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Games

Cyberpunk Game Maker Faces Hostile Staff After Failed Launch (bloomberg.com) 120

Rebellion is in the air at Polish video game publisher CD Projekt after the company's highly anticipated, and thrice-delayed, latest title was released to scathing reviews about glitches. Bloomberg News reports: Frustrated and angry staff fired questions at the board during an internal video meeting Thursday that opened with management apologizing for Cyberpunk 2077's disastrous launch, according to two people who were present. It was a fitting atmosphere for a company whose slogan, plastered on posters all around its Warsaw office, is "We are rebels." Developers asked blunt questions about the company's reputation, the game's unrealistic deadlines and the relentless overtime in the months and years leading up to the game's Dec. 10 release. The meeting took place before Sony's shocking announcement that it was pulling Cyberpunk 2077 from the PlayStation Store and will offer full refunds to any customer who requests one. During the staff meeting, CD Projekt's directors said they had come to an arrangement with Sony but didn't offer specifics. In a Twitter post on Friday, the company said that "following our discussion with PlayStation, a decision was made to temporarily suspend digital distribution" of the game.
PlayStation (Games)

Sony Is Pulling Cyberpunk 2077 From the PlayStation Store and Offering Full Refunds (theverge.com) 168

Sony is pulling Cyberpunk 2077 from the PlayStation Store and offering full refunds for anyone who bought the game from the digital storefront, the company said on Thursday. The Verge reports: If you want to start a refund, Sony says to visit this site and sign into your PlayStation account to submit a request. The game has already been removed from the PlayStation Store for a few Verge staffers on their PS5s, and the game doesn't come up in a search for "Cyberpunk 2077" on the web version of the store.

Players have found that Cyberpunk 2077, which has only been out for a week, has been riddled with bugs. The game looks good on PS5, but in my few hours with the game, I've run into a few complete crashes to the PS5's home screen and a number of distracting visual glitches. On PS4, the game fares a lot worse -- Eurogamer reported poor performance, low framerate, and texture pop-in.
Further reading: 'Cyberpunk 2077' Players Are Fixing Parts of the Game Before CD Projekt
PlayStation (Games)

Can't Get a PlayStation 5? Meet the Grinch Bots Snapping Up the Holidays' Hottest Gift. (washingtonpost.com) 148

Computer programs that automate online tasks, called bots, have aligned with the coronavirus pandemic and low inventories of hot products to create a perfect storm of holiday disappointment -- or opportunity, depending on your perspective. From a report: On Black Friday, when it launched a deal on the console, Walmart.com says it blocked more than 20 million bot attempts in the sale's first 30 minutes. Target says it's constantly tracking and blocking bots, focusing on high-demand products such as the PS5. One British retailer called Very said it canceled at least 1,000 game console orders after it realized they were placed by bots. Using shopping bots to buy these products is perfectly legal in the United States, despite flustering retailers and stoking annoyance for customers like Coleman. Some bot operators are modern scalpers, in it to make money by forcing Santa to pay market prices. Others are computer-savvy shoppers now turning to bots out of desperation to fill their own gift lists.

Shopping bots aren't new, but their use is growing fast. Deployed by people who buy and resell tickets, high-end sneakers and designer fashion, they're now expanding into other categories where demand outstrips supply -- including grocery delivery slots at the height of the pandemic. Imperva, a cybersecurity firm, says that among its clients, "bad bots" accounted for 24.1 percent of all traffic in 2019 -- up from 20.4 percent in 2018. Bots are only one part of the PS5 crunch -- there have even been daring heists. But stopping the use of bots is easier said than done in an Internet economy that connects so many different interests: companies that want to make highly sought-after products and early adopters who will do anything to get them.

