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Classic Games (Games)

17-Year-Old Beats Magnus Carlsen in World Rapid Chess Championship (theguardian.com) 52

Each player gets 15 minutes for all moves (plus a 10-second-per-move increment) at the World Rapid Chess Championship.

But players only get three minutes for all moves (plus a 2-second-per-move increment) in the World Blitz Chess Championship.

So what happened? World chess champion Magnus Carlsen entered both events, and... A little-known 17-year-old from Uzbekistan made a clean sweep of Magnus Carlsen and the global chess elite on Tuesday, incidentally setting a world age record. Nodirbek Abdusattorov won the World Rapid championship in Warsaw, claiming en route the scalps of Magnus Carlsen and the No 1's last two challengers, Fabiano Caruana and Ian Nepomniachtchi...

After 21 rounds of three-minute games on Wednesday and Thursday, France's Maxime Vachier-Lagrave defeated Poland's Jan-Krzysztof Duda in a tie-break to win the World Blitz title. The 18-year-old world No 2, Alireza Firouzja, was third but Carlsen was well adrift in 12th place. He said: "Some days you just don't have it. I was nowhere near close to the level I needed to be today."

At 17 years three months Abdusattorov becomes the youngest ever world champion in open competition... After 13 rounds he was in a quadruple tie on 9.5 points with Carlsen, Caruana and Nepomniachtchi, but the regulations excluded Carlsen and Caruana from the play-off due to their inferior tie-breaks. An angry Carlsen denounced the rules as "idiotic. Either all players on the same amount of points join the play-off or no one does..."

[In the final play-off game] Abdusattorov easily drew with Black, then won the second game despite twice missing mate in two near the end.

The Almighty Buck

'Play-to-Earn' and Bullshit Jobs (paulbutler.org) 175

Speaking of "play-to-earn" games, Paul Butler, writing in a blog post: In Bullshit Jobs: A Theory, David Graeber makes the case that a sizable chunk of the labour economy is essentially people performing useless work, as a sort of subconscious self-preservation instinct of the economic status quo. The book cites ample anecdotal evidence that people perceive their own jobs as completely disconnected from any sort of value creation, and makes the case that the ruling class stands to lose from the proletariat having extra free time on their hands. It's a thoughtfully presented case, but when I read the book a few years back, I was skeptical that any mechanism to create bullshit jobs could arise from a system as inherently Darwinian as capitalism.

I've recently been exploring the themes around web3 to see if there's a "there" there, and Graeber's book has been on my mind again. One of the most apparently successful examples of web3 that people point to, aside from art NFTs, is so-called play-to-earn games. The most successful of these is Axie Infinity, a trade-and-battle game reminiscent of Pokemon. In a crypto economy crowded with vapourware and alpha-stage software, Axie Infinity stands out. Not only has it amassed a large base of users, the in-game economy has actually provided a real-world income stream to working-class Filipinos impacted by the pandemic. Some spend hours each day playing the game, and then sell the in-game currency they earn to pay their real-world bills. That's obviously a good thing for them, but it also appears to be a near-Platonic example of Graeber's definition of a bullshit job.

[...] In contrast to other games in which in-game economies have developed, Axie Infinity puts players' opportunity to make an income and transfer it to the real world at the forefront. As they put it in their FAQ, what sets Axie Infinity apart is an ethos: "We believe in a future where work and play become one. We believe in empowering our players and giving them economic opportunities." These "economic opportunities" are essentially a wealth transfer from new players to established ones. Gameplay requires the purchase of three Axies, which currently cost in the hundreds of US dollars each. [...] By blurring the line between "player" and "worker," the game has effectively built a Ponzi scheme with built-in deniability. Sure, some users will be net gainers and other users will be net losers, but who am I to say the net losers aren't in it for the joy of the game? The same could be said about online poker or sports betting, to be sure, but we would rightfully recoil if those were positioned as a way to lift people out of poverty.

