Businesses

A $20 Billion Company's Future Hinges on The New PUBG (bloomberg.com) 13

The game formerly known as PlayerUnknown's Battlegrounds accounts for 97% of the revenue of its maker Krafton. Given that the Seoul-based company is valued at almost $20 billion, we have a rough estimate for how much this single game is worth, according to the stock market. A good chunk of that value is in the potential that title holds for expansion. From a report: Krafton has staked its future on making PUBG -- no longer an abbreviation but a brand for a wider intellectual property franchise -- into a big fantasy universe spanning different games and entertainment genres. The first big test of this strategy is PUBG: New State, the mobile sequel that moves the battle royale action to 2051 and adds more advanced weaponry, vehicles and graphics. It arrives on Nov. 11. I haven't played it to be able to tell you how good it will be, but I would be hugely surprised if it turns into anything other than another money printer for Krafton.

The reason for my confidence is simple: The company isn't straying too far from what made the original 2017 game a hit and is mostly changing the cosmetics atop the underlying physics and gameplay. This approach has proven highly successful in the mobile arena. The smartphone game is launching in more than 200 countries and in 17 different languages and has already had more than 50 million preregistrations. Another essential element for mobile success that Krafton taps into is making the game free to play. The vast majority of smartphone app store revenue comes from games, which seems counterintuitive considering that most of those games demand no upfront payment. The real money, however, is in enticing players to make microtransactions within the game, such as personalizing your character with "skins" or buying a pet or better weapons. This is such a big deal that Epic Games took Apple and Alphabet's Google to court over the split of who gets to profit from those addictive little in-game buys in PUBG rival Fortnite.

Emulation (Games)

PS3 Emulator Will Now Boot Every Game Ever Released On the Console (kotaku.com) 39

An anonymous reader quotes a report from Kotaku, written by Luke Plunkett: RPCS3, an emulator I've been writing about since 2016, but which first began in 2011, has come along way since it made its first tentative steps towards making PS3 games playable on a PC. From those humble beginnings, the team behind it have just announced a huge milestone: everything ever released on the PS3 will now boot up. Earlier today the RPCS3 team tweeted: "We're delighted to announce that RPCS3 now has a total of ZERO games in the Nothing status! This means that all known games and applications at least boot on the emulator, with no on-going regressions that prevent games from booting. We look forward to emptying out Loadable too!"

There have been over 6,000 games and programs tracked over the emulator's lifespan, so to get every single one of them to some degree of booting up is an incredible achievement. It's important to note, though, that of the emulator's five tiers of playability, only one -- "Playable" -- is worth your time. The others are saddled with huge numbers of glitches, performance issues, or simply the fact they refuse to load past the title screens. [...] As of today, 63.53% of PS3 games are "playable" on the emulator, which means 36.47% are not; still a hugely impressive number, but just something to bear in mind!

Google

Google Stadia's Salvaged Future as a Back-end Cloud Service is Here (arstechnica.com) 11

Quick Google Stadia recap: Things have not been great. From a report: Google's AAA cloud gaming service launched in 2019 to middling reviews and since then has severely undershot Google's sales and usage estimates by hundreds of thousands of users. The company shut down its first-party studio, "Stadia Games & Entertainment (SG&E)," before it could ever develop a game, and it did so one week after lead executive Phil Harrison gave the division a positive progress report. Several key executives have left the struggling division, like Assassin's Creed co-creator and SG&E leader Jade Raymond, Stadia's VP and head of product, John Justice, and Engineering Lead Justin Uberti.

When Google killed the game division at the beginning of the year, an accompanying blog post hinted that big changes were coming to Google's strategy: "In 2021, we're expanding our efforts to help game developers and publishers take advantage of our platform technology and deliver games directly to their players." Rather than continuing to push Stadia as a consumer-facing, branded service, Google seems to want to pivot the service to what would essentially be "Google Cloud Gaming Platform." This would be a back-end, white-label service that could power other companies' products, just like a million other Google Cloud products, like database hosting and push messaging. Google said it believes a back-end service "is the best path to building Stadia into a long-term, sustainable business." This all brings us to this Batman game presented by AT&T Wireless.