Government

UK Politicians Call For 'Making the Resale of Goods Purchased Using An Automated Bot an Illegal Activity' (pcgamer.com) 126

Six Scottish National Party (SNP) politicians have put forward a motion for consideration in the UK parliament to prohibit the resale of games consoles and PC components at prices "greatly above" MSRP, and the resale of goods purchased using automated bots to be made illegal in these fair isles. PC Gamer reports: A motion on the "Resale of gaming consoles and computer components purchases by automated bots" has been tabled with UK Parliament, and it aims to outlaw resellers' usage of automated bots and make it difficult to sell in-demand tech at prices far exceeding the manufacturer's recommend retail price. The motion has no set date for debate in the Commons, and is what is known as an 'Early Day Motion.' These don't often receive much love in Parliament, often due to the sheer number of Early Day Motions going at any one time, but they are used to highlight specific issues present in society. That's hardly indicative of sweeping change in the near-future, but it's better than nothing.
IOS

Google Stadia Arrives on iOS (techcrunch.com) 31

Google's cloud gaming service now supports the iPhone and iPad. As expected, the company is using a web app to access the service. From a report: Google also says that you need to update to iOS 14.3, the latest iOS update that was released earlier this week. If you want to try it out with a free or paid Stadia account, you can head over to stadia.google.com from your iOS device. Log in to your Google account, add a shortcut to your home screen and open the web app. After that, you can launch a game and start playing. Most games will require a gamepad, so you might want to pair a gamepad with your iPhone or iPad as well. Apple's iOS supports Xbox One and PlayStation 4 controllers using Bluetooth as well as controllers specifically designed for iOS. You can also play with the Stadia controller, but it's optional. If you just want to check your inventory quickly, Stadia on iOS also supports touch controls.
Businesses

GameStop Employees Surprised By New Shipment of PS5, Xbox Series X Consoles (bloomberg.com) 28

An anonymous reader quotes a report from Bloomberg: GameStop employees across the country were caught by surprise on Saturday when the video-game chain suddenly announced new shipments of the highly coveted PlayStation 5 and Xbox Series X consoles, sending customers flocking to stores. Workers at the U.S. retailer, speaking to Bloomberg and posting on social media, said they had received little notice for the restock and that the crowds were both chaotic and a risk to their health. The latest generation devices from Sony Corp. and Microsoft Corp. have been in short supply since their release last month, leaving gamers everywhere eager for the latest restock. On Saturday afternoon, GameStop told customers that new inventory was arriving, but that it would only be available to pre-order in stores, not online, where scalpers have dominated digital queues. However, employees found out less than an hour before the public, according to GameStop staffers, which left them unprepared for the rush of customers.

One GameStop manager on the East Coast shared an email from the company, sent just a few minutes before the public announcement, saying that their store would have about 15 new consoles available for pre-order. Minutes after the announcement, the manager said, the store had a crowd of about 40 people, violating social-distancing requirements and overwhelming their clerks. GameStop said its last-minute notification to customers was meant to ensure that individuals, not resellers, were able to purchase the consoles. "We realize that in some situations our approach of notifying customers of this opportunity may have caused unintended reactions from both our associates and customers," GameStop said in a statement. "We apologize for any inconvenience this may have caused."

The rush occurred as GameStop is facing widespread staffing shortages as the retailer has asked stores across the country to cut hours, the manager said. GameStop, which has been struggling in recent years amid the widespread adoption of digital games, reported a disappointing third quarter last week, sending the stock falling as much as 22%. The retailer has shuttered almost 700 stores this year and will close more locations through 2022 while it continues to cut costs, although it expects to see a sales bump this quarter thanks to the new consoles. On Reddit, GameStop employees are sharing similar complaints, telling stories of big lines and unruly crowds.