Games

How John Madden Became the 'Larger-Than-Life' Face of a Gaming Empire (nytimes.com) 38

"[John] Madden, who died Tuesday, helped bring to life a series of football video games that have generated $7 billion in revenue since 1988," reports the New York Times. An anonymous reader shares an excerpt from the report, written by Kellen Browning and Kevin Draper: Trip Hawkins first met John Madden in the dining car of an Amtrak train traveling from Denver to Oakland, Calif., in 1984, after Madden had agreed to lend his name and football prowess to a football simulation video game. Madden, the legendary coach and broadcaster, quickly made it clear who would be calling the shots. Because of the limits of computer processing power, Hawkins, who had founded the gaming company Electronic Arts two years earlier, floated the idea of a video game with seven-on-seven football, rather than the 11-on-11 version used in the N.F.L. Madden just stared at him, and said "that isn't really football," Hawkins recalled. He had to agree. "If it was going to be me and going to be pro football, it had to have 22 guys on the screen," Madden once told ESPN. "If we couldn't have that, we couldn't have a game."

The extra years spent developing a more realistic game, which was called John Madden Football and debuted in 1988 for the Apple II computer, paid off. Decades later, the Madden NFL series of video games continues to sell millions of copies annually, has helped turn E.A. into one of the world's most prominent gaming companies and has left a lasting mark on football fandom and the N.F.L. Although he coached the Oakland Raiders to a Super Bowl victory and was lauded for his work as a television analyst, Madden, who died Tuesday at age 85, is better known to legions of younger sports fans as the namesake of the iconic video game franchise that has generated more than $7 billion in revenue. "Every dorm room right now, every basement, every couch, there's people sitting down playing Madden," said Scott Cole, a longtime sports broadcaster who has called games for several years for the Madden Championship Series, the most competitive Madden NFL tournaments.
Slashdot reader schwit1 first shared the news of Madden's passing.
Games

Was 2021 the Worst Year Ever for Games? (theguardian.com) 61

Covid-19's knock-on effects have delayed development so much that most games we thought we'd be playing now have drifted into next year. From a report: I'm Keza MacDonald, the Guardian's video games editor. I have been a video games journalist for 16 years, and my extended family only recently stopped asking me when I was going to get a real job over Christmas dinner. I guess they've given up on me now. This December, as usual, the release calendar has been as sparse as the hairs on Agent 47's head. Last year we at least had Cyberpunk 2077's fiasco of a launch to distract us from the end-of-2020 doldrums; you can only hope that it will fare better when the PS5 and Xbox Series X versions are, finally, released in the spring. On the plus side, right now there is actually time to catch up on things without the distraction of shiny new things coming out every week. Absorbing myself in a video game has always been a good way to stave off end-of-year ennui in the festive perineum between Christmas and New Year's Eve.

Those Christmas games loom large in the memory -- one year it was Mass Effect 2, which I played for days straight wrapped in a duvet in my freezing cold Edinburgh flat; one Christmas as a teenager I persuaded my parents to get me Animal Crossing on US import and spent the subsequent days completely ignoring my family in favour of my new weird animal neighbours. (I've got my own kids now, and last year I did the same in Animal Crossing: New Horizons. Some things don't change.) It's been a strange year for games, partly because the knock-on effects of Covid-19 have delayed the process of game development so much that most of the things we thought we'd be playing now have drifted into next year. Game development is an extraordinarily collaborative endeavour, especially when there are 100 or more people on a team, and working from home has slowed things down massively at a lot of studios with whom I've spoken.

Nintendo

Nintendo Had Plans To Bring Email, Internet Searching, and Live Streams To the Game Boy Color (kotaku.com) 17

According to journalist Liam Robertson, Nintendo had plans to release a Game Boy accessory called the PageBoy that would've used radio transmission technology "to let Game Boy Color owners search for information and read international news, game magazines, weather reports, sports scores, and even, most ambitiously, watch live television," reports Kotaku. "This tech would also allow users to contact and message other PageBoy owners. This radio transmission technology at the time was heavily used by pagers, which is actually where the PageBoy name came from." From the report: In a video out [yesterday], Roberston revealed a whole bunch of details and images of the proposed device for the first time. [...] Roberston spoke to some folks who worked on the PageBoy project with Nintendo about the device and how it came to be and what ultimately killed it before it saw the light of day. According to those involved, after a meeting with Nintendo of America in 1999, the company was excited about the potential for the PageBoy, and for the next three years, Nintendo worked with Wizard -- a group created to help manage the device -- to see if this add-on could actually be created and if it would end up being profitable.

