The Linkielist

Linking ideas with the world

The Linkielist

The Stop Killing Games movement is nearing an official meeting with EU lawmakers

The Stop Killing Games campaign is continuing to gain momentum after hitting more than a million signatures in July. After a July 31st deadline, the movement secured around 1.45 million signatures, which the organizers are currently in the process of verifying. The initiative aims to enact legislation that preserves access to video games, even when developers decide to end support, as seen with Ubisoft when it delisted The Crew and revoked access to players who already purchased the game. There were some early concerns about the potential for falsely-submitted signatures, but the latest update from organizers said that early reports show around 97 percent of the signatures are valid.

According to the European Commission’s website, EU authorities have three months to verify the signatures once they are submitted. After that, the organizers said they will personally deliver the petition to the European Commission. With initial estimates clearing the threshold of one million verified signatures, the following steps involve getting meetings with both the European Commission and the European Parliament.

From the date of the initiative’s submission, the European Union will get six months to decide what to do regarding the Stop Killing Games movement. There is the possibility of the governing bodies not taking any action at all, but the organizers said they are “preparing to ensure our initiative cannot be ignored.” To prepare for the meetings, the organizers said they will be reaching out to members of Parliament and the Commission, while also trying to counter any misinformation or industry lobbying. For now, the campaign will post more frequent updates on its Discord community and social media channels.

Source: The Stop Killing Games movement is nearing an official meeting with EU lawmakers

Which games are used to fund Russia’s wars?

Escape from Tarkov, a popular multiplayer extraction shooter created by Russia’s Battlestate Games, is set for release on Steam, the world’s largest PC gaming platform. The launch comes despite glaring evidence that the studio’s leadership, including head developer Nikita Buyanov, has maintained ties to Russia’s arms industry and associates who joined Moscow-backed forces in eastern Ukraine during Russia’s invasion in 2014.

[…]

Before the full-scale war, Buyanov and his team collaborated repeatedly with Kalashnikov, Russia’s weapons giant, recording promotional videos. He appeared alongside Dmitry “Goblin” Puchkov, a Kremlin-aligned blogger who called for the genocide of all Ukrainians. Other members of Battlestate’s circle openly fundraise for Russian troops and post invasion symbols on their pages.

Battlestate also maintained close ties with the 715 Team, a Kaliningrad-based crew of gun enthusiasts and “tactical trainers” with a massive YouTube following, where Buyanov was a frequent guest. The group built its brand through weapons tests and collaborations with Kalashnikov, but after the full-scale invasion, its leader, Roman “Khors” Chernov, began appearing in occupied Donetsk, declaring support for Russia’s war. At minimum, the crew provided material support in the form of fundraisers for Russian troops, blurring the line between hobbyist content and active participation in the invasion.

Their presence bled into Tarkov itself: players on Reddit—among them Georgian YouTuber Gattsu—noted pro-Kremlin graffiti and 715 references inside the game, along with official merchandise tied to the group. For a time, one playable character type in Tarkov was even labeled “hohol,” a derogatory Russian slur for Ukrainians. The overlap between Battlestate’s in-game world and its real-world circle of collaborators shows how deeply entwined the studio became with figures who went from gaming culture to fighting in Russia’s war.

[Note: here War Thunder is mentioned for filming with Russian bloggers and Russian weapons. This argument seems weak, as War Thunder is about all kinds of weapons and can hardly work without using Russian ones]

Squad 22: ZOV

The most brazen example is Squad 22: ZOV, released on Steam in May 2025 and openly endorsed by Russia’s Defense Ministry. Developed by SPN Studio, the game reframes the invasion of Ukraine as a “liberation” and packages war crimes as playable missions: the first free campaign is the “liberation of Mariupol,” where more than 10,000 civilians were killed, with further missions available for purchase to reenact Russia’s 2014 invasion of Donbas and Crimea. On Steam, the title is advertised as “recommended by the Russian military” for cadet training, and its ZOV branding deliberately echoes the extremist symbols painted on Russian tanks and missiles.

Russia’s War Crimes Simulator? What Squad 22 ZOV Game Was Really Made For
Read more

Behind the project is Alexander Tolkach, a former Russian diplomat with a background in behavioral “influence games” and suspected intelligence ties. His work is backed by RVKO, a Kremlin-linked foundation that supports Russian soldiers, raising fears that in-game purchases could funnel directly into the war effort

[…]

Steam continues to operate in Russia despite sanctions, allowing Russian players to access and pay for games through workarounds. At the same time, Steam has complied with Russian censorship demands—removing titles or restricting access when ordered by state agencies.

[…]

Russia’s war in Ukraine has already forced major publishers to act. Ubisoft, EA, and Rockstar pulled sales from Russia and Belarus. Steam, Epic, and GOG stopped accepting ruble payments. But Russian developers remain adept at evading scrutiny—registering companies in Cyprus, Hungary, or the UK while continuing to sell to Western audiences. Western platforms, eager for content, rarely ask questions.

[…]

Gamers don’t need to be told what to play—but they deserve to know where their money goes.

