Security

Epic Hit With Class-Action Suit Over Hacked Fortnite Accounts (polygon.com) 12

Epic Games is being sued over security breaches that allowed hackers to access the personal information of Epic Games accounts. From a report: The class-action lawsuit, filed by Franklin D. Azar & Associates in U.S. District Court in North Carolina, alleges Epic's "failure to maintain adequate security measures and notify users of the security breach in a timely manner." The lawsuit states that "there are more than 100 class members." In January, Epic acknowledged that a bug in Fortnite may have exposed personal information for millions of user accounts.
Emulation (Games)

Ask Slashdot: How Will Abandonware Work With Today's DRM Locked Games? (youtube.com) 153

dryriver writes: Thousands of charmingly old-fashioned computer and console games from the 8-bit, 16-bit, MS-DOS era are easily re-playable today in a web browser -- many Abandonware websites now feature play-in-browser emulated games. Here is a video of 101 charming old MS-DOS games, most of which can be re-played on Abandonware websites across the internet in seconds.

But what about today's cloud-linked, DRM crippled games, which won't even work without Steam/Origin/UPlay, and many of which don't even allow you to host your own multiplayer servers anymore? How will we play them 20 years from now -- on what may be Android, Linux or other OSs -- when they are tethered into the cloud? And is writing a fully-working emulator for today's complex Windows/DirectX games even feasible?

How will Abandonware work 20 years from now?

Nintendo

Kotaku Posts 'A Reminder That Video Games Are A Force For Good' (kotaku.com.au) 42

An anonymous reader quotes Kotaku Australia: Spurred on by the recent discussions of video games and violence, and spurred on by the emotional and often downbeat tone of that discussion, a user on Twitter posted a simple thought exercise. Rather than talking about the misery and pain of the week, what if people shared all the times Nintendo games changed lives instead?

Unsurprisingly, the tweet went viral with over 22,000 retweets and 31,200 likes, prompting a trending discussion where people began sharing tales of how Nintendo games have served as a force for good.... Users began retelling stories of the first times they shared a Nintendo game with their parents. Others spoke about times how Nintendo games helped them while they were being bullied at school, difficult situations at home, or just being able to connect with people over a shared interest.

The responses included game players with autism or depression, with other gamers sharing stories about bonding with a parent, getting inspired to pursue a career, or meeting friends or future spouses in online games.

Any Slashdot readers want to share their own thoughts on whether videogames are "a force for good"?
Businesses

Walmart Takes Down Displays of Violent Video Games in Stores (bloomberg.com) 353

Walmart is removing displays and signs of violent video games in its stores in the wake of two deadly shootings at its locations in Texas and Mississippi in recent weeks. From a report: "We've taken this action out of respect for the incidents of the past week, and this action does not reflect a long-term change in our video game assortment," Walmart spokeswoman Tara House said. Further reading: Violent Video Games Don't Cause Mass Shootings, Study Says; and Dear Walmart C.E.O.: You Have the Power to Curb Gun Violence. Do It. (Op-ed).
Businesses

Microsoft, Nintendo, and Sony To Require Loot Box Odds Disclosure (polygon.com) 73

All three major console manufacturers -- Microsoft, Nintendo, and Sony -- have agreed to require games with paid loot boxes to include the chances of winning randomized in-game items from them, the Entertainment Software Association announced Wednesday. From a report: Michael Warnecke, the ESA's chief counsel of tech policy, made the announcement during a workshop on loot boxes hosted by the U.S. Federal Trade Commission. "I'm pleased to announce this morning that Microsoft, Nintendo, and Sony have indicated to ESA a commitment to new platform policies with respect to the use of paid loot boxes in games that are developed for their platforms," Warnecke said. "Specifically, this would apply to new games and game updates that add loot box features, and it would require the disclosure of the relative rarity or probabilities of obtaining randomized virtual items in games that are available on their platforms." Warnecke said that in addition to the major console manufacturers, "many of the leading video game publishers" who are members of the ESA, the trade body that represents the gaming industry, will "implement a similar approach."
E3