While Nintendo was impressed by many of PageBoy's features, including the ability to send images using the Game Boy camera and even the potential for Nintendo to send live videos to PageBoy owners via the radio transmission tech, it ran into a major roadblock. The device relied on radio networks that only existed in a select few parts of the world, like the United States, greatly limiting the device's customer base. According to Robertson, he was told that Nintendo believed the key to Game Boy's success was how universal the hardware was, allowing users around the world to play the same games with the same features. So, because of this, Nintendo reportedly canceled the project in July 2002. However, as pointed out by Roberston, many of the ideas proposed by Wizard for the PageBoy would end up becoming a reality in the years that followed.

Nintendo

Nintendo Wins High Court Injunction to Block Access to Pirated Switch ROMs (torrentfreak.com) 14

An anonymous reader shares a report: In an effort to restrict access to pirated ROMs illegally made available for its Switch console, Nintendo has obtained a UK High Court injunction against six internet service providers. Targeted against ROM portals with NSW2U and NSWROM branding, the two-year blocking order requires BT, Virgin, Sky, TalkTalk and others to block the sites after they failed to respond to infringement complaints.
Your Rights Online

Could GDPR Policy Erase Your Games? It Happened To an Ubisoft Customer (pcworld.com) 104

If you haven't used your Ubisoft account in a while, there's a chance the game publisher might nuke your account for being inactive -- that's the reality one gamer said he discovered after stepping away from PC gaming for more than a year. From a report: "In 2020, I sold my PC because I was gaming way too much and it went a bit over the healthy way of doing it. I made a choice to work and attend school," a Norwegian gamer named Tor, who wished to be identified only by his first name, told PCWorld. He sold off his Core i7 and GeForce GTX 1080 Ti machine, and began relying on his phone as his only piece of technology.

But by the summer of 2021, Tor decided to get back into gaming, so he purchased a new gaming PC, only to discover he was unable to log into his Ubisoft account. Tor told PCWorld he was able to reset the password, but eventually learned the account had been closed, taking several hundred dollars of purchased games with it. All Ubisoft titles from Tom Clancy's Rainbow Six Siege series to Assassins' Creed and more were gone. But none of the other services he uses had been cut off. Only Ubisoft disappeared, he said. Ubi officials, however, flatly insist whatever happened in Tor's case isn't normal and that it has never deleted any account that hasn't been logged into in less than four years. The company also says any account that has a purchased game tied to it, would also not be up for closure at all. Despite what the company says though, Tor insists his account and games are gone. "Ubisoft told me they can't recover it. It's deleted, permanently locked," he said.

Businesses

Is the Video Game Industry Closer to Unionization Than Ever Before? (msn.com) 81

"Video game companies in North America have never successfully unionized," reports the Washington Post. "That changed December 16, when a union at the indie developer Vodeo Games was recognized by management." While video game companies rake in billions of dollars, their workers complain of unfair labor practices, long hours, sexual harassment and workplace misconduct... In the past, game workers would avoid speaking out publicly against their employer, as it could tarnish their reputation within the industry and make it difficult to find future jobs. But after decades of major gaming companies expecting employees to work 80- or 90-hour workweeks, and of workers fearing retaliation from management, Vodeo employees told The Post that the tide was changing...

What's happening in the games industry at Activision Blizzard and Vodeo is unprecedented. No single gaming company like Activision Blizzard has dominated the headlines with lawsuit after lawsuit for months before, topped off with an explosive Wall Street Journal report in November that claimed CEO Bobby Kotick did not inform the company's board of directors for years about sexual misconduct allegations. A petition calling for Kotick's resignation that was circulated among employees netted over 1,850 signatures... At least several dozen Activision Blizzard workers across the company are in the midst of their third work stoppage following a California state agency lawsuit that alleged widespread sexual harassment and misconduct at the company. The strike is on its third week as workers demand that management rehire 12 contractors from Call of Duty developer Raven Software and promote all Raven quality assurance testers to full-time status. Some in-person demonstrations have taken place at the quality assurance office in Austin, Texas.

Activision Blizzard management responded to employees in a Dec. 10 email that ongoing work toward improving company culture would be best achieved without a union...

Activision Blizzard's tumultuous battle with lawsuits, government investigations and worker protests has Wall Street analysts downgrading their rating of its stock. Unionization would further lower the company's market value, according to Wedbush Securities analyst Michael Pachter. "If they were to succeed [in unionizing], the company would have to determine whether to recognize the union or to bust it," Pachter said. "If only the hourly workers chose unionization, Activision could decide whether it is cheaper to recognize them or to export their jobs to a nonunion locale."