Businesses

EA Set To Pay $1.2 Billion For Codemasters and Its Stable of Racing Games (arstechnica.com) 28

An anonymous reader quotes a report from Ars Technica: The board of directors for British developer Codemasters has reached a purchase agreement with Electronic Arts which would sell the company to the mega-publisher for an estimated $1.2 billion (or just under $8 a share) in early 2021. The deal would put Codemasters' popular racing-game franchises -- including DiRT/DiRT Rally, Grid, F1, and Project CARS (which Codemasters acquired in 2019) -- under the same umbrella as EA's Need for Speed, Burnout, and mobile-focused Real Racing. That's not quite a monopoly in the genre -- thanks in large part to console exclusives like Microsoft's Forza Motorsport and Sony's Gran Turismo -- but it's as close as you're likely to find for any major genre in gaming.

More than that, the acquisition reflects a continuing trend toward consolidation among the game industry's biggest publishers. The acquisition would also likely make Codemaster's current and future titles part of the EA Play subscription service and, by extension, part of Microsoft's Xbox Game Pass Ultimate. Aside from its modern racing sims, Codemasters boasts a legacy catalog going back to the days of the ZX Spectrum and Commodore 64, with titles like Micro Machines and the Dizzy platform-adventure series that were especially popular in the UK.
"The combination of Codemasters and Electronic Arts will enable the development and delivery of a market-leading portfolio of creative and exciting racing games and content to more platforms and more players around the world," the companies said in a joint statement.

"Electronic Arts and Codemasters have a shared ambition to lead the video game racing category," Codemasters Chairman Gerhard Florin added. "The Board of Codemasters firmly believes the company would benefit from EA's knowledge, resources and extensive global scale -- both overall and specifically within the racing sector. We feel this union would provide an exciting and prosperous future for Codemasters, allowing our teams to create, launch and service bigger and better games to an extremely passionate audience."
Bug

'Cyberpunk 2077' Players Are Fixing Parts of the Game Before CD Projekt (vice.com) 79

Cyberpunk 2077 is here in all its glory and pain. On some machines, it's a visual spectacle pushing the limits of current technology and delivering on the promise of Deus Ex, but open world. On other machines, including last-gen consoles, it's a unoptimized and barely playable nightmare. Developer CD Projekt Red has said it's working to improve the game, but fans already have a number of fixes, particularly if you're using an AMD CPU. From a report: Fans aren't waiting for the developer however and over the weekend AMD CPU users discovered that a few small tweaks could improve performance on their PCs. Some players reported performance gains of as much as 60 percent. Cyberpunk 2077 seems to be a CPU intensive game and, at release, it isn't properly optimized for AMD chips. "If you run the game on an AMD CPU and check your usage in task manager, it seems to utilise 4 (logical, 2 physical) cores in frequent bursts up to 100% usage, whereas the rest of the physical cores sit around 40-60%, and their logical counterparts remain idle," Redditor BramblexD explained in a post on the /r/AMD subreddit. Basically, Cyberpunk 2077 is only utilizing a portion of any AMD chips power.

Digital Foundry, a YouTube channel that does in-depth technical analysis of video games, noticed the AMD issue as well. "It really looks like Cyberpunk is not properly using the hyperthreads on Ryzen CPUs," Digital Foundry said in a recent video. To fix this issue, the community has developed three separate solutions. One involves altering the game's executable with a hex editor, the other involves editing a config file, and a third is an unofficial patch built by the community. All three do the same thing -- unleash the power of AMDs processors. "Holy shit are you a wizard or something? The game is finally playable now!" One redditor said of the hex editing technique. "With this tweak my CPU usage went from 50% to ~75% and my frametime is so much more stable now."

GUI

Creator of DirectX Dies at Age 55 (livemint.com) 94

The Wall Street Journal looks back to the days when Windows was "a loser in the world of computer games." But to change that, Eric Engstrom and his cohorts "secretly hired programmers to get the work done, and they had to do an end run around partners like Intel," remembers VentureBeat.