E3 Accidentally Doxxed Over 2,000 Journalists, YouTubers, and Streamers (buzzfeednews.com) 45

The Entertainment Software Association, which runs the E3 video game expo, accidentally made phone numbers, emails, names, and addresses of over 2,000 attendees public on their website. "A copy of the list was archived on several popular message boards for trolls, and includes the home addresses of many reporters," reports BuzzFeed News. From the report: The leaked list was discovered by journalist and YouTube creator Sophia Narwitz. Narwitz made a video about the database, titled "The Entertainment Software Association just doxxed over 2000 journalists and content creators," last week. Narwitz told BuzzFeed News that some members of the media criticized her following her video, accusing her of drawing attention to the list. Making Narwitz's role in this more complicated is her history with the pro-GamerGate subreddit, r/KotakuInAction. She's currently arguing publicly with members of the gaming site Kotaku. Based on screenshots Narwitz tweeted, however, she did attempt to notify ESA about the leak before making her video about it. "I think this whole event shows a stunning level of incompetence on the ESA's part. The file wasn't password protected, it was just in the open for anyone to download with a single click," she said. Harassment against those included on the list appears to have already begun. "ESA was made aware of a website vulnerability that led to the contact list of registered journalists attending E3 being made public," the ESA wrote in a statement provided to Kotaku. "Once notified, we immediately took steps to protect that data and shut down the site, which is no longer available. We regret this occurrence and have put measures in place to ensure it will not occur again."
Games

Violent Video Games Don't Cause Mass Shootings, Study Says (axios.com) 477

From a report: Violent video games (and television and movies) have been a frequent scapegoat for acts of real-world violence. But it's hard to ignore the fact that video games are popular all over the world, yet mass shootings aren't common in most of those places. Naturally, that was the case put forth by the Entertainment Software Association, the video game industry's trade group. "Violent crime has been decreasing in our country at the very time that video games have been increasing in popularity," the group said in a statement. "And other societies, where video games are played as avidly, do not contend with the tragic levels of violence that occur in the U.S." The same case is also backed up by academic research. "Study after study has established that there is no causal link between video games and real world violence," the ESA said.
GNOME

The VR Linux Desktop Is On Its Way 79

mfilion writes: Want to use the GNOME or KDE Linux desktops on your virtual-reality headset? A new open-source project aims to let you play games and use your Linux desktop with your VR head-mounted display. Xrdesktop is an open-source project "designed to let you work with traditional desktop environments, such as GNOME and KDE, in VR," reports ZDNet. "It does this by making window managers aware of VR. It then uses VR runtimes to render desktop windows in 3D space. Once there, you'll be able to work on the desktop using VR controllers in place of a mouse and keyboard."

You can find installation instructions on xrdesktop Wiki. The Valve-backed program is available in packages for Arch Linux and Ubuntu Linux. You can also install it on other distributions, but you'll need to install xrdesktop from source.
Businesses

How Over 25 People Got Scammed Into Working at a Nonexistent Game Company (kotaku.com) 110

An anonymous reader shares a report: Brooke Holden had all but given up on breaking into the video game business. [...] "Professionally inexperienced but passionate team manager looking for a hobby project to help support and manage," she posted to a subreddit for assembling game dev teams. It was just a lark, yet a half dozen replies accumulated under the post. One in particular stood out, from an account with an active Reddit history on developer recruitment boards. The poster's name was "Kova," and he told Holden that his small team of three developers had recently ballooned into a 48-member operation that needed a manager "on everyone's arse." Holden was exhilarated. On June 22, 2019, she signed a contract with Kova's company Drakore Studios, accepting the position of junior production manager at $13 per hour.