[…]

 

Source: Escape from Tarkov’s Release Raises Questions About Ties to Russia’s War Efforts — UNITED24 Media

Visa and Mastercard Fielding A Ton Of Complaints Over “NSFW” Games Disappearing On Platforms, acting as censors

A week or so ago, Karl Bode wrote about Vice Media’s idiotic decision to disappear several articles that had been written by its Waypoint property concerning Collective Shout. Collective Shout is an Australian group that pretends to be a feminist organization, when, in reality, it operates much more like any number of largely evangelical groups bent on censoring any content that doesn’t align with their own viewpoints (which they insist become your viewpoints as well). The point of Karl’s post was to correctly point out that Collective Shout’s decision to go after the payment processors for the major video game marketplaces over their offering NSFW games shouldn’t be hidden from the public in the interest of clickbait non-journalism.

But that whole thing about Collective Shout putting on a pressure campaign on payment processors is in and of itself a big deal, as is the response to it. Both Steam and itch.io recently either removed or de-indexed a ton of games they’re labeling NSFW, chiefly along guidelines clearly provided by the credit card companies themselves. Now, Collective Shout will tell you that it is mostly interested in going after games that depict vile actions in some ways, such as rape, child abuse, and incest.

No Mercy. That’s the name of the incest-and-rape-focused game that was geo-blocked in Australia this April, following a campaign by the local pressure group Collective Shout. The group, which stands against “the increasing pornification of culture”, then set its sights on a broader target – hundreds of other games they identified as featuring rape, incest, or child sexual abuse on Steam and itch.io. “We approached payment processors because Steam did not respond to us,” said the group of its latest campaign.

The move was effective. Steam began removing sex-related games it deemed to violate the standards of its payment processors, presenting the choice as a tradeoff in a statement to Rock Paper Shotgun: “We are retiring those games from being sold on the Steam Store, because loss of payment methods would prevent customers from being able to purchase other titles and game content on Steam.”

Itch.io followed that up shortly afterwards with its de-indexing plan, but went further and did this with all NSFW games offered on the platform. Unlike Steam, itch.io was forthcoming as to their reasoning for its actions. And they were remarkably simple.

“Our ability to process payments is critical for every creator on our platform,” Corcoran said. “To ensure that we can continue to operate and provide a marketplace for all developers, we must prioritize our relationship with our payment partners and take immediate steps towards compliance.”

Digital marketplaces being unable to collect payment through trusted partners would be, to put it tersely, the end of their business. Those same payment processors can get predictably itchy about partnering with platforms that host content that someone out there, or many someones as part of a coordinated campaign, may not like for fear that will sully their reputation. And because these are private companies we’re talking about, their fear along with any of their own sense of morality are at play here. The end result is a digital world filled with digital marketplaces that all exist under an umbrella of god-like payment processors that can pretty much dictate to those other private entities what can be on offer and what cannot.

And, as an executive from Appcharge chimed in, the processors will hang this all on the amount of fraud and chargebacks that come along with adult content, but that doesn’t change the question about whether payment processors should be neutral on legal but morally questionable content or not. Because, as you would expect, the aims of folks like Collective Shout almost certainly don’t end with things like rape and incest.

It’s possible that Collective Shout’s campaign highlighted a level of operational and reputational risk that payment processors weren’t aware of, and of a severity they didn’t expect. “I’m guessing it’s also the moral element,” Tov-Ly says. “It just makes sense, right? Why would you condone incest or rape promoting games?”

Tov-Ly is of the opinion that payment processors offer a utility, and should have no more role in the moral arbitration of art than your electricity company – meaning, none at all. “Whenever you open that Pandora’s box, you’re not impartial anymore,” he says. “Today it’s rape games and incest, but tomorrow it could be another lobbying group applying pressure on LGBT games in certain countries.”

We’ve already seen this sort of thing when it comes to book and curriculum bans that are currently plaguing far too much of the country. When porn can mean Magic Treehouse, the word loses all meaning.

What is actually happening is that payment processors are feeling what they believe is “public pressure”, but which is actually just a targeted and coordinated campaign from a tiny minority of people who watched V For Vendetta and thought it was an instruction manual. Well, the public has caught wind of this, as have game publishers that might be caught up in this censorship or whatever comes next, and coordinated contact campaigns to payment processors to complain about this new censorship are being conducted.

Gilbert Martinez had just poured himself a glass of water and was pacing his suburban home in San Antonio, Texas while trying to navigate Mastercard’s byzantine customer service hotline. He was calling to complain about recent reports that the company is pressuring online gaming storefronts like Steam and Itch.io to ban certain adult games. He estimates his first call lasted about 18 minutes and ended with him lodging a formal complaint in the wrong department.

Martinez is part of a growing backlash to Steam and Itch.io purging thousands of games from their databases at the behest of payment processing companies. Australia-based anti-porn group Collective Shout claimed credit for the new wave of censorship after inciting a write-in campaign against Visa and Mastercard, which it accused of profiting off “rape, incest, and child sexual abuse game sales.” Some fans of gaming are now mounting reverse campaigns in the hopes of nudging Visa and Mastercard in the opposite directions.