PlayStation (Games)

PS5 Console Plate Makers Provoke Sony, Then Hit Legal Trouble (kotaku.com) 50

Earlier this year, device skin maker Dbrand released a set of black PS5 faceplates and baited Sony to sue them (because that's their shtick -- to come across sassy and harsh). Sony is now obliging. Kotaku reports: As The Verge reports, Dbrand's "Darkplates" have recently been removed from the company's store, and any purchasing links now redirect to a page that only lists all the news articles written about the plates, including [a Gizmodo story]. Why pull them now? Because the company received a cease & desist letter from Sony, part of which says: "It has come to SIE's attention that dbrand has been promoting and selling console accessories in a manner that is deeply concerning to our client. First, dbrand is selling faceplates for the PSS console (in both standard edition and digital edition configurations) that replicate SIE's protected product design. Any faceplates that take the form of our client's PSS product configuration, or any similar configuration, and are: produced and sold without permission from SIE violate our client's intellectual property rights in the distinctive console design. Second, dbrand is selling skins for SIE devices that feature the PlayStation Family Mark Your company may not sell products that bear unauthorized depictions of our client's PlayStation Marks. The below still from one of dbrand's instructional videos shows a dbrand skin bearing a design identical to the PlayStation Family Mark."

For their part, Dbrand have responded with a rambling corporate shitpost on Reddit, which opens with "much like your hopes and dreams, Darkplates are dead" before eventually settling into actual legal defenses of their position, saying the plates don't violate any existing trademarks. Dbrand suspects that Sony's actual motivation here is moving to shut down competitors before revealing its own, first-party replacement panels for the PS5.

First Person Shooters (Games)

You Can Now Play 'Doom' Via Twitter (kotaku.com) 23

"Why not play Doom using Twitter via short commands and videos?" Kotaku asks bored internet users.

"Tweet2Doom is a new Twitter bot that started up in September of this year and which lets folks play through the original game using a series of commands." Those commands are translated to the bot and you are sent back a video showing you what happened, then you can continue to send more commands and progress through levels. The full list of commands and how it works can be found in this pinned tweet from the account...

Tweet2Doom now joins a long and ever-growing list of "Ways To Play Doom." That list includes a pregnancy test, unreleased indie console, cash registers and much, much more.

Classic Games (Games)

Former 'Donkey Kong' Record Holder Billy Mitchell May Now Sue Twin Galaxies (gamespot.com) 77

"Billy Mitchell always has a plan," said Billy Mitchell in the 2007 documentary about Donkey Kong high scores, The King of Kong.

And he tweeted the phrase again Wednesday. GameSpot explains why. "Billy Mitchell, the professional gamer and hot sauce purveyor who rose to fame for setting several retro video game high scores, is preparing for a return to court." As reported by Axios, the U.S. appeals court gave Mitchell permission to proceed with his defamation suit against Twin Galaxies, the online video game leaderboard website. In case you missed the legal tussle, the whole saga began when Twin Galaxies and Guinness World Records stripped Mitchell of his several of world records for Pac-Man and Donkey Kong after he was accused of using emulation devices to earn his scores instead of authentic arcade machines, as was required for these world record attempts. While Guinness would later reverse its decision, Twin Galaxies has so far refused to reinstate Mitchell's records.

Mitchell would file a defamation suit against Twin Galaxies in 2019, while the site itself fought back with an "anti-strategic lawsuit against public participation" — more commonly known as a SLAPP motion — response, a legal move designed to have frivolous lawsuits dismissed from court and prevent parties from being silenced, as spotted by Kotaku. This week's ruling by the State of California's Second court has stated that Mitchell and his legal team have enough material to continue the lawsuit.

Whether Mitchell and his team actually stand a chance of winning the case is another matter entirely...

Mitchell also tweeted the exact wording of the court's decision, starting with the words "Because Mitchell showed a probability of prevailing on his claims, the trial court properly denied the anti-SLAPP motion."
Games

Epic Says It's 'Open' To Blockchain Games After Steam Bans Them (theverge.com) 59

Epic tells The Verge that it's "open to games that support cryptocurrency or blockchain-based assets" on its game store, unlike its competitor Valve which has banned games that feature blockchain technology or NFTs from Steam. From the report: When we asked about allowing games that featured NFTs, Epic told us there'd be some limitations, but that it's willing to work with "early developers" in the "new field." Epic says that the games would have to comply with financial laws, make it clear how the blockchain is used, and have appropriate age ratings. It also says that developers won't be able to use Epic's payment service to accept crypto; they would have to use their own payment systems instead. Epic's CEO Tim Sweeney has said that the company isn't interested in touching NFTs, but that statement now appears to only apply to its own games. Epic tells The Verge that it will clarify the rules as it works with developers to understand how they plan to use blockchain tech in their games.
Bitcoin