There was just one problem: Drakore Studios didn't actually exist. Over the course of a month and a half, "Kova," real name Rana Mahal, convinced at least 25 people to join a game studio that was not a registered company, and develop a video game to which he did not own the rights, in exchange for no pay. Six of them came forward to tell their story to Kotaku. The story they told was one of deceit, exploitation, incompetence, and hope, and one fuelled by gamers' desperation to participate in an industry that has stoked their imagination, lifted their mood and forged friendships since childhood.

Sony

PlayStation 4 Becomes Fastest Console To Sell 100 Million (geek.com) 76

According to a recent financial report from Sony, the PlayStation 4 has become the fastest home console to reach 100 million sales. Geek.com reports: The 100 million mark is an impressive milestone for any console no matter how long it takes to reach it. Sony previous hit it with the original PlayStation and set the total sales record with the PlayStation 2's 155 million sales. Meanwhile, Nintendo also achieved this with the original Wii, the Game Boy line of handhelds, and the 154 million sales of the Nintendo DS. But after failing to hit the target with the beleaguered (albeit still successful) PlayStation 3, Sony has bounced back with the PlayStation 4. And since the PS4 has only been on the market for five years and seven months, it beat the record two months earlier than the previous fastest seller the PS2.
PlayStation (Games)

Sony Warns PlayStation Consoles Might Get More Expensive if the Trade War Continues (cnet.com) 182

If the US-China trade war continues to escalate, consumers could soon find themselves paying more for PlayStations. From a report: As with other electronics giants, Sony manufacturers most of its consoles in China, with the company warning that if a new round of higher tariffs goes into effect the price for its game console may go up. "We believe, and therefore have told the U.S. government, that higher tariffs would ultimately damage the U.S. economy," said Hiroki Totoki, Sony's chief financial officer, according to The Wall Street Journal. Totoki added that the company hasn't decided yet how it would handle additional tariffs but said that it may have consumers share some of the cost. In May President Trump raised US import tariffs on $200 billion of Chinese goods from 10% to 25%, threatening to place additional tariffs on another $300 billion of Chinese exports which would include video games. The US and China resumed trade talks Tuesday.
Businesses

Grand Theft Auto Maker Has Paid No UK Corporation Tax in 10 Years (theguardian.com) 170

Rockstar North, the Edinburgh-based developer of Grand Theft Auto, has paid no corporation tax over the past 10 years, despite making billions in revenue for its parent company Take-Two Interactive, while claiming more than $52m in tax relief. From a report: A report from the investigative thinktank TaxWatch UK estimates Rockstar Games' operating profit at $5bn between 2013 and 2019, during which time the company released Grand Theft Auto V (GTA V) and Red Dead Redemption 2. Rockstar North is part of Rockstar Games. GTA V has sold more than 100m copies, making it one of the most profitable entertainment products of all time. It racked up $1.2bn in its first three days on sale in 2013. According to Take-Two earnings reports, GTA V's online component, GTA Online, has generated hundreds of millions in revenue. But the company paid no corporation tax between 2009 and 2018. It received $52m in tax credits from the government's video games tax relief scheme, which was set up in 2014 to bolster the UK's $6.1bn games industry, much of which is made up of small and medium-sized developers. The sum is equivalent to 19% of the total relief paid to the entire UK games industry since 2014, TaxWatch reports.
First Person Shooters (Games)

Teenagers Win Millions At Fortnite World Cup (ign.com) 127

$30 million in prizes were up for grabs, the largest ever for an esports event, and more than 40 million attempted to qualify for a spot. Now IGN reports: The grand champion of the Fortnite World Cup finals has been crowned. Kyle "Bugha" Giersdorf, a 16-year-old American boy, took home the trophy and a $3 million prize... "Words can't even explain [how I feel] right now," Giersdorf said from the Champion's circle. "I'm just so happy. Everything I've done, the grind, it's all paid off. It's just insane."
And the Guardian reports that a 15-year-old won $1.25 million (£1m) when his two-man team placed second in the duos competition. He told the BBC that his mother initially thought he was wasting his time. "Now I've proved to her that I can do stuff, I'm really happy," he said. With regard to spending the prize money, his mother said her son was not materialistic, and that she anticipated he would spend the prize money on a "lifetime of Uber Eats".
IGN also reported on another Fortnite drama: A pair of Fortnite World Cup competitors, formerly banned by Epic for cheating, were the target of much ire Saturday, as the crowd loudly booed one's appearance onscreen and subsequently cheered for their loss...