If noise is what is going to make these companies go back to something resembling sanity, this will hopefully do the trick. We’re already seeing examples of games that are being unjustly censored, described as porn when they are very much not. Not to mention instances where nuance is lost and the “porn” content is actually the opposite.

Vile: Exhumed is a textbook example of what critics of the sex game purge always feared: that guidelines aimed at clamping down on pornographic games believed to be encouraging or glorifying sexual violence would inevitably ensnare serious works of art grappling with difficult and uncomfortable subject matter in important ways. Who gets to decide which is which? For a long time, it appeared to be Steam and Itch.io. Last week’s purges revealed it’s actually Visa and Mastercard, and whoever can frighten them the most with bad publicity.

Some industry trade groups have also weighed in. The International Game Developers Association (IGDA) released a statement stating that “censorship like this is materially harmful to game developers” and urging a dialogue between “platforms, payment processors, and industry leaders with developers and advocacy groups.” “We welcome collaboration and transparency,” it wrote. “This issue is not just about adult content. It is about developer rights, artistic freedom, and the sustainability of diverse creative work in games.”

This is the result of a meddling minority attempting to foist their desires on everyone else, plain and simple. Choking the money supply is a smart choice, sure, but one that should be recognized in this case for what it is: censorship based on proclivities that are not widely shared. And if there really is material in these games that is illegal, it should obviously be done away with.

But we should not be playing this game of pretending content that is not widely seen as immoral should somehow be choked of its ability to participate in commerce.

Source: Credit Card Companies Fielding A Ton Of Complaints Over NSFW Games Disappearing On Platforms | Techdirt

Gamers Flood Credit Card Hotlines Demanding End To Censorship in games – this won’t just blow over

[…] Martinez is part of a growing backlash to Steam and Itch.io purging thousands of games from their databases at the behest of payment processing companies. Australia-based anti-porn group Collective Shout claimed credit for the new wave of censorship after inciting a write-in campaign against Visa and Mastercard, which it accused of profiting off “rape, incest, and child sexual abuse game sales.” Some fans of gaming are now mounting reverse campaigns in the hopes of nudging Visa and Mastercard in the opposite directions.

A screenshot shows an email sent to Collective Shout.
Screenshot: Bluesky / Kotaku

“Seeing the rise of censorship and claiming it’s to ‘protect kids,’ it sounds almost like the Satanic Panic, targeting people that have done nothing to anyone except having fun,” Martinez told Kotaku. “We’re already seeing the negative effect this has on people’s personal and financial lives because of such unnecessary restrictions. If parents are so concerned over protecting kids, then they should parent their own kids instead of forcing other people to meet their ridiculous demands.”

Indie horror game Vile: Exhumed is one of the titles that’s been banned from Steam by Valve. Released last year by Cara Cadaver of Final Girl Games, it has players rummage through a fictional ‘90s computer terminal to uncover a twisted man’s toxic obsession with an adult horror film actress, using this format to engage with themes of online misogyny and toxic parasocial relationships. “It was banned for ‘sexual content with depictions of real people,’ which, if you have played it, you know is all implied, making this all feel even worse,” Cadaver wrote on Bluesky on July 28.

Valve did not immediately respond to a request for comment.

Vile: Exhumed is a textbook example of what critics of the sex game purge always feared: that guidelines aimed at clamping down on pornographic games believed to be encouraging or glorifying sexual violence would inevitably ensnare serious works of art grappling with difficult and uncomfortable subject matter in important ways. Who gets to decide which is which? For a long time, it appeared to be Steam and Itch.io. Last week’s purges revealed it’s actually Visa and Mastercard, and whoever can frighten them the most with bad publicity.

VILE: Exhumed | Announcement Trailer

“Things are definitely changing as reports of responses to calls have gone from ‘Sorry what are you talking about?’ to then ‘Are you ALSO calling about itch/steam’ to now some [callers] receiving outright harassment,” a 2D artist who goes by Void and who has helped organize a Discord for a reverse call-in campaign told Kotaku. It’s hard to have any clear sense of the scope of these counter-initiatives or what ultimate impact they might have on the companies in question, but anecdotally the effort seems to be gaining traction. For instance, callers are now needing to spend less time explaining what Steam, Itch.io, or “NSFW” games are to the people on the other end of the line.

“For calls I was originally focusing on Mastercard, but I ended up getting a lot of time out of Visa,” Bluesky user RJAIN told Kotaku. “Two days ago I had a call with Visa that lasted over an hour, and a follow-up call later on that lasted over 2.5 hours. Those calls, I spoke with a supervisor and they seemed very calm and understanding. Yesterday, the calls were different. The reps seemed angry and exhausted. They refused to let me speak to a supervisor and kept insisting that it is now protocol for them to disconnect the call on anyone complaining about this issue.”

[…]

Some industry trade groups have also weighed in. The International Game Developers Association (IGDA) released a statement stating that “censorship like this is materially harmful to game developers” and urging a dialogue between “platforms, payment processors, and industry leaders with developers and advocacy groups.” “We welcome collaboration and transparency,” it wrote. “This issue is not just about adult content. It is about developer rights, artistic freedom, and the sustainability of diverse creative work in games.”