Valve Bans Blockchain Games and NFTs On Steam (theverge.com) 33

Games that use blockchain technology or let users exchange NFTs or cryptocurrencies won't be allowed on Steam, according to a rule added to Valve's "What you shouldn't publish on Steam" list. The Verge reports: The change was pointed out by SpacePirate, a developer working on an NFT-based game, who said that the change was because the company doesn't allow game items that could have real-world value. But Steam could also be avoiding controversy with the move. Steam has a history of making controversial moderation decisions, especially when it comes to games with sexual content. In this case, though, it doesn't seem like people are pressing F to pay respects to NFT games -- a majority of the replies and quote tweets to SpacePirate's tweets are praising Valve for the move (or mocking those that are upset about it).

It's perhaps understandable why Steam would want to avoid having NFTs on its platform. Besides the justification cited by SpacePirate that they could have real-world value (which seems a bit weak, given the massive commercial communities around things like CS:GO skins and Team Fortress 2 hats), NFT and crypto-based games don't have the best reputations. There's the infamous Evolved Apes saga where a developer sold NFTs with the promise that they'd be included in a fighting game but then seemingly took the money and ran. There are some potentially interesting game concepts that use NFTs, but it's hard to say how many of them would've been a good fit for Steam even if they were allowed.

XBox (Games)

20 Years Later, Xbox Creator Apologizes To AMD CEO For Last-Minute Switch To Intel (gamespot.com) 50

The original Xbox was released 20 years ago next month, and to mark the upcoming anniversary, the console's designer has apologized to AMD's engineers and its CEO for Microsoft's last-minute decision to drop AMD for rival Intel. GameSpot reports: Seamus Blackley apologized on Twitter to the AMD engineers who worked with Microsoft to create the prototype Xbox consoles that the company used in the lead-up to the OG Xbox's release in November 2001. To AMD CEO Lisa Su, Blackley said, "I beg mercy." "I was standing there on the stage for the announcement, with [Bill Gates], and there they were right there, front row, looking so sad," he said of AMD engineers in the room. "I'll never forget it. They had helped so much with the prototypes. Prototypes that were literally running the launch announcement demos ON AMD HARDWARE." "I felt like such an ass," Blackley said. Microsoft dropped AMD in favor of Intel due to "pure politics," Blackley said in another tweet.
Games

Computer Space Launched the Video Game Industry 50 Years Ago (theconversation.com) 44

In an article for The Conversation, Noah Wardrip-Fruin writes about how Computer Space marked the start of the $175 billion video game industry we have today when it debuted on Oct. 15, 1971 -- and why you probably haven't heard of it. From the report: Computer Space, made by the small company Nutting Associates, seemed to have everything going for it. Its scenario -- flying a rocket ship through space locked in a dogfight with two flying saucers -- seemed perfect for the times. The Apollo Moon missions were in full swing. The game was a good match for people who enjoyed science-fiction movies like "2001: A Space Odyssey" and "Planet of the Apes" and television shows like "Star Trek" and "Lost in Space," or those who had thrilled to the aerial combat of the movies "The Battle of Britain" and "Tora! Tora! Tora!" There was even prominent placement of a Computer Space cabinet in Charlton Heston's film "The Omega Man." But when Computer Space was unveiled, it didn't generate a flood of orders, and no flood ever arrived. It wasn't until Computer Space's makers left the company, founded Atari and released Pong the next year that the commercial potential of video games became apparent. The company sold 8,000 Pong units by 1974.

Nolan Bushnell, who led the development of both Computer Space and Pong, has recounted Computer Space's inauspicious start many times. He claimed that Computer Space failed to take off because it overestimated the public. Bushnell is widely quoted as saying the game was too complicated for typical bar-goers, and that no one would want to read instructions to play a video game. [...] At about the same time Computer Space debuted, Stanford University students were waiting in line for hours in the student union to play another version of Spacewar!, The Galaxy Game, which was a hit as a one-off coin-operated installation just down the street from where Bushnell and his collaborators worked. [...] Key evidence that complexity was not the issue comes in the form of Space Wars, another take on Spacewar! that was a successful arcade video game released in 1977.

