to present them." These crises multiply and strengthen until you reach the next age. "It's like a sci-fi or fantasy series with a huge, crazy conclusion, and then the next book starts nice and calm," Beach says. "There's a point where getting to the next age is a relief."
Here's a round-up of thoughts on Civilization 7 from some of the most respected gaming outlets and reviewers:

Civilization VII hands-on: This strategy sequel rethinks the long game -- Ars Technica's Samuel Axon
Civilization 7 pairs seismic changes with a lovably familiar formula -- Eurogamer's Chris Tapsell
Civilization 7 hands-on: Huge changes are coming to the classic strategy series - PC Gamer's Tyler Wilde
Civilization 7 lets you mix and match history -- and it's a blast - The Verge's Ash Parrish
Civilization 7 Hands-On Preview: Creating Your Legacy - Game Rant's Joshua Duckworth
Sid Meier's Civilization VII preview -- possibly the freshest sequel yet - GamesHub's Jam Walker
How Civilization 7 Rethinks The Series' Structure - GameSpot's Steve Watts
Games

Atari Announces the 7800 Plus Console Coming This Winter (polygon.com) 13

Atari has just announced a renewed version of its 7800 home console from 1986. Polygon: Dubbed the 7800 Plus, the new console will launch later this winter but is already available to pre-order from Atari for $129.99. The 7800 Plus is a scaled-down version of the original hardware equipped with an HDMI connection and has the ability to play first and third-party cartridges for the Atari 2600 and 7800. Additionally, you'll have the option to play your games in their original 4:3 aspect ration, or upscale them to widescreen format. While emulators and other options for playing retro Atari games exist, playing the games on their original hardware remains the definitive way to experience many of these classic titles.

Along with its new console, Atari also announced a pair of new wireless controllers. The CX40 Plus wireless Joystick and CX78 Plus Wireless gamepad are loving recreations of the original hardware as they shipped with the Atari 2600 and 7800. Both of the new controllers are compatible with either the Atari 2600 Plus (released last year) or the new 7800 Plus consoles but can also be hooked up to your PC by using the included USB-C adapter -- they're even compatible with an original 2600 or 7800 if you have one lying around. Both peripherals are available from Atari now and cost $34.99.

Games

Attractive People Are Less Likely To Play Video Games, NBER Study Says (nber.org) 159

From a paper on the National Bureau of Economic Research: We investigate the relationship between physical attractiveness and the time people devote to video/computer gaming. Average American teenagers spend 2.6% of their waking hours gaming, while for adults this figure is 2.7%. Using the American Add Health Study, we show that adults who are better-looking have more close friends. Arguably, gaming is costlier for them, and they thus engage in less of it. Physically attractive teens are less likely to engage in gaming at all, whereas unattractive teens who do game spend more time each week on it than other gamers. Attractive adults are also less likely than others to spend any time gaming; and if they do, they spend less time on it than less attractive adults. Using the longitudinal nature of the Add Health Study, we find supportive evidence that these relationships are causal for adults: good looks decrease gaming time, not vice-versa.
EU

Epic Games Store Debuts on Mobile, Fortnite Returns To iOS in EU (ign.com) 20

Epic Games launched its digital app store on iOS and Android devices on Friday, marking Fortnite's return to Apple's platform in the European Union after a four-year absence. The move follows the implementation of the EU's Digital Markets Act, which mandates Apple to allow third-party app stores. Epic's store is available globally on Android and in the EU for iOS devices running iOS 17.6 or later.

Fortnite, along with Rocket League Sideswipe and Fall Guys, are now accessible through Epic's mobile store and the EU's AltStore. This marks Fall Guys' mobile debut. Epic CEO Tim Sweeney hailed the development as "tangible progress" but noted challenges remain, including Apple's new fees for third-party app distribution. The company aims for 100 million mobile store installations by year-end and plans to offer third-party games by December, with self-publishing slated for early 2025. Epic's 88/12 revenue split model will extend to mobile, potentially disrupting the mobile gaming marketplace dominated by Apple and Google.
AI

Magic: The Gathering Community Fears Generative AI Will Replace Talented Artists (slate.com) 133

Slate's Derek Heckman, an avid fan of Magic: The Gathering since the age of 10, expresses concern about the potential replacement of the game's distinctive hand-drawn art with generative AI -- and he's not alone. "I think we're all pretty afraid of what the potential is, given what we've seen from the generative image side," Sam, a YouTube creator who runs the channel Rhystic Studies, told him. "It's staggeringly powerful. And it's only in its infancy."