Long-time Slashdot reader whh3 shares The Wall Street Journal's report: Windows inserted itself between game programs and the computer hardware in a way that slowed down graphics and animation. Game developers vastly preferred the DOS operating system, which didn't gum up their special effects. That created an opportunity for three Microsoft misfits — Eric Engstrom, Alex St. John and Craig Eisler. Mr. Engstrom, who died Dec. 1 at the age of 55, and his pals formed one of several factions within Microsoft trying to solve the game problem. Openly contemptuous of colleagues who didn't share their ideas, they were so obnoxious that Brad Silverberg, who ran the Windows business, dubbed them the Beastie Boys. He had to fend off frequent demands for their dismissal.

Yet the solution they developed, DirectX, beat anything else on offer inside Microsoft. DirectX software recognized games and allowed them direct access to the computer's graphical capabilities, allowing a richer game experience than DOS could. "It was brilliant," Mr. Silverberg said. Launched in 1995, DirectX wowed game developers and led to a flood of new games for computers loaded with Windows. That success emboldened Microsoft to plunge deeper into the lucrative gaming market by developing the Xbox console.

Microsoft's game business produced $11.6 billion of revenue in the year ended June 30...

"He thought things were possible that nobody else on the planet thought would be possible," said Ben G. Wolff, a friend who runs a robotics company, "and sometimes he'd be right."

"DirectX remains the foundation for many games on Windows 10 and the Xbox Series X," writes Engadget, "and it's likely to remain relevant for years to come."

And VentureBeat shared this remark from Alex St. John at a memorial service for Engstrom. "He had huge dreams and huge fantasies, and he always took us all with him."
Games

Do Games Made Under Crunch Conditions Deserve 'Best Direction' Awards? (kotaku.com) 146

The annual Game Awards ceremony awarded this year's "Best Direction" award to Naughty Dog studio's The Last of Us Part IIprovoking a strong reaction from Kotaku's staff writer.

"I think it's pretty obvious that no game that required its developers to crunch, like The Last of Us Part II did, should be given a Best Direction award." It's no secret that Naughty Dog subjected its workers to unbelievable levels of crunch to get The Last of Us Part II out the door, but that's hardly an innovation when it comes to Naughty Dog or game development in general. Over the years, the studio has seen constant employee turnover as developers crunch on games like The Last of Us and Uncharted, burn out, and throw in the towel. Relentless overtime, missed weekends, long stretches of time without seeing your family — these things take a toll on even the most passionate artist.

"This can't be something that's continuing over and over for each game, because it is unsustainable," one The Last of Us Part II developer told Kotaku earlier this year. "At a certain point you realize, 'I can't keep doing this. I'm getting older. I can't stay and work all night.'"

Let's be clear: the existence of crunch indicates a failure in leadership. It's up to game directors and producers to ensure workloads are being managed properly and goals are being met. If workers are being forced to crunch, explicitly or otherwise, it means the managers themselves have fallen short somewhere, either in straining the limits of their existing staff, fostering an environment where overtime is an implied (if unspoken) requirement, or both. And as ambitious as The Last of Us Part II director Neil Druckmann and his projects may be, "questionable experiments in the realm of pushing human limits" are not required to make a great game...

I feel like the industry, now more than ever, is willing to discuss the dangers of crunch culture and solutions to eradicate it. But lavishing praise on the way The Last of Us Part II was directed feels like a tacit endorsement of crunch and only serves to push that conversation to the backburner again. A popular online statement, first coined by Fanbyte podcast producer Jordan Mallory, says, "I want shorter games with worse graphics made by people who are paid more to work less and I'm not kidding." The message from all those who share it is clear: No game, not even industry darling The Last of Us Part II, is worth destroying lives to create.