Why were The Galaxy Game and Space Wars successful at finding an enthusiastic audience while Computer Space was not? The answer is that Computer Space lacked a critical ingredient that the other two possessed: gravity. The star in Spacewar! produced a gravity well that gave shape to the field of play by pulling the ships toward the star with intensity that varied by distance. This made it possible for players to use strategy -- for example, allowing players to whip their ships around the star. Why didn't Computer Space have gravity? Because the first commercial video games were made using television technology rather than general-purpose computers. This technology couldn't do the gravity calculations. The Galaxy Game was able to include gravity because it was based on a general-purpose computer, but this made it too expensive to put into production as an arcade game. The makers of Space Wars eventually got around this problem by adding a custom computer processor to its cabinets. Without gravity, Computer Space was using a design that the creators of Spacewar! already knew didn't work. Bushnell's story of the game play being too complicated for the public is still the one most often repeated, but as former Atari employee Jerry Jessop told The New York Times about Computer Space, "The game play was horrible."

Nintendo

Nintendo Throws Rare Bone To Modern EU Gamers Via N64 60 Hz Toggle (arstechnica.com) 13

An anonymous reader quotes a report from Ars Technica: On Monday, Nintendo of Europe announced a very region-specific -- and era-specific -- tweak for its upcoming collection of N64 games on Switch: an option to switch between the video standards PAL and NTSC. While the announcement may sound ho-hum to outsiders, anyone in Europe with a vested interest in classic gaming will appreciate what the toggle affords. The issue boils down to differences between NTSC and PAL, the leading video broadcast standards on CRT TVs during Nintendo's '80s and '90s heyday. North American and Japanese TV sets were configured for NTSC, which has a refresh rate standard of 60 Hz, while PAL sets dominated Europe with a slightly higher pixel resolution and a lower refresh rate standard of 50 Hz.

Should you merely watch TV series or films on both NTSC and PAL sets, the difference between each is noticeable yet mild. But for much of the '80s and '90s, many TV video games, especially the ones made by the largely Japanese console industry, suffered in PAL because they were coded specifically for NTSC standards. In order to port them to PAL, developers generally didn't go back and reconfigure all of the timings, especially in the case of early 3D games. Instead, their internal clock speeds were often slowed down to 83.3 percent to match European TV refresh rates. This meant both slower gameplay than originally coded and slower playback of music and sound effects. (These also often shipped with NTSC's pixel maximums in mind in such a way that they were squished to fit on PAL displays, as opposed to being optimized for them.)

Sure enough, last month's announcement of N64 games on Nintendo Switch Online put fear into European classic-gamer hearts. That region's reveal video included slightly slower timings of classic N64 games compared to videos posted by Nintendo of America and Nintendo of Japan, since they were emulating the original European retail releases. At that time, Nintendo of Europe did not immediately reply to social media questions about whether European Switch owners would get an option for 60 Hz N64 gameplay -- especially in an LCD TV era, where such CRT-related restrictions no longer technically apply to most EU and UK TV owners. Monday's announcement confirms that European players will get a 60 Hz option by default for every N64 game in the Nintendo Switch Online "Expansion Pack" collection, along with the option to access a game's original 50 Hz version if it launched with multi-language support. Reading between the lines, we believe this means that if a European N64 game only had English language support, its Switch Online version will be the North American NTSC ROM.

Games

Epic Games May Make Fortnite Movie as Part of Entertainment Expansion (theinformation.com) 21

Epic Games is considering launching an entertainment division focused on scripted video programming, The Information reported Monday, citing people familiar with the situation. From the report: The maker of hit videogame Fortnite is looking to diversify amid legal battles with Apple and Google that have hurt its ability to expand in the mobile market. The division could develop projects including a feature film based on Fortnite, the people said. Such a film has already been discussed. Planning for the entertainment division follows the hiring in 2021's first two months of several executives from Lucasfilm, including Jason McGatlin, formerly vice president of Physical Production at Lucasfilm and now president of Special Projects at Epic. McGatlin was executive producer of all the "Star Wars" films released under Disney. Other hires from Lucasfilm are Lynn Bartsch, Epic's head of Business Affairs, and Chris Furia, Epic's vice president of Production Finance, according to the executives' LinkedIn profiles.
First Person Shooters (Games)

PETA Criticizes 'Far Cry 6' On Its Choice of Animal-Themed Minigame (comicbook.com) 122

"The recently released Far Cry 6 video game from Ubisoft has drawn the ire of the animal rights organization People for the Ethical Treatment of Animals (PETA)," reports ComicBook.com: While PETA has been known to issue statements on the handling of animals in video games over the years, and Far Cry 6 includes a variety of animals and instances that might have been the subject of such a statement, it is the cockfighting minigame in Far Cry 6 that has been specifically called out.