For the time being, that dialogue appears to mostly be taking place at Visa’s and Mastercard’s call centers, at least when they allow it.

Source: Gamers Flood Credit Card Hotlines Demanding End To Censorship

Visa and Mastercard are getting overwhelmed by censorship gamer fury

In the wake of storefronts like Steam and itch.io curbing the sale of adult games, irate fans have started an organized campaign against the payment processors that they believe are responsible for the crackdown. While the movement is still in its early stages, people are mobilizing with an eye toward overwhelming communication lines at companies like Visa and Mastercard in a way that will make the concern impossible to ignore.

On social media sites like Reddit and Bluesky, people are urging one another to get into contact with Visa and Mastercard through emails and phone calls. Visa and Mastercard have become the targets of interest because the affected storefronts both say that their decisions around adult games were motivated by the danger of losing the ability to use major payment processors while selling games. These payment processors have their own rules regarding usage, but they are vaguely defined. But losing infrastructure like this could impact audiences well beyond those who care about sex games, spokespeople for Valve and itch.io said.

In a now-deleted post on the Steam subreddit with over 17,000 upvotes, commenters say that customer service representatives for both payment processors seem to already be aware of the problem. Sometimes, the representatives will say that they’ve gotten multiple calls on the subject of adult game censorship, but that they can’t really do anything about it.

The folks applying pressure know that someone at a call center has limited power in a scenario like this one; typically, agents are equipped to handle standard customer issues like payment fraud or credit card loss. But the point isn’t to enact change through a specific phone call: It’s to cause enough disruption that the ruckus theoretically starts costing payment processors money.

“Emails can be ignored, but a very very long queue making it near impossible for other clients to get in will help a lot as well,” reads the top comment on the Reddit thread. In that same thread, people say that they’re hanging onto the call even if the operator says that they’ll experience multi-hour wait times presumably caused by similar calls gunking up the lines. Beyond the stubbornness factor, the tactic is motivated by the knowledge that most customer service systems will put people who opt for call-backs in a lower priority queue, as anyone who opts in likely doesn’t have an emergency going on.

Artwork from the erotic game Forbidden Fantasy, featuring a purple-haired elf character shushing the camera
Image: OppaiMan

“Do both,” one commenter suggests. “Get the call back, to gum up the call back queue. Then call in again and wait to gum up the live queue.”

People are also using email to voice their concerns directly to the executives at both Visa and Mastercard, payment processors that activist group Collective Shout called out by name in their open letter requesting that adult games get pulled. Emails are also getting sent to customer service. In light of the coordinated effort, many people are getting a pre-written response that reads:

Thank you for reaching out and sharing your perspective. As a global company, we follow the laws and regulations everywhere we do business. While we explicitly prohibit illegal activity on our network, we are equally committed to protecting legal commerce. If a transaction is legal, our policy is to process the transaction. We do not make moral judgments on legal purchases made by consumers. Visa does not moderate content sold by merchants, nor do we have visibility into the specific goods or services sold when we process a transaction. When a legally operating merchant faces an elevated risk of illegal activity, we require enhanced safeguards for the banks supporting those merchants. For more information on Visa’s policies, please visit our network integrity page on Visa.com. Thank you for writing.

On platforms like Bluesky, resources are being shared to help people know who to contact and how, including possible scripts for talking to representatives or sending emails. A website has been set up with the explicit purpose of arming concerned onlookers with the tools and knowledge necessary to do their part in the campaign.

Through it all, gamers are telling one another to remain cordial during any interactions with payment processors, especially when dealing with low-level workers who are just trying to do their job. For executives, the purpose of maintaining a considerate tone is to help the people in power take the issue seriously.

The strategy is impressive in its depth and breadth of execution. While some charge in with an activist bent, others say that they’re pretending to be confused customers who want to know why they can’t use Visa or Mastercard to buy their favorite games.

Meanwhile, Collective Shout — the organization who originally complained to Steam, Visa, and Mastercard about adult games featuring non-consensual violence against women — has also recently put out a statement of its own alongside a timeline of events.

“We raised our objection to rape and incest games on Steam for months, and they ignored us for months,” reads a blog post from Collective Shout. “We approached payment processors because Steam did not respond to us.”

Collective Shout claims that it only petitioned itch.io to pull games with sexualized violence or torture against women, but allegedly, the storefront made its own decision to censor NSFW content sitewide. At current, itch.io has deindexed games with adult themes, meaning that these games are not viewable on their search pages. The indie storefront is still in the middle of figuring out and outlining its rules for adult content on the website, but the net has been cast so wide that some games with LGBT themes are being impacted as well.

In another popular Reddit thread, users say that customer service representatives are shifting from confusion to reiterating that their concerns are being “heard.”

“I will be calling them again in a few to days to see if there is any progress on changing the situation,” says the original poster.

Perhaps a different comment in that thread summarizes the ordeal best: “There’s really only 2 things that can unite Gamers: hate campaigns and gooning.”