"Magic's greatest asset has always been its commitment to create a new illustration for every new card," he said. He adds that if we sacrifice that commitment for A.I., "you'd get to a point pretty fast where it just disintegrates and becomes the ugliest definition of the word product." Here's an excerpt from his report: So far, Magic's parent company, Wizards of the Coast, has outwardly agreed with Sam, saying in an official statement in 2023 that Magic "has been built on the innovation, ingenuity, and hard work of talented people" and forbidding outside creatives from using A.I. in their work. However, a number of recent incidents -- from the accidental use of A.I. art in a Magic promotional image to a very intentional LinkedIn post for a "Principal AI Engineer," one that Wizards had to clarify was for the company's video game projects -- have left many players unsure whether Wizards is potentially evolving their stance, or merely trying to find their footing in an ever-changing A.I. landscape.

In response to fan concerns, Wizards has created an "AI art FAQ" detailing, among other things, the new technologies it's invested in to detect A.I. use in art. Still, trust in the company has been damaged by this year's incidents. Longtime Magic artist David Rapoza even severed ties with the game this past January, citing this seeming difference between Wizards' words and actions when it comes to the use of A.I. Sam says the larger audience has likewise been left "cautiously suspicious," hoping to believe Wizards' official statements while also carefully noting the company's moves and mistakes with the technology. "I think what we want is for Wizards to commit hard to one lane and stay [with] what is tried and true," Sam says. "And that is prioritizing human work over shortcuts."

Nintendo

Nintendo Completely Sat Out the Video Game Graphics Wars. It's Winning Anyway. (sherwood.news) 70

Manny Fidel, reporting for Sherwood News: When you're immersed in a game like "Cyberpunk 2077," it's easy to get lost in its realism. As you run around the crowded streets of Night City, you notice the reflections of the city lights and neon signs in the puddles when it rains. Even the complexion and texture of a character's skin are enamoring. At full power, the game, created by CD Projekt Red, is a graphical marvel. It's also a symbol of a decades-long arms race between the biggest video game companies to make things look as real as possible. And then there are Nintendo games.

Take 2022's "Pokemon Scarlet" and "Pokemon Violet" on the Nintendo Switch. Despite being the latest releases in a legendary franchise, in terms of its graphics they could've easily been published 15 years ago. It's a perfect example of how, sometimes to the frustration of gamers, Nintendo seemingly refuses to step into the present day. None of its flagship games really compete with the rest of the industry's optical experiences. The graphics of games like "Red Dead Redemption 2," "Starfield," and "The Last of Us: Part II" are decades ahead of Nintendo.

But here's the thing: Nintendo doesn't have to catch up, nor does it want to. "Pokemon Scarlet" and "Pokemon Violet" sold 10 million copies during their launch weekend alone. According to IGN, Nintendo is responsible for three of the top five bestselling video game consoles of all time. Its characters -- Mario and Luigi, Link and Zelda, Pikachu and Ash -- have defined and are constantly redefining the industry. Nintendo is a money machine. It's been raking in more than $10 billion in revenue (more than 1.6 trillion yen) annually for the past several years, and its profits have grown sharply, topping out at about $3.3 billion in the fiscal year ended March 2024. For comparison, in its latest fiscal year, Sony's gaming division generated $29.1 billion of revenue and an operating profit of nearly $2 billion. Nintendo posted $11.4 billion of revenue and an operating profit of $3.6 billion.

First Person Shooters (Games)

DOOM and DOOM 2 Getting New Enhanced Versions (ign.com) 63

QuakeCon 2024 kicks off today with the announcement of enhanced remasters of the first two Doom games, which will feature online cross-platform deathmatch, co-op support for up to 16 players, upgraded visuals, and additional content including a new episode for Doom 2. The compilation, titled DOOM + DOOM 2, runs on the KEX Engine and will include new maps, a newly-updated soundtrack, and support for 4K resolution, with a possible free upgrade for existing console owners. IGN reports: While unconfirmed, it appears that console owners who already own DOOM or DOOM 2 will get the upgrade for free. It's currently available for purchase on Xbox Series X/S for $9.99, though it has been pulled from the Steam store. When it's released, DOOM + DOOM 2 will be perhaps the most comprehensive version of the venerable shooters to date. You can watch the trailer here.

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