Games

Inside the Obsessive World of Miniature Arcade Machine Makers (wired.co.uk) 25

The success of Nintendo's diminutive gadget led to a flurry of copycats, from a tiny Commodore 64 to a miniaturised Sony PlayStation. Some were good; many were flawed, with the play experience only being surface deep. Fortunately, some companies wanted to go further than fashioning yet another miniature plug-and-play TV console. From a report: One, the ZX Spectrum Next, brought into being a machine from an alternate universe in which Sinclair was never sold to Amstrad and instead built a computer to take on the might of the Amiga and Atari ST. Two other companies headed further back into gaming's past and set themselves an equally ambitious challenge: recreating the exciting, noisy, visually arresting classic cabinets you once found in arcades. "I always saw them as more than just a game, with their unique shapes, art, sounds and lights acting together to lure money from your pocket," explains Matt Precious, managing partner at Quarter Arcades creators Numskull Designs. "I was disappointed you couldn't purchase models of these machines during a time when physical items like LPs were booming in an increasingly sterile world of digital downloads."

Quarter Arcades was subsequently born as a project "trying to capture a piece of gaming history" in quarter-scale cabinets. The machines are in exact scale, including the controls, and play the original arcade ROMs. But look closer and there's an obsessive level of detail: the rough texture of the control panel art; mimicking an original cab's acoustics by careful speaker positioning; recreating the Space Invaders 'Pepper's ghost' illusion effect where graphics 'float' above an illuminated backdrop -- all realised by dismantling and reverse-engineering original cabs.

AI

'Cyberpunk 2077' Finally Shows What DLSS Is Good For (vice.com) 69

An anonymous reader shares a report: More recent Nvidia graphics cards have a proprietary feature called Deep Learning Super Sampling (DLSS), and while it's often been touted as a powerful new rendering tool, the results have sometimes been underwhelming. Some of this is down to the oddly mixed-message around how DLSS was rolled-out: it only works on more recent Nvidia cards that are still near the cutting edge of PC graphics hardware⦠but DLSS is designed to render images at lower resolutions but display them as if they were rendered natively at a higher resolution. If you had just gotten a new Nvidia card and were excited to see what kind of framerates and detail levels it could sustain, what DLSS actually did sounded counterintuitive. Even games like Control, whose support of DLSS was especially praised, left me scratching my head about why I would want to use the feature. On my 4K TV, Control looked and ran identically well with and without DLSS, so why wouldn't I just max-out my native graphics settings instead rather than use a fancy upscaler? Intellectually, I understood the DLSS could produce similarly great looking images without taxing my hardware as much, but I neither fully believed it, nor had I seen a game where the performance gain was meaningful.

Cyberpunk 2077 converted me. DLSS is a miracle, and without it there's probably no way I would ever have been happy with my graphics settings or the game's performance. I have a pretty powerful video card, an RTX 2080 TI, but my CPU is an old i5 overclocked to about 3.9 GHz and it's a definite bottleneck on a lot of games. Without DLSS, Cyberpunk 2077 was very hard to get running smoothly. The busiest street scenes would look fine if I were in a static position, but a quick pan with my mouse would cause the whole world to stutter. If I was walking around Night City, I would get routine slow-downs. Likewise, sneaking around and picking off guards during encounters was all well and good but the minute the bullets started flying, with grenades exploding everywhere and positions changing rapidly, my framerate would crater to the point where the game verged on unplayable. To handle these peaks of activity, I had to lower my detail settings way below what I wanted, and what my hardware could support for about 80 percent of my time with the game. Without DLSS, I never found a balance I was totally happy with. The game neither looked particularly great, nor did it run very well. DLSS basically solved this problem for me. With it active, I could run Cyberpunk at max settings, with stable framerates in all but the busiest scenes.