Source: Visa and Mastercard are getting overwhelmed by censorship gamer fury | Polygon

Automata Dev Warns That Letting Credit Card Companies Censor Internet is an attack on Democracy

As a fight with credit card companies over adult games leads to renewed concerns about censorship on Steam and even on indie platforms like itch.io, a recent warning by Nier: Automata director Yoko Taro calling censorship a “security hole that endangers democracy itself” has become relevant again.

The comments came last November when the Manga Library Z online repository for digital downloads of out-of-print manga was forced to shut down. The group blamed international credit card companies, presumably Visa and Mastercard, who wanted the site to censor certain words from its copies of adult manga.

“Publishing and similar fields have always faced regulations that go beyond the law, but the fact that a payment processor, which is involved in the entire infrastructure of content distribution, can do such things at its own discretion seems to me to be dangerous on a whole new level,” Taro wrote in a thread at the time, according to a translation by Automaton.

He contionued:

It implies that by controlling payment processing companies, you can even censor another country’s free speech. I feel like it’s not just a matter of censoring adult content or jeopardizing freedom of expression, but rather a security hole that endangers democracy itself.

Manga Library Z was eventually able to come back online thanks to a crowdfunding campaign earlier this year, but now video game developers behind adult games with controversial themes are facing similar issues on Steam and itch.io due to recent boycott campaigns. Some artists and fans have been organizing reverse boycotts calling for Visa, Mastercard, and others to end their “moral panic.” One such petition has nearly 100,000 signatures so far.

“Some of the games that have been caught up in the last day’s changes on Itch are games that up-and-coming creators have made about their own experiences in abusive relationships, or dealing with trauma, or coming out of the closet and finding their first romance as an LGBTQ person,” NYU Game Center chair Naomi Clark told 404 Media this week. She mentioned Jenny Jiao Hsia’s autobiographical Consume Me as one example of the type of work that could be censored under the platform’s shifting definitions of what’s acceptable

[…]

Source: Nier: Automata Dev Warned About Credit Card Company Censorship

Minecraft ended virtual reality support – no reason given why

Minecraft is no longer (officially) available on virtual and mixed reality platforms. The change was confirmed in today’s patch notes for the game’s Bedrock edition following an announcement from developer Mojang in October. Those fall patch notes suggested that the platforms would be removed in March, so players who favored VR wound up getting a few extra weeks to fully immerse themselves in their blocky worlds.

Removing entire platforms isn’t a choice game devs make lightly. Especially when Minecraft‘s player base still numbers in the hundreds of millions at any given time, it seems unlikely that Mojang would take away virtual and mixed reality unless it wouldn’t cause a serious disruption for its many fans. There are still plenty of critically received games that make VR ownership worthwhile (Beat Saber, anyone?), but a title as major as Minecraft abandoning the hardware isn’t a great look.

Source: Minecraft ended virtual reality support today

UK Online Safety Act Killing games: Cult text-based zombie MMO Urban Dead is shutting down after “a full 19 years, 8 months and 11 days”

The UK Online Safety Act passed into law in 2023, and it properly comes into effect in 2025 with the threats of millions of pounds in fines. For Kevan Davis, the solo British dev behind the text-based zombie MMO Urban Dead, the risks presented by this legislation are too great, and his browser game is set to shut down on March 14, 2025.

“The Online Safety Act comes into force later this month, applying to all social and gaming websites where users interact, and especially those without strong age restrictions,” Davis writes in the announcement. “With the possibility of heavy corporate-sized fines even for solo web projects like this one, I’ve reluctantly concluded that it doesn’t look feasible for Urban Dead to be able to continue operating.”

This legislation is billed as a way of protecting individuals – especially children – from harmful content on social media platforms, requiring content providers to “take robust action against illegal content and activity.” The effort has been widely criticized not just by the major tech companies that it would most directly affect, but by security experts who feel that the proposed efforts would undermine privacy.

Nonetheless, the official timetable for the Online Safety Act is continuing to progress. “So a full 19 years, 8 months and 11 days after its quarantine began, Urban Dead will be shut down,” Davis writes. “No grand finale. No final catastrophe. No helicopter evac. Make your peace or your final stand in whichever part of Malton you called home, and the game will be switched off at noon UTC on 14 March.”

If you want to play Urban Dead ahead of its shutdown later this month, the original website is still online.

Source: Cult text-based zombie MMO Urban Dead is shutting down after “a full 19 years, 8 months and 11 days” because of new UK legislation | GamesRadar+

EA just released source code for a bunch of old Command and Conquer games, and added Steam Workshop support to some more

[…]EA’s announced that it’s releasing the source code for a bunch of old C&C games and—here’s the bit where I, as a man who enjoys modding but is also very lazy, gets excited—adding Steam Workshop support to a few more.

The games getting a source code release are Command & Conquer (Tiberian Dawn), Red Alert, C&C Renegade, and C&C Generals and Zero Hour. They’re being released under the GPL license, meaning folks can mix, match, and redistribute them to their hearts’ content without EA lawyers smashing down the door. You can find them all on EA’s Github page.

As for the Steam Workshop? That’s getting switched on for C&C Renegade, C&C Generals and Zero Hour, C&C 3 Tiberium Wars and Kane’s Wrath, and C&C 4 Tiberium Twilight (they can’t all be winners). EA’s also gone and “updated all the Mission Editor and World Builder tools so you can publish maps directly to the Steam Workshop.”