Epic Games previously banned XXiF and Ronaldo from Fortnite for 14 days, after an internal review found that the players had colluded with other players in order to acquire easy elimination points during week 3 of the Fortnite World Cup qualifiers, according to Dexerto. The pair were subsequently dropped from their team, Rise Nation. That initially sounded like the end of the whole matter, but then XXiF and Ronaldo qualified during the week 8 qualifier, finishing in third place and securing a spot during the finals.

XXiF and Ronaldo ended up placing 28th during the duos finals, securing them $50,000 each in prize money.

Fornite had to ban more than 1,200 Fortnite accounts for cheating in just the first week of the World Cup Open online.
First Person Shooters (Games)

'Doom' Celebrates 25th Anniversary By Re-Releasing Three Classic Games (theverge.com) 102

To celebrate the 25th anniversary of Doom, there's now mobile versions in the Google Play Store, reports Android Police, "and since this is a 25th-anniversary release, it includes the fourth expansion Thy Flesh Consumed. It's the complete package folks, and it's finally available on Android as an official release."

And in addition, three Doom re-releases are now available for the Nintendo Switch, Xbox One, and PlayStation 4, reports the Verge -- though there was one little glitch: Bethesda says it'll get rid of the strange requirement that players must log into an online account before they play the newly re-released versions of Doom, Doom II, and Doom 3, which went live yesterday. Players quickly criticized Bethesda for the seemingly ridiculous limitation -- the first of these games was released more than 25 years ago, at a time when there was obviously no internet requirement. The online login will be made optional in a coming update, Bethesda said today.
The re-releases were part of QuakeCon 2019, reports IGN, noting that Bethesda also showcased Doom Eternal's multiplayer, "revealing new details about the unique 1v2 Battle Mode."

Forbes hails the re-releases as "id Software's fast-paced, ultra-violent...classic shooters," adding that "It appears the re-releases are actually Unity remakes, though whether much has changed beyond resolution support remains to be seen." But they may also have some other minor differences, Engadget reports: There have been a few other complaints as well, such as the addition of copy protection, graphical changes (such as filtering that softens those 1993-era graphics) and apparent music tempo slowdowns on the Switch. That's not including the removal of downloads for the old PS3 and Xbox 360 versions. It's not a fiasco, but these clearly weren't the straightforward ports some were expecting.
Games

65% of Online Gamers Face Threats, Stalking, Other 'Severe Harassment' (cnet.com) 167

Online gaming may be popular and fun, but it's not without pitfalls. More than 70% of online gamers have experienced some form of harassment, according to a survey released Thursday from the Anti-Defamation League's Center on Technology and Society. From a report: And 65% of players said they've experienced "severe harassment," including physical threats, stalking and sustained harassment. "Online hate causes real harm," ADL CEO Jonathan Greenblatt said in a release. "Every time someone in an online multiplayer game physically threatens or harasses another player repeatedly because of who they are or what they believe, that experience doesn't just end for that individual when the game is over."

Among online gamers who experience harassment, 53% reported being targeted based on their race, religion, ability, gender, sexual orientation or ethnicity, according to the ADL. Nearly 30% also report being doxed, which means having their contact or other personal information published online. The ADL also said that some gamers reported being exposed to "extremist ideologies and hateful propaganda."