Emulation (Games)

Microsoft's Latest Windows 10 Test Builds Includes Promised x64 Arm Emulation (zdnet.com) 30

Microsoft has made available two different Windows 10 test builds today, one of which includes the promised x64 app emulation for Arm, among other features. ZDNet reports: The RS_Prerelease build 21277 -- which ultimately is expected to be designated as the "Cobalt" branch -- includes the features Microsoft had previously been testing but removed at the end of October. This includes the updated emoji picker, redesigned touch keyboard, voice typing, theme-aware splash screens and more. It also provides the aforementioned Arm emulation support. Currently, Windows on Arm natively supports Arm apps, including ARM64 versions. But so far, only 32-bit Intel (x86) apps are supported in emulation. This lack of x64 emulation has limited the number of apps that can run on Windows on Arm devices, since apps that are 64-bit only have only been available on Windows on Arm (WoA) devices if and when developers created native versions of them. As of now, these x64 Arm apps also can run in emulation. More details on the x64 Arm emulation preview functionality are in this Microsoft post.
XBox (Games)

Xbox Cloud Gaming Coming To iOS and PC in Spring 2021 (techcrunch.com) 20

Microsoft has shared some details about the roadmap for its cloud gaming service. In addition to Android devices, the company confirms that it plans to add support for more platforms. In Spring 2021, Microsoft will launch its cloud gaming service on iOS and on computers. From a report: Originally called Project xCloud, Microsoft's cloud gaming service lets you play Xbox games on non-Xbox devices. The games run on a server in a data center near you. The video is streamed to your device, and your interactions are relayed to the server in real time. Xbox cloud gaming isn't a separate subscription. People who subscribe to the Xbox Game Pass Ultimate for $14.99 per month can access cloud gaming as part of their subscription. The plan also includes access to a library of games, EA Play and Xbox Live Gold. When it comes to new devices, you'll soon be able to launch a game on Xbox cloud gaming from a PC. The service will be available in the Xbox app and using a web browser.
Games

Cyberpunk 2077 Includes Visual Effects Designed To Trigger Epileptic Seizure (gameinformer.com) 171

Macthorpe writes: Game Informer journalist Liana Ruppert has recounted her experiences with "braindances" (abbreviated as "BD's) in Cyberpunk 2077 that led to her experiencing a grand mal epileptic seizure. From her article and PSA:

"When 'suiting up' for a BD, especially with Judy, V will be given a headset that is meant to onset the instance. The headset fits over both eyes and features a rapid onslaught of white and red blinking LEDs, much like the actual device neurologists use in real life to trigger a seizure when they need to trigger one for diagnosis purposes. If not modeled off of the IRL design, it's a very spot-on coincidence and because of that this is one aspect that I would personally advise you to avoid altogether. When you notice the headset come into play, look away completely or close your eyes. This is a pattern of lights designed to trigger an epileptic episode and it very much did that in my own personal playthrough."

Cyberpunk 2077 does not include a standard boilerplate epilepsy warning on launch, and instead places this in the games EULA. Regardless, one wonders why a game of this nature needs to simulate an IPS diagnostic device this accurately when the average player won't know the difference, and when it will cause severe harm to some players without warning?
UPDATE: Developer CD Projekt Red has responded with its plans on addressing the concerns. In a tweet, CDPR wrote that it's "working on adding a separate warning in the game." The development team is also looking into a permanent solution it will implement "as soon as possible." Hopefully, that will include a way to turn off strobing effects.
Businesses

Cyberpunk 2077 Has Involved Months of Crunch, Despite Past Promises (polygon.com) 112

Cyberpunk 2077, one of the most highly anticipated video games of the past decade, has already been delayed three times. Employees at CD Projekt Red, the Polish studio behind the game, have reportedly been required to work long hours, including six-day weeks, for more than a year. The practice is called "crunch" in the video game industry, and it is sadly all too common. From a report: It's also something that the leadership at CD Projekt Red said wasn't going to happen to the people making Cyberpunk 2077. Video game developers rarely speak openly with the press about their labor practices, but that's just what CD Projekt co-founder Marcin Iwinski did in May 2019. In a conversation with Kotaku, he said that his company thought of itself as more humane than its competitors. While long hours would be permitted for those interested in working them, crunch would not be made "mandatory." He called it a "non-obligatory crunch policy" and said it was something to be proud of.