Plus, it’s putting out a modding support pack that “contains the source Xml, Schema, Script, Shader and Map files for all the games that use the SAGE engine.”

[…]

Source: EA just released source code for a bunch of old Command and Conquer games, and added Steam Workshop support to bangers like C&C 3: Tiberium Wars | PC Gamer

Ubisoft Facing Lawsuit Over Shutting Down Online Game

In 2014, Ubisoft launched The Crew as an open-world, always-online racing game with a campaign and multiplayer mode. It was a fairly successful game for Ubisoft, spawning two sequels—The Crew 2 and Crew: Motorfest. But in December 2023, Ubisoft suddenly delisted the racing game from digital stores and, in April 2024, completely shut off its servers. This means that even if you bought a physical copy of the game, you can no longer play it. Now, two gamers in the United States who weren’t happy about this are filing a lawsuit against Ubisoft.

As reported by Polygon, on November 4 Matthew Cassell and Alan Liu filed a lawsuit in federal court. The main complaint of the recently filed lawsuit is that the two plaintiffs believe Ubisoft has “duped” consumers by telling them they are buying a game when in reality they are only “renting” a “limited license.” The lawsuit also says that Ubisoft rubbed “salt on the wound” by not making the single-player portion of The Crew playable offline.

[…]

Earlier this year, Ubisoft’s decision to kill The Crew’s servers and make them unplayable led to a firestorm online, and fueled a movement dedicated to fighting back against the ongoing practice of companies killing online games and making them unplayable after people have bought them. Currently, that group is looking for signatures to force European Union lawmakers to address the issue directly.

[…]

Funnily enough, Ubisoft announced in September that it was planning to make sure The Crew 2 and Motorfest get offline modes that will let people keep playing the games even after the servers are shut down. I wonder why they scrambled to announce that?

[…]

Source: Ubisoft Facing Lawsuit Over Shutting Down Always Online Game

A Million People Play This Video Wargame. So Do Militaries across the world.

Warfare is changing at a pace unseen in almost a century, as fighting in Ukraine and the Middle East shows. For military commanders, tackling that upheaval demands fast and constant adaptation.

Increasingly, that entails playing games.

Wargames—long the realm of top brass and classified plans—let strategists test varying scenarios, using different tactics and equipment. Now they are filtering down the ranks and out among analysts. Digitization, boosted by artificial intelligence, helps yield practical lessons in greater safety and at lower cost than staging military maneuvers would. Wargames can also explore hypotheticals that no exercise could address, such as nuclear warfare.

[…]

The game has become a surprise hit, for users of all stripes. The Air Force recently approved Command PE to run on its secure networks. Britain’s Strategic Command just signed up to use it in training, education and analysis, calling it a tool “to test ideas.” And Taiwanese defense analysts tap Command PE to analyze responses to hostility from mainland China.

Command’s British publisher, Slitherine Software, stumbled into popularity. The family business got started around 2000 selling retail CD-ROM games like Legion, involving ancient Roman military campaigns.

When Defense Department officials in 2016 first contacted Slitherine, which is based in an old house in a leafy London suburb, its father-and-son managers were so stunned they thought the call might be a prank.

“Are you taking the piss?” J.D. McNeil, the father, recalled asking near the end of the conversation.

What drew Pentagon attention was the software’s vast, precise database of planes, ships, missiles and other military equipment from around the world, which allows exceptionally accurate modeling.

[…]

It was a simple battle simulation that Navy Lt. Larry Bond wanted to create in 1980, after using the service’s complex training game, Navtag, onboard his destroyer.

Bond created Harpoon, published as a paper-and-dice game that drew a big following thanks to its extensive technical data on military systems. One fan was insurance-agent-turned-author Tom Clancy.

Clancy tapped Harpoon as a source for his first novel, “The Hunt for Red October,” and used it so extensively in writing his 1986 follow-up, “Red Storm Rising,” that he called himself and Bond “co-authors.”

A home-computer version of Harpoon flourished and then faded early this century. Frustrated fan Dimitris Dranidis sought to replace it. The result, Command: Modern Operations, released in 2013, took off as users—many in the military—added and corrected its open-source database.

The database now includes tens of thousands of items, from bullets to bombers, covering almost every front-line piece of equipment used by all the world’s militaries since 1946. Users keep parameters like fuel capacity and operating range accurate.

[…]

In the military world, most acquisitions undergo more rigorous testing than consumer products for battle-readiness, but Command flips that paradigm thanks to its evolution. With roughly one million commercial users, Command “gets beat up by the community to a degree that the defense industry just can’t do,” said Barrick, the Marines instructor.

Command focuses on battles and engagements, not campaigns or wars. “It’s really useful if you want a very close look—almost through a soda straw,” said Wasser at CNAS, who sees it as an excellent tool for training and education.

Education was one of the top uses cited at a conference of Command military users in Rome hosted by the Italian Air Force last year, attended by civilian and uniformed defense professionals from the U.S., the U.K., Taiwan and beyond.