Businesses

The Video Game Industry Can't Go On Like This (kotaku.com) 219

How much bigger can video games get? Video games are only getting more costly, in more ways than one. And it doesn't seem like they're sustainable. From a report: There's the human cost, which Kotaku has chronicled extensively. Contract workers are continually undervalued and taken advantage of, as Call of Duty: Black Ops 4 developer Treyarch is reported to do.[...] That's only the start of it. When you adjust for inflation, the retail cost of video games has never been cheaper, and it's been this way for some time. The $60 price point for a standard big-budget release has held steady for nearly 15 years, unadjusted for inflation even as the cost to make big-budget video games has risen astronomically with player expectations. Since changing the price point seems to be anathema, we've seen the industry attempt to compensate with all manner of alternatives: higher-priced collector's editions, live service games that offer annual passes or regular expansions a la Destiny, microtransactions, and free-to-play games. Then you have loot boxes. [...]

Let's run down the Big Three. We're more than halfway through 2019, and Electronic Arts has only published one single-player game, the indie Sea of Solitude. Last year was much the same, with two indies as its only single-player releases: Fe and Unraveled 2. Activision's portfolio of single-player games looks even thinner: Sekiro: Shadows Die Twice is the only exclusively single-player, non-remake game that the publisher has released since 2015's Transformers: Devastation -- which itself is no longer available, thanks to an expired licensing agreement. Ubisoft is an exception, regularly releasing entries in single-player game franchises like Far Cry and Assassin's Creed. But it buttresses them with aggressive microtransactions and extensive season pass plans. (And the occasional diversion like Trials Rising and South Park: The Fractured But Whole.)

The big-budget single-player experience is now almost entirely the domain of first-party studios making marquee games for console manufacturers, which bankroll games like Spider-Man and God of War. The economics of first-party exclusives are totally different -- they're less about making money by themselves and more about drawing players into the console's ecosystem. This is worth considering, because as big publishers prioritize live, service-oriented games, the number of games on their schedules has dropped. If you look at the Wikipedia listings for EA, Ubisoft, and Activision games released by year, you'll get a stark -- if unscientific -- picture of how each big publisher's release slate has thinned out in the last five years, relying on recurring cash cows like sports games and annualized franchises and little else. In 2008, those three publishers released 98 games; in 2018 they released just 28, not including expansions.

Games

Tencent is Betting There's a Future For Retro Games in the Cloud (cnbc.com) 79

While tech giants like Microsoft and Google are building cloud gaming platforms for the latest blockbuster titles, one start-up is taking a different approach. From a report: London-based firm Antstream says it wants to bring a streaming experience to retro gaming enthusiasts. The company has developed a cloud gaming service that gives players access to a library of over 2,000 classic video games. It's a model that CEO Steve Cottam sees going global. And to bolster that ambition, the company has raised its first significant round of funding, led by the Chinese tech giant Tencent and backed by British venture firm Hambro Perks. For Antstream, the project is about resurrecting an experience long buried in old devices like the Commodore 64 and the Amiga. Cottam told CNBC in an interview that the idea for the company stemmed from what he's been seeing elsewhere in the entertainment industry. "You've got Spotify and Apple for your music, while in movies you've got Netflix and Amazon," he said. "It's so easy to find that content, but games just got lost because of all these different formats, and they didn't work on modern devices."
Android

Asus Unveils High-End 'ROG Phone II' Smartphone With 120Hz Display, Snapdragon 855 Plus, and Giant Battery (phonedog.com) 102

Asus has unveiled a spec-heavy gaming phone called the ROG Phone II. When it launches later this year, it'll be one of the only phones to feature Qualcomm's new gaming-focused Snapdragon 855 Plus processor, a 120Hz AMOLED display, and massive 6,000mAh battery. PhoneDog reports: The ROG Phone II features a 6.59-inch 2340x1080 AMOLED display with a 120Hz refresh rate and it's the first phone to include Qualcomm's gaming-focused Snapdragon 855 Plus processor. Both the CPU and GPU in the SD855 Plus are clocked higher than in the standard SD855, helping you get better performance. ASUS has crammed 12GB of RAM inside the ROG Phone II's body, too. Another gaming-centric feature of the ROG Phone II are its AirTrigger buttons. Located on the side of the device, they give you extra buttons for your games and an improved software algorithm over the first ROG Phone that lets you rest your fingers on the AirTriggers, meaning you can react more quickly since you're not having to move your fingers to reach for the buttons.