That possibility looms large for workers in the industry. "I do fear for my job," said Aubrey Ryan, a contractor working for Blizzard. "Even if I'm fired, I have been part of a movement that is going to change the games industry. I might not benefit, but future people like me will."

Some interesting quotes from two pro-union figures interviewed by the Post:
  • "There's been a lot of groundwork that's been happening in the game industry over the last few years in terms of raising awareness about unions." — Vodeo designer Carolyn Jong
  • "Vodeo has broken the ice on smaller studios. There are definitely folks at smaller studios that are realizing that unions are not just for triple A studios..." — a Southern California games-industry organizer

Games

Virtual Guns in Videogames Could Soon Be Worth Real Money (wsj.com) 93

Game makers are increasingly selling virtual weapons and gear as NFTs, extending the trendy digital deeds' reach but rankling some players. From a report: More videogame makers are selling virtual guns, helmets and other gear in the form of NFTs, a move that is increasingly pushing the trendy digital deeds into the average household. Players have been paying for virtual goods in games like "Grand Theft Auto Online" and "World of Warcraft" for years, but turning those items into nonfungible tokens would let gamers trade and resell them, making them into potentially valuable assets. The change also could mean that players who buy an NFT in one game could use it later in other games, on social media and in other corners of the internet -- an important step in developing an economy for the so-called metaverse. "FarmVille" maker Zynga and "Assassin's Creed" creator Ubisoft Entertainment are among the first big, publicly traded gaming companies to say they are experimenting with the strategy. Electronic Arts, Playtika and others are also looking into NFTs' potential use for engaging players.

"We're doing this because this may be part of the future of gaming," said Matt Wolf, Zynga's new vice president of blockchain gaming. "This is all about community building." Nonfungible tokens are essentially digital deeds that verify the authenticity of the items they represent as unique. They are the latest internet-based collecting craze, and so far they have come in forms ranging from digital artwork and trading cards to virtual real estate and sneakers, as well as concert tickets and even sports highlights. The tokens are stored on a blockchain, a digital ledger that shows when they were purchased and for how much, and ensures NFTs can't be duplicated or changed. Amid all that activity, NFTs' advent in videogames holds particular significance because gamers spend so much time in virtual worlds. That makes them potential early adopters in the metaverse -- a virtual realm where proponents say people will work, play and shop and where technology experts say the ability to buy and sell NFTs will be key.

Games

75% of Steam's Top 1000 Games Work On Linux Now (ghacks.net) 83

75% of the top 1,000 games run on Linux now, and the figure is even higher, at 80%, for the top 100 games. gHacks reports: Valve Software, the company behind the popular Steam gaming platform and smash hits such as Dota 2, Half-Life and Team Fortress, announced plans in 2018 to improve Windows game support for Linux. [...] The independent database protondb keeps track of compatibility using user reports. Compatibility has improved significantly in recent years. The site highlights compatibility for the top 10, top 100 and top 1000 games on Steam.

75% of the top 1000 games run on Linux now, and the figure is even higher, at 80%, for the top 100 games. Only the top 10 games are not well represented, as only 40% of them run on Linux without major issues according to the database. Users have submitted more than 150,000 reports for over 21,000 games to the site. Of these 21,000 games, more than 17,600 are working according to the site. Games on the database are ranked using a medal system. Platinum and Gold rated games run perfectly, and silver games may have minor issues. Bronze games may crash or have serious issues. Borked games won't work at all or are unplayable, and native Linux games are just the opposite of that.

Protondb has a search feature that Linux gamers may use to find out if games that they are interested in work well on Linux. All games that match the search term are returned, which means that you can search for entire series of games, e.g. King's Bounty, Final Fantasy or Civilization, and get all reported games and their compatibility rating returned. Compatibility is improving, and while there are still games that won't run on Linux, it is clear that compatibility has improved significantly in the past couple of years.