[…]

Source: A Million People Play This Video Wargame. So Does the Pentagon.

So the professional edition is very pricey indeed. The consumer version (modern operations) while not cheap is affordable and still under very active development.

Feds Say You Don’t Have a Right to Check Out Retro Video Games Like Library Books. Want you to pirate them apparently.

Most of the world’s video games from close to 50 years of history are effectively, legally dead. A Video Games History Foundation study found you can’t buy nearly 90% of games from before 2010. Preservationists have been looking for ways to allow people to legally access gaming history, but the U.S. Copyright Office dealt them a heavy blow Friday. Feds declared that you or any researcher has no right to access old games under the Digital Millennium Copyright Act, or DMCA.

Groups like the VGHF and the Software Preservation Network have been putting their weight behind an exemption to the DMCA surrounding video game access. The law says that you can’t remotely access old, defunct games that are still under copyright without a license, even though they’re not available for purchase. Current rules in the DMCA restrict libraries and repositories of old games to one person at a time, in person.

The foundation’s proposed exemption would have allowed more than one person at a time to access the content stored in museums, archives, and libraries. This would allow players to access a piece of video game history like they would if they checked out an ebook from a library. The VGHF and SPN argued that if the museum has several copies of a game in its possession, then it should be able to allow as many people to access the game as there are copies available.

In the Copyright Office’s decision dated Oct. 18 (found on Page 30), Director Shira Perlmutter agreed with multiple industry groups, including the Entertainment Software Association. She recommended the Library of Congress keep the same restrictions. Section 1201 of the DMCA restricts “unauthorized” access to copyrighted works, including games. However, it allows the Library of Congress to allow some classes of people to circumvent those restrictions.

In a statement, the VGHF said lobbying efforts from rightsholders “continue to hold back progress.” The group pointed to comments from a representative from the ESA. An attorney for the ESA told Ars Technica, “I don’t think there is at the moment any combinations of limitations that ESA members would support to provide remote access.”

Video game preservationists said these game repositories could provide full-screen popups of copyright notices to anybody who checked out a game. They would also restrict access to a time limit or force users to access via “technological controls,” like a purpose-built distribution of streaming platforms.

Industry groups argued that those museums didn’t have “appropriate safeguards” to prevent users from distributing the games once they had them in hand. They also argued that there’s a “substantial market” for older or classic games, and a new, free library to access games would “jeopardize” this market. Perlmutter agreed with the industry groups.

“While the Register appreciates that proponents have suggested broad safeguards that could deter recreational uses of video games in some cases, she believes that such requirements are not specific enough to conclude that they would prevent market harms,” she wrote.

Do libraries that lend books hurt the literary industry? In many cases, publishers see libraries as free advertising for their products. It creates word of mouth, and since libraries only have a limited number of copies, those who want a book to read for longer are incentivized to purchase one. The video game industry is so effective at shooting itself in the foot that it doesn’t even recognize when third-party preservationists are actively about to help them for no cost on the publishers’ part.

If there is such a substantial market for classic games, why are so many still unavailable for purchase? Players will inevitably turn to piracy or emulation if there’s no easy-to-access way of playing older games.

“The game industry’s absolutist position… forces researchers to explore extra-legal methods to access the vast majority of out-of-print video games that are otherwise unavailable,” the VGHF wrote.

Source: Feds Say You Don’t Have a Right to Check Out Retro Video Games Like Library Books

Minecraft is ending all virtual reality support next spring

[…]Developer Mojang announced last month that March 2025 would be the last update for the game on PlayStation VR. Yesterday’s patch notes for the Bedrock edition of the game use similar language, stating that “Our ability to support VR/MR devices has come to an end, and will no longer be supported in updates after March of 2025.”

All is not lost for the block builders who have been enjoying Minecraft in virtual reality. After the final March 2025 update, the patch notes clarify that “you can keep building in your worlds, and your Marketplace purchases (including Minecoins) will continue to be available on a non-VR/MR graphics device such as a computer monitor.” It’s a sad development for a game that was such a good match for the VR experience. And with the huge sales figures Minecraft continues to put up year after year, it’s also a bit discouraging for the broader virtual reality and mixed reality ecosystem to lose such an iconic title.

[…]

Source: Minecraft is ending all virtual reality support next spring

With Microsoft having ended support for Windows Mixed Reality and junking a whole load of 2 year old consumer VR devices, this is another blow to an industry that is finally growing again, with new devices such as Pico 4 and Pimax Crystal Lite hitting the shops.

Steam adds the harsh truth that you’re buying “a license,” not the game itself

It’s scary to think about how many games in your backlog will never get played; scarier, still, to think about how you don’t, in most real senses of the word, own any of them.

Now Valve, seemingly working to comply with a new California law targeting “false advertising” of “digital goods,” has added language to its checkout page to confirm that thinking. “A purchase of a digital product grants a license for the product on Steam,” the Steam cart now tells its customers, with a link to the Steam Subscriber Agreement further below.