"Turning a horrific blood sport like cockfighting into a Mortal Kombat-style video game match is a far cry from real innovation, as today's society is strongly opposed to forcing animals to fight to the death," the statement from PETA Latino Senior Manager Alicia Aguayo reads. "Roosters used in cockfights are fitted with sharp spurs that tear through flesh and bone, causing agonizing and fatal injuries. PETA Latino urges Ubisoft to replace this reprehensible minigame with one that doesn't glorify cruelty."

Games

PC Building Simulator Is Free On the Epic Games Store (theverge.com) 48

PC Building Simulator is currently free on the Epic Games Store until October 17th. The Verge reports: Like the majority of sim games, PCBS speaks to a very specific type of fantasy. If your idea of a good time is overclocking your computer while managing a small business, this is a game that does exactly that. My favorite feature has to be making your work computer in-game look exactly like your computer IRL. The game will even adjust the RGB lighting and wallpaper of your machine to match. However, depending on your level of experience, the game can actually serve as a worthwhile educational tool for anyone who wants to learn more about... well, building PCs.

PC Building Simulator has received its fair share of DLC, mostly in the form of different workshop environments that are entirely cosmetic. However, it did get an esports expansion that's a little more narrative-focused and plays more like a timed puzzle game rather than a business simulation. It's also worth noting that the game regularly receives free updates that add new hardware to the already massive roster of cases, CPUs, GPUs, and other bits and bobs. There are really only two things this game doesn't simulate: misplacing that last thumbscrew and getting thermal paste on absolutely everything.

XBox (Games)

Xbox's Cloud Streaming Upgrade Means You Might Not Need A Series X (kotaku.com) 16

Speaking to The Verge, representatives for Microsoft confirmed that Xbox cloud gaming now runs entirely on Xbox Series X hardware, wrapping up a backend upgrade that quietly kicked off over the summer. Kotaku reports: So, what's that mean? For one, the Xbox Series X can output games in 4K resolution. Though cloud gaming currently streams games at 60 frames per second, the service only outputs games at a resolution of 1080p. Moving the whole operation to an Xbox Series X framework could theoretically bring that in line with what's available on Microsoft's highest-end model. But the switch could also open up access to games that are otherwise inaccessible to gamers gated out of next-gen hardware. Obviously, it's still tough as hell to get your hands on an Xbox Series X these days (and, to a lesser extent, its computationally scrawnier cousin, the Xbox Series S). Don't expect it to get any easier any time soon. Just last week, Xbox boss Phil Spencer said as much.
The Courts

GitHub Removes GTA Fan Projects re3 and reVC Following New Take-Two DMCA Notice (torrentfreak.com) 51

After Take-Two Interactive sent a legal letter to Github referencing a copyright infringement lawsuit against the people behind the popular re3 and reVC Grand Theft Auto fan projects, Github has now removed the repositories for a second time. Take-Two has also demanded the removal of many project forks and wants Github to take action under its repeat infringer policy. TorrentFreak reports: Just before the weekend, a new entry in Github's DMCA repository revealed the existence of a letter (PDF) sent to Github from Take-Two's legal team. Dated September 9, 2021 (a week after the copyright lawsuit was filed) it informs Github that legal action is underway and it has come to the company's attention that the contentious content (and numerous 'fork' repositories) continue to be made available on Github's website. "We request that Github take expeditious action to remove or disable access to the materials [in the attached exhibit], together with any other instances of the same materials available within the same primary 'GTAmodding/re3' fork network (e.g. in 'private' or newly-created repositories)," it reads.

In common with the first DMCA notice, Github has responded by taking the project's repositories down. Given that the defendants in the case already stand accused of previously sending 'bad faith' counter-notices, it seems unlikely that they will follow up with another set of similar responses that will soon be under the scrutiny of the court. Take-Two also follows up with a line that is becoming more and more popular in copyright infringement matters, one that references so-called 'repeat infringers.' "Furthermore, it is requested that Github take appropriate measures to prevent further infringement by the parties responsible, including pursuant to any 'repeat infringer' policies maintained by Github."