Businesses

Inside Ubisoft's Unprecedented 'Exodus' of Developers (axios.com) 36

Colleagues across Ubisoft have names for the procession of developers who have departed over the past 18 months: "the great exodus" and "the cut artery." Across the company's global network of studios, which at 20,000-plus employees is one of gaming's largest workforces, many developers have decided it's time to quit. And many of their colleagues describe a flow of goodbyes that they've never seen before. Axios reports: Top-name talent is leaving, with at least five of the top 25-credited people from the company's biggest 2021 game, Far Cry 6, already gone. Twelve of the top 50 from last year's biggest Ubisoft release, Assassin's Creed Valhalla, have left too. (A 13th recently returned.) Also out are midlevel and lower-level workers as headcounts drop, particularly in Ubisoft's large and normally growing Canadian studios. LinkedIn shows Ubisoft's Montreal and Toronto studios each down at least 60 total workers in the last six months. Two current developers tell Axios the departures have stalled or slowed projects. One developer recently said a colleague currently at Ubisoft contacted them to solve an issue with a game, because no one was still there who knew the system.

Interviews with a dozen current and former Ubisoft developers cite a range of factors for the departures, including low pay, an abundance of competitive opportunities, frustration at the company's creative direction, and unease at Ubisoft's handling of a workplace misconduct scandal that flared in mid-2020. One developer with more than a decade of experience at Ubisoft before recently leaving said the company is "an easy target for recruiters," given the company's myriad issues. Said another now-former Ubisoft worker who was disappointed by directives from the company's Paris HQ: "There's something about management and creative scraping by with the bare minimum that really turned me away." Many spoke fondly of much of their time at the company, and one said they'd even consider returning, but the past year and a half was a breaking point.
"Management says it's on top of it, telling Axios that attrition is up but that the company has hired 2,600 workers since April," the report adds.

"A spokesperson noted that questions in a recent companywide survey, about whether employees are happy at the company and would 'recommend Ubisoft as a great place to work,' returned a score of 74, which they said was in line with the industry average."
Hardware

This 8-bit Processor Built in Minecraft Can Run Its Own Games (pcworld.com) 60

The months-long project demonstrates the physics behind the CPUs we take for granted. From a report: Computer chips have become so tiny and complex that it's sometimes hard to remember that there are real physical principles behind them. They aren't just a bunch of ever-increasing numbers. For a practical (well, virtual) example, check out the latest version of a computer processor built exclusively inside the Minecraft game engine. Minecraft builder "Sammyuri" spent seven months building what they call the Chungus 2, an enormously complex computer processor that exists virtually inside the Minecraft game engine. This project isn't the first time a computer processor has been virtually rebuilt inside Minecraft, but the Chungus 2 (Computation Humongous Unconventional Number and Graphics Unit) might very well be the largest and most complex, simulating an 8-bit processor with a one hertz clock speed and 256 bytes of RAM. Minecraft processors use the physics engine of the game to recreate the structure of real processors on a macro scale, with materials including redstone dust, torches, repeaters, pistons, levers, and other simple machines. For a little perspective, each "block" inside the game is one virtual meter on each side, so recreating this build in the real world would make it approximately the size of a skyscraper or cruise ship.
Books

2021's Hugo Award Winners Include a Videogame, Plus Netflix and NBC Shows (thehugoawards.org) 71

The World Science Fiction Society has selected this year's winners for their prestigious Hugo award.

The best novel award went to Network Effect, the fifth book in the Murderbot Diaries series by Martha Wells, which also won this year's Hugo award for best series. (And Network Effect also won 2021's Nebula award for best novel, given by the Science Fiction and Fantasy Writers of America.) Here's how publisher Tor.com begins their description: You know that feeling when you're at work, and you've had enough of people, and then the boss walks in with yet another job that needs to be done right this second or the world will end, but all you want to do is go home and binge your favorite shows? And you're a sentient murder machine programmed for destruction? Congratulations, you're Murderbot.

Come for the pew-pew space battles, stay for the most relatable A.I. you'll read this century.

The best novelette award went to Two Truths and a Lie by Sarah Pinsker — available now for free reading online (which also won a Nebula award). The best novella award went to The Empress of Salt and Fortune by Nghi Vo. (Both were also published by Tor.com.) Also available for free reading online is the Hugo winner for best short story, "Metal Like Blood in the Dark" by T. Kingfisher. (And Kingfisher won a second Hugo this year — the Lodestar award for best young adult book for A Wizard's Guide to Defensive Baking — which also won a Nebula award.)

A special award for "Best Related Work" went to Beowulf: A New Translation. ("Maria Dahvana Headley's decision to make Beoulf a bro puts his macho bluster in a whole new light," wrote the New York Times.) And the Best Graphic Story award went to Parable of the Sower: A Graphic Novel Adaptation, written by Octavia Butler and adapted by Damian Duffy...