[...] Shortly thereafter, signs began to emerge that the Cyberpunk 2077 project was in trouble. In January 2020, CD Projekt announced the game's first delay. The release date was moved from April to September. The multiplayer component was also pushed into at least 2022. "We need more time to finish playtesting, fixing and polishing," said IwiÅski and head of studio Adam Badowski. That same day, during a public call with investors, CD Projekt revealed that crunch would ultimately be needed to get the game done on time. It would also be mandatory for at least some employees. "Is the development team required to put in crunch hours?" asked an investor, to which CD Projekt CEO Adam Kicinski answered, "To some degree, yes, to be honest." [...] In September, Bloomberg reiterated what CD Projekt's leaders said to investors months before. A leaked email mandated six-day work weeks. Crunch had become a requirement, and according to anonymous employees, some developers had been working nights and weekends "for more than a year." In other words, delays do not mean relief for workers. Oftentimes, it simply means working at the same exhausting pace for additional weeks or months.

Entertainment

Why Players Blame Skill-Based Matchmaking For Losing In Call of Duty (vice.com) 210

An anonymous reader quotes a report from Motherboard: Two months ago, esports pro Seth "Scump" Abner logged into the Call of Duty: Black Ops Cold War multiplayer alpha and found himself struggling. Not because of any major gameplay changes developer Treyarch had made, Cold War plays like any other Call of Duty from the past decade, but rather because of the players Abner was being put up against: They were all good. This, Abner felt, wasn't normal. He should know: he's a world champion, he spends dozens of hours every week playing against the best in the world, and dozens more streaming his "casual" play on Twitch. Why was he having to suddenly work so hard to win games? A few hours into the alpha test weekend, Abner came up with an answer: it was the skill-based matchmaking (SBMM).

Skill-based matchmaking, as you can guess, is a type of multiplayer matchmaking system in which players' are pitted against other players of similar skill level. In other words, the Black Ops Cold War alpha was purposefully matching Abner up against players with players who were just as good as him. This, he felt, was not good. "[Skill-based matchmaking] does not belong in Call of Duty. There should be a ranked playlist for people to sweat in," he tweeted as the alpha weekend was coming to a close. "I'm not trying to play Scuf wielding game fuel chugging demons with szn in their psn on Miami TDM." Abner wasn't the only esports pro to take issue with this system. With the release of Cold War last week, a number of notable streamers have echoed Abner's criticisms. Skill-based matchmaking, they argue, takes their agency away, forcing them into a purgatory of having to play their "best" every single game.

These critics point to a number of games like Call of Duty: Black Ops 2 and Halo 3 as examples games who have gotten multiplayer "right" by letting players choose between a "ranked" playlist and "unranked" playlist -- offering the freedom to decide when they want to sweat and when they want to kick back and own some noobs. Modern multiplayer developers have made a serious misstep in implementing skill-based matchmaking across the board, they argue, and they should go back to the way things used to be. This all sounds reasonable, were it not for the fact that skill-based matchmaking has been in every major multiplayer shooter since Halo 2. [...] The issue today is not that skill-based matchmaking exists, but that players are now aware of just how prevalent it is. Up until recently, one could assume that joining an "unranked" playlist meant they were being dropped into matches with the entire playerbase, and thus who they played against was purely random. Under this false assumption, it's easy to wave away bad games as flukes, while conveniently believing that any good games were the result of skill. Now that most know that they're being matched with people with similar skill levels all the time, they can't help but perceive their opponent as equals.
In closing, Steve Rousseau writes via Motherboard: "The unavoidable truth about multiplayer matchmaking is that there will always be winners and losers. Someone's success always comes at the expense of someone else's failure. When players ask to be put into matches in which they can reliably chill and get 20 kills while only dying 10 times, this inevitably requires someone else to die 20 times. What they're asking for is special treatment. And that's just not fair."
PlayStation (Games)