Other notable features of the ROG Phone II include a 48MP main camera with Sony IMX586 sensor, a 13MP ultra wide rear camera with a 125-degree field of view, and a 24MP front camera. There's up to 512GB of built-in storage available, an in-display fingerprint reader, dual front-facing speakers, and a 3.5mm headphone jack. Powering the whole package is a whopping 6000mAh battery. There are two USB-C ports on the ROG Phone II, with one in a traditional place on the bottom of the device and the other on the side of the phone so that it doesn't get in your way when you're gaming and charging. Both ports support Quick Charge 3.0, but the side port can charge more quickly with QuickCharge 4.0 support. It also includes support for 4K video output using DisplayPort 1.4.
We don't have an official price or release date yet, but it's likely to start shipping later this year at around $899, which was the cost of the original ROG Phone.
Graphics

'Fortnite' Creator Epic Games Supports Blender Foundation With $1.2 Million (blender.org) 43

Long-time Slashdot reader dnix writes: Apparently having a lot of people playing Fortnite is good for the open source community too. Epic Games' MegaGrants program just awarded the Blender Foundation with $1.2 million over the next three years...to further the success of the free and open source 3D creation suite.
It's part of the company's $100 million "MegaGrants" program, according to the announcement. "Open tools, libraries and platforms are critical to the future of the digital content ecosystem," said Tim Sweeney, founder and CEO of Epic Games. "Blender is an enduring resource within the artistic community, and we aim to ensure its advancement to the benefit of all creators."
Nintendo

'Super Mario Maker 2' Finally Acknowledges Nintendo Fan Communities (npr.org) 36

It was the best-selling game of June, with IGN calling it "the most accessible game design tool ever created, and that core is just one part of a greater whole..."

Since its launch three weeks ago, fans have already built over 2 million custom stages, NPR notes -- but the real news is that Super Mario Maker 2 finally represents a shift in Nintendo's attitude towards its fan community: It's Nintendo's reliance on the creative spirit of these dedicated players that makes the Super Mario Maker series such a quietly radical property within the Nintendo canon... By loosening its grip on a beloved property and tossing the keys to the player community, Nintendo feeds into the fan-obsessive tendencies they've previously refused. With the Super Mario Maker series, Nintendo acknowledges the history of competitive speedrunning, tournament play, and even the masochistic fan games that have made their games visible and interesting in an entirely different way. It's the rare Nintendo game that is depending on those players, creators, and spectators to keep it alive. Super Mario Maker 2 has only been out for a few weeks, but already we've seen how the game's deceptively complex course editor has led to the community making some astounding levels...

Nintendo has always been old-school in the way they rely on offline experiences, downplaying the kind of online communities that other developers prioritize. Ironically, it is that indifference that has made fan communities formed around Nintendo games feel singular and special -- they're smaller, more intimate, and regulated by the players themselves. With the Super Mario Maker franchise, Nintendo finally acknowledges the power and influence of its most obsessive fans -- by creating something that couldn't thrive without them.

IGN argues that "it's astonishing how incredibly well it's all held together in one cohesive package... It does nearly everything better than its already excellent predecessor, introducing some incredible new ideas, level styles, building items, and so much more - all while maintaining the charm of Mario games we know and love."

And Slashdot reader omfglearntoplay writes "If you like old games from the 1980s, this is your game."

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