Netflix won a Hugo award for The Old Guard ("Best Dramatic Presentation, Long Form"), while the final 53-minute episode of NBC's TV show The Good Place won the Hugo for Best Dramatic Presentation, Shortform. (The episode also won this year's "Ray Bradbury Nebula Award for Outstanding Dramatic Presentation".)

And there were also awards for best fan podcast, best fan writer, and best fanzine, as well as special one-off Hugo award for best video game, which went to the game Hades.
United States

Vodeo Becomes the First Unionized Games Studio In North America (engadget.com) 57

Vodeo Games, which was founded this year by Threes designer Asher Vollmer, has successfully unionized with CODE-CWA -- the Communication Workers of America's Campaign to Organize Digital Employees. Engadget reports: Operating out of various locations in the US and Canada, the all-remote team of 13 is an unusual case for a few reasons. Foremost, about half of the bargaining unit are independent contractors -- typically the exact sort of workers left out of, or deemed ineligible for, a union. And while much of the push to unionize digital workspaces in recent years has focused on curbing abuses by management and pay imbalances, Vodeo's does not appear to stem from a need to course-correct away from imminent disaster. Rather, their desire to unionize seems rooted in wanting to maintain an equitable workplace. "They're not organizing because there's some big scary boss, like Bobby Kotick or someone," campaign lead for CODE-CWA Emma Kinema told Polygon. "They're organizing because they care so much about the work they do, and they want more of a say over how it's done -- the conditions in which they work to actually make those games that they care about."

"All workers deserve a union and a say in how their workplace is run, no matter where they work, what their employment status is, or what kind of conditions they work under," Myriame Lachapelle, a producer at Vodeo Games, wrote in a statement to press. "We have been inspired by the growing worker organizing within the gaming industry and hope we can set a new precedent for industry-wide standards that will better our shared working conditions and inspire others to do the same." Vodeo released its first game, the Peggle-like RPG Beast Breaker, in September to largely positive reviews. It's available for PC, Mac and Switch.

Nintendo

Masayuki Uemura, Designer of the Nintendo Entertainment System, Dies At 78 (nytimes.com) 18

"The New York Times has an obituary for Masayuki Uemura, designer of the first Nintendo Entertainment System console," writes Slashdot reader nickovs. Here's an excerpt from the report: Video game consoles had a moment of popularity in the early 1980s, but the market collapsed because of shoddy quality control and uninspiring software that failed to provide the thrills of arcade hits like Pac-Man and Space Invaders. Truckloads of unsold game cartridges ended up in landfills, and retailers decided that home gaming systems had no future. But in 1985, the release of the Nintendo Entertainment System in the United States changed the industry forever. The unassuming gray box with its distinctive controllers became a must-have for an entire generation of children and prompted Nintendo's virtual monopoly over the industry for the better part of a decade as competitors pulled out of the market in response to the company's dominance. "The NES was not the first video game console," adds nickovs. "The quality of the games that became available for the NES, including titles like Super Mario Brothers, made it much more appealing than pervious boxes and that lead to its commercial success. These games would not have been possible without the hardware that Uemura designed."
The Matrix

'Matrix' Stars Discuss Free 'Matrix Awakens' Demo Showing Off Epic's Unreal Engine 5 (theverge.com) 34

This year's Game Awards also saw the premiere of The Matrix Awakens, a new in-world "tech demonstrator" written by Lana Wachowski, the co-writer/director of the original Matrix trilogy and director of the upcoming sequel. It's available free on the PS5 and Xbox Series X/S, reports the Verge, and they also scored a sit-down video interview with Keanu Reeves and Carrie-Ann Moss about the new playable experience — and the new Matrix movie: Reeves also revealed that he thinks there should be a modern Matrix video game, that he's flattered by Cyberpunk 2077 players modding the game to have sex with his character, and why he thinks Facebook shouldn't co-opt the metaverse.

Apart from serving as a clever promotion vehicle for the new Matrix movie premiering December 22nd, The Matrix Awakens is designed to showcase what's possible with the next major version of Epic's Unreal Engine coming next year. It's structured as a scripted intro by Wachowski, followed by a playable car chase scene and then an open-world sandbox experience you can navigate as one of Epic's metahuman characters. A big reason for doing the demo is to demonstrate how Epic thinks its technology can be used to blend scripted storytelling with games and much more, according to Epic CTO Kim Libreri, who worked on the special effects for the original Matrix trilogy...