This means that if any of the contentious content is reposted to Github, Take-Two would like the code repository to implement its own 'repeat infringer' process. It states that "in appropriate circumstances and in its sole discretion, [Github will] disable and terminate the accounts of users who may infringe upon the copyrights or other intellectual property rights of GitHub or others." The letter also provides a laundry list of repository forks that, on the basis they are also infringing, should be removed. While Github appears to have complied in many cases, there are two notable exceptions. After being targeted by earlier DMCA takedowns, Github users 'td512' and 'erorcun' filed DMCA counter-notices to have their repositories restored. The former previously informed TorrentFreak that he believed Take-Two's infringement claims to be incorrect. At the time of writing, both repos are still online.

Security

Navy Facebook Account Hacked To Stream 'Age of Empires' (vice.com) 37

An anonymous reader quotes a report from Motherboard: The U.S. Navy has lost control of the official Facebook page for its destroyer-class warship, the USS Kidd. Someone has hacked the page and, for the past two days, done nothing but stream Age of Empires. The first stream went on for four hours. As first reported by Task & Purpose, the USS Kidd lost control of its Facebook account at 10:26 p.m. on October 3. The destroyer class warship then streamed Age of Empires for four hours under the headline "Hahahahaha." It's since streamed Age of Empires five more times, each time for at least an hour. Whoever is playing sucks, because they never make it past the Stone Age. As of this writing, the six videos are still up and watchable. The Navy confirmed to Task & Purpose that it had been hacked, adding: "We are currently working with Facebook technical support to resolve the issue."
PlayStation (Games)

Sony Planning To Make PS3, Vita Stores Nearly Unusable (kotaku.com) 67

As spotted by Kotaku, Sony has decided to discontinue credit card and PayPal payment options for both the PS3 and the PS Vita on October 27th, 2021, making it frustratingly difficult to use these stores. From the report: To actually buy video games on your video game device, you will need to go to a secondary location and purchase a physical gift card, which you can then use to purchase video games. Alternatively you can use the awkward wallet system to add funds via Sony's website, or by adding funds on your PS4 or PS5, and then spending them on the PS3 or Vita. Either way, this is extremely silly. Sony's complete lack of interest in games preservation, and for keeping games accessible to the people who bought the systems they run on, is deeply infuriating. The games industry has a short memory, made shorter by a constant focus on developing tech, and even shorter again by publishers with no interest in keeping their systems running. I've written before about the importance of libraries in game preservation, and I will take Sony's fuckery as an opportunity to get on my soapbox again. [...]
Nintendo

Nintendo Denies Rumors of New Switch Pro Model (axios.com) 24

A Bloomberg report claiming 11 game developers have access to Nintendo Switch 4K development kits is sparking confusion about the existence of the rumored Nintendo Switch Pro. Axios: Bloomberg published a story yesterday in which it says that employees at the game companies, including Zynga, claim to have the dev kits. That system wouldn't be out until at least late next year, Bloomberg reports. Nintendo has disavowed the report on Twitter, saying that it has "no plans for any new model other than Nintendo Switch -- OLED Model." The report "falsely claims that Nintendo is supplying tools to drive game development for a Nintendo Switch with 4K support," Nintendo said. "To ensure correct understanding among our investors and customers, we want to clarify that this report is not true." A Zynga spokesperson told Axios that the company "does not have a 4K developer kit from Nintendo."
XBox (Games)

Xbox Boss Says Console Supply Issues Will Continue Into 2022 (videogameschronicle.com) 26

The head of Microsoft's games business told The Wrap that a shortage of chips wasn't the only thing stopping the company getting as many Xbox Series X/S consoles onto store shelves as it would like. From a report: "I think it's probably too isolated to talk about it as just a chip problem," he said. "When I think about, what does it mean to get the parts necessary to build a console today, and then get it to the markets where the demand is, there are multiple kind of pinch points in that process. And I think regretfully it's going to be with us for months and months, definitely through the end of this calendar year and into the next calendar year. The thing that's most disappointing is just the fan disappointment," Spencer continued. "People really want this new generation of consoles -- they're good consoles, both from us and the other platform holders -- and they want the new functionality. We're working hard to bring them to market but it's going to be a challenge that we'll work through for quite a while."

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