Is Sony Developing a Dual-GPU PS5 Pro? (collider.com) 60

According to a Sony patent spotted by T3, the console maker may be working on a new PlayStation 5 with two graphics card. From the report: The patent describes a "scalable game console" where "a second GPU [is] communicatively coupled to the first GPU" and that the system is for "home console and cloud gaming" usage. To us here at T3 that suggests a next-gen PlayStation console, most likely a new PS5 Pro flagship, supercharged with two graphics cards instead of just one. These would both come in the APU (accelerated processing unit) format that the PlayStation 5's system-on-a-chip (SoC) do, with two custom made AMD APUs working together to deliver enhanced gaming performance and cloud streaming.

The official Sony patent notes that, "plural SoCs may be used to provide a 'high-end' version of the console with greater processing and storage capability," while "the 'high end' system can also contain more memory such as random-access memory (RAM) and other features and may also be used for a cloud-optimized version using the same game console chip with more performance." And, with the PlayStation 5 console only marginally weaker on paper than the Xbox Series X (the PS5 delivers 10.28 teraflops compared to the Xbox Series X's 12 teraflops), a new PS5 Pro console that comes with two APUs rather than one, improving local gaming performance as well as cloud gaming, would be no doubt the Xbox Series X as king of the next-gen consoles death blow.

The cloud gaming part of the patent is particularly interesting, too, as it seems to suggest that this technology could not just find itself in a new flagship PS5 Pro console, but also in more streamlined cloud-based hardware, too. An upgraded PS5 Digital Edition seems a smart bet, as too the much-rumored PSP 5G. [...] Will we see a PS5 Pro anytime soon? Here at T3 we think absolutely not -- we imagine we'll get at least two straight years of PS5 before we see anything at all. As for a cloud-based next-gen PSP 5G, though...

Businesses

Americans of All Ages Are Spending More on Video Games (venturebeat.com) 37

We know that time and money spent on video games is surging due to the pandemic. Now, industry-tracking firm The NPD Group is providing detail on where that growth is coming from. From a report: And it turns out that people across all age demographics are playing more games more often. That's big for mobile games, but it also includes Nintendo, PlayStation, and Xbox. In its "2020 Evolution of Entertainment" report, NPD found that 4-out-of-5 consumers in the U.S. played a game in the last six months. More important for the industry, those consumers are spending 26% more time and 33% more money on games than the same period in the previous year. But this isn't just coming from young people. Older demographics are turning to games more often as they find themselves with money they can no longer spend on dining out or attending live events. Spending on video games for Americans 45 years old-to-54 years old increased 76%. People age 55-to-64 increased their spending 29%.
Games

Uri Geller Finally Apologizes for Suing Pokemon 20 Years Ago (kotaku.com.au) 85

In January of the year 2000, Pokémon was sued by stage magician Uri Geller for $97 million (over a Pokémon card with a similar name that carried the magician's trademark bent spoon).

20 years later, Kotaku reports... Spoon-bending magician Uri Geller gave Nintendo permission to use the character Kadabra on Pokémon cards today, after a 20 year legal dispute in which Geller claimed the Pokémon's Japanese name and image were too close to his own.

"I am truly sorry for what I did 20 years ago," Geller tweeted today. "Kids and grownups I am releasing the ban. It's now all up to #Nintendo to bring my #kadabra #pokemon card back. It will probably be one of the rarest cards now! Much energy and love to all!"

As Screenrant explains, while Kadabra is a word associated with magic, the Pokémon's Japanese name — variously written as Yungerer, Yungeller, and Yun Geller — seems to be a reference to Geller... Geller sued Nintendo over Kadabra in 2000, seeking damages and insisting the card stop being used in sets. "Nintendo turned me into an evil, occult Pokémon character. Nintendo stole my identity by using my name and my signature image," Geller said at the time.

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