Everything in the virtual city is fully loaded no matter where your character is located (rather than rendered only when the character gets near), down to the detail of a chain link fence in an alley. All of the moving vehicles, people, and lighting in the city are generated by AI, the latter of which Libreri describes as a breakthrough that means lighting is no longer "this sort of niche art form." Thanks to updates coming to Unreal Engine, which powers everything from Fortnite to special effects in Disney's The Mandalorian, developers will be able to use the same, hyper-realistic virtual assets across different experiences. It's part of Epic's goal to help build the metaverse.

Elsewhere the site writes that The Matrix Awakens "single-handedly proves next-gen graphics are within reach of Sony and Microsoft's new game consoles." It's unlike any tech demo you've ever tried before. When we said the next generation of gaming didn't actually arrive with Xbox Series X and PS5, this is the kind of push that has the potential to turn that around....

Just don't expect it to make you question your reality — the uncanny valley is still alive and well.... But from a "is it time for photorealistic video game cities?" perspective, The Matrix Awakens is seriously convincing. It's head-and-shoulders above the most photorealistic video game cities we've seen so far, including those in the Spider-Man, Grand Theft Auto and Watch Dogs series... Despite glitches and an occasionally choppy framerate, The Matrix Awakens city feels more real, thanks to Unreal Engine's incredible global illumination and real-time raytracing ("The entire world is lit by only the sun, sky and emissive materials on meshes," claims Epic), the detail of the procedurally generated buildings, and how dense it all is in terms of cars and foot traffic.

And the most convincing part is that it's not just a scripted sequence running in real-time on your PS5 or Xbox like practically every other tech demo you've seen — you get to run, drive, and fly through it, manipulate the angle of the sun, turn on filters, and dive into a full photo mode, as soon as the scripted and on-rails shooter parts of the demo are done. Not that there's a lot to do in The Matrix Awakens except finding different ways to take in the view. You can't land on buildings, there's no car chases except for the scripted one, no bullets to dodge. You can crash any one of the game's 38,146 drivable cars into any of the other cars or walls, I guess. I did a bunch of that before I got bored, though, just taking in the world.... Almost 10 million unique and duplicated assets were created to make the city....

Epic Games' pitch is that Unreal Engine 5 developers can do this or better with its ready-made tools at their disposal, and I can't wait to see them try.

Classic Games (Games)

Magnus Carlsen Wins 8th World Chess Championship. What Makes Him So Great? (espn.com) 42

"On Friday, needing just one point against Ian Nepomniachtchi to defend his world champion status, Magnus Carlsen closed the match out with three games to spare, 7.5-3.5," ESPN reports. "He's been the No 1 chess player in the world for a decade now...

"In a technologically flat, AI-powered chess world where preparation among the best players can be almost equal, what really makes one guy stand out with his dominance and genius for this long...? American Grandmaster and chess commentator Robert Hess describes Carlsen as the "hardest worker you'll find" both at the board and in preparation. "He is second-to-none at evading common theoretical lines and prefers to outplay his opponents in positions where both players must rely on their understanding of the current dynamics," Hess says...

At the start of this year, news emerged of Nepomniachtchi and his team having access to a supercomputer cluster, Zhores, from the Moscow-based Skolkovo Institute of Science and Technology. He was using it for his Candidates tournament preparation, a tournament he went on to win. He gained the challenger status for the World Championship and the Zhores supercomputer reportedly continued to be a mainstay in his team. Zhores was specifically designed to solve problems in machine learning and data-based modeling with a capacity of one Petaflop per second.... Players use computers and open-source AI engines to analyze openings, bolster preparation, scour for a bank of new ideas and to go down lines that the other is unlikely to have explored.

The tiny detail though is, that against Carlsen, it may not be enough. He has the notoriety of drawing opponents into obscure positions, hurling them out of preparation and into the deep end, often leading to a complex struggle. Whether you have the fastest supercomputer on your team then becomes almost irrelevant. It comes down to a battle of intuition, tactics and staying power, human to human. In such scenarios, almost always, Carlsen comes out on top. "[Nepomniachtchi] couldn't show his best chess...it's a pity for the excitement of the match," he said later, "I think that's what happens when you get into difficult situations...all the preparation doesn't necessarily help you if you can't cope in the moment...."

Soon after his win on Friday, Carlsen announced he'd be "celebrating" by playing the World Rapid and Blitz Championships in Warsaw, a fortnight from now. He presently holds both those titles...

The article also remembers what happened in 2018 when Carlsen was asked to name his favorite chess player from the past. Carlsen's answer?

"Probably myself, like, three or four years ago."
Android

Android Games Are Coming To Windows PCs In 2022 (gizmodo.com) 19

Google is bringing Android games from Google Play to Windows laptops, PCs, and tablets, the company announced on Thursday. Gizmodo reports: Google announced a standalone Google Play Games launcher that lets gamers play mobile titles on Windows PCs at The Game Show Awards on Thursday. The upcoming app will allow players to close out of their game on one device and resume playing where they left off on another. This means you could switch between a Chromebook, Windows PC, and Android phone without losing saved data. The app, which is being built and distributed by Google, runs games locally on your system, no cloud streaming required. So far, Google has only teased the service in a brief video clip, so some important details haven't been revealed. We do, however, know it is set to arrive sometime in 2022.
Microsoft

Microsoft Quietly Told Apple It Was Willing To Turn Big Xbox-exclusive Games Into iPhone Apps (theverge.com) 7

Private emails show Microsoft wheeling and dealing to get into the App Store. From a report: Remember when Apple pretended like it would let cloud gaming services like Microsoft xCloud and Google Stadia into the App Store, while effectively tearing their business models to shreds? Know how Microsoft replied that forcing gamers to download hundreds of individual apps to play a catalog of cloud games would be a bad experience? In reality, Microsoft was willing to play along with many of Apple's demands -- and it even offered to bring triple-A, Xbox-exclusive games to iPhone to help sweeten the deal. That's according to a new set of private emails that The Verge unearthed in the aftermath of the Epic v. Apple trial.

These games would have run on Microsoft's Xbox Cloud Gaming (xCloud) platform, streaming from remote server farms filled with Xbox One and Xbox Series X processors instead of relying on the local processing power of your phone. If the deal had been made, you could have theoretically bought a copy of a game like Halo Infinite in Apple's App Store itself and launched it like any other app -- instead of having to pay $14.99 a month for an Xbox Game Pass Ultimate subscription with a set catalog of games and then needing to use Microsoft's web-based App Store workaround. But primarily, Microsoft was negotiating to bring its Netflix-esque catalog of xCloud games to the App Store, at a time when Apple had gotten very touchy about cloud gaming in general.

The emails, between Microsoft Xbox head of business development Lori Wright and several key members of Apple's App Store teams, show that Microsoft did start with a wide array of concerns about stuffing an entire service worth of Xbox games into individual App Store apps as of February 2020. Wright mentioned the "Complexity & management of creating hundreds to thousands of apps," how they'd have to update every one of those apps to fix any bugs, and how all those app icons could lead to cluttered iOS homescreens, among other worries.

Games

Year After Cyberpunk Debut, CD Projekt No Nearer Redemption (bloomberg.com) 95

A year since the botched premiere of CD Projekt SA's Cyberpunk 2077, things haven't got a whole lot better for the struggling Polish video-game studio. From a report: The shares are down 54% in that time and analyst price targets indicate a further 15% downside over the coming 12 months. It's a far cry from the hype that surrounded the launch of the futuristic role-playing game that had been touted as the next in a line of blockbusters that culminated with the third installment of the Witcher series in 2015. Where analysts had originally expected Cyberpunk sales of 30 million units in the year after the game's release, they now expect 17.3 million copies to have been sold in that time, according to the average of nine estimates compiled by Bloomberg. That includes 13.7 million sold in pre-orders and at around the time of last year's launch. "2021 has illustrated how long and bumpy the road to rehabilitation will be," said Matti Littunen, an analyst at Bernstein. "Fixing Cyberpunk, which is the key for audience relationship, will take a while." Even as Cyberpunk is finally getting better reviews thanks to multiple patches, redemption remains distant. In 2022, when the studio plans to release a new, technically advanced version of the game for next-generation consoles, analysts see sales rising to only 5.3 million units from 3.6 million for 2021. They are also uncertain about average prices, as Cyberpunk is continues to be sold at a discount to its launch price of $59.99.

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