Credit: Kevin Purdy

California’s AB2426 law, signed by Gov. Gavin Newsom Sept. 26, excludes subscription-only services, free games, and digital goods that offer “permanent offline download to an external storage source to be used without a connection to the internet.” Otherwise, sellers of digital goods cannot use the terms “buy, purchase,” or related terms that would “confer an unrestricted ownership interest in the digital good.” And they must explain, conspicuously, in plain language, that “the digital good is a license” and link to terms and conditions.

Which is what Valve has now added to its cart page before enforcement of these terms was due to start next year.

[…]

Ubisoft deleted The Crew, its online-only racing game, from its servers on April 1, and thereby cut off access for those who bought it. Warner Bros. Discovery spent months in early 2024 moving toward a wipe-out of all Adult Swim Games titles listed on Steam and elsewhere, only to do something far more sensible at the last moment. Sony tried in late 2023 to delete more than 1,000 Discovery video titles from PlayStation owners’ libraries, then walked that back. And then a couple months later, it jumped back into the online ire mix by nixing a wealth of Funimation anime offerings that had once been promised to be available “forever.”

[…]

Source: Steam adds the harsh truth that you’re buying “a license,” not the game itself – Ars Technica

This deletion of video game history and non-ownership has a long history. Join the Stop Killing Games website to try do something about it.

Also look at:

Sony Shuts Down LittleBigPlanet 3 Servers, destroying Fan Creations – don’t trust the cloud

Sony Shuts Down LittleBigPlanet 3 Servers, destroying Fan Creations – don’t trust the cloud

Sony has indefinitely decommissioned the PlayStation 4 servers for puzzle platformer LittleBigPlanet 3, the company announced in an update to one of its support pages. The permanent shutdown comes just months after the servers were temporarily taken offline due to ongoing issues. Fans now fear potentially hundreds of thousands of player creations not saved locally Read more about Sony Shuts Down LittleBigPlanet 3 Servers, destroying Fan Creations – don’t trust the cloud[…]

Nvidia’s third-party RTX 40-series GPUs are losing performance over time thanks to rubbish factory-installed thermal paste

Modern graphics cards use lots of power and all of it is turned into heat. So if you’re paying many hundreds of dollars for a powerful GPU, you’d expect no expense to be spared on the cooling system. It turns out that for many Nvidia RTX 40-series vendors, the expense is being spared and cheap, poorly applied thermal paste is leading to scorching high hotspot temperatures and performance degradation over time.

That’s the conclusion hardware tester Igor’s Lab has come to after testing multiple GeForce RTX cards, analysing temperatures and performance, and discovering that the thermal paste used by many graphics card vendors is not only sub-standard for the job but is also poorly applied.

I have four RTX 40-series cards in my office (RTX 4080 Super, 4070 Ti, and two 4070s) and all of them have quite high hotspots—the highest temperature recorded by an individual thermal sensor in the die. In the case of the 4080 Super, it’s around 11 °C higher than the average temperature of the chip. I took it apart to apply some decent quality thermal paste and discovered a similar situation to that found by Igor’s Lab.

In the space of a few months, the factory-applied paste had separated and spread out, leaving just an oily film behind, and a few patches of the thermal compound itself. I checked the other cards and found that they were all in a similar state.

[…]

Removing the factory-installed paste from another RTX 4080 graphics card, Igor’s Lab applied a more appropriate amount of a high-quality paste and discovered that it lowered the hotspot temperature by nearly 30 °C.

But it’s not just about the hotspots. Cheap, poorly applied thermal paste will cause the performance of a graphics card to degrade over time because GPUs lower clock speeds when they reach their thermal limits. PC enthusiasts are probably very comfortable with replacing a CPU’s thermal paste regularly but it’s not a simple process with graphics cards.

[…]

While Nvidia enjoys huge margins on its GPUs, graphics card vendors aren’t quite so lucky, but they’re not so small that spending a few more dollars on better thermal paste isn’t going to bankrupt the company.

Mind you, if they all started using PTM7950, then none of this would be an issue—the cards would run cooler and would stay that way for much longer. The only problem then is that you’d hear the coil whine over the reduced fan noise.

Source: Nvidia’s third-party RTX 40-series GPUs are losing performance over time thanks to rubbish factory-installed thermal paste | PC Gamer

Apparently the idiots who pay for pre-order are now paying for ‘early access’ in games

While it didn’t technically start last year, in 2023 we saw an increase in the number of games offering “early access” for a price. Mortal Kombat 1, The Crew: Motorfest, Starfield, Diablo 4, and a few others all offered players an option: Pay the standard price to play the game at launch or pay extra to play a few days “early,” assuming the servers are working properly.

To me, it all seemed like an obvious ploy by publishers to milk gamers for even more money than they already do via in-app purchases, cosmetics, battle passes, and XP boosters. I hoped that people would realize that all these publishers were doing was holding back a game’s release for a few days just to make some extra money. I hoped that gamers would see this was a scam and that these early access perks were worthless.

I was apparently wrong. Looking ahead at the rest of 2024, it’s clear that publishers big and small have seen other games making lots of money via early access launches and are following their lead.

[…]

keep in mind that all of the games listed above aren’t actually being released early. I can’t stress that enough. That’s not what’s happening here. Not at all.

If a company can release a game like Madden NFL 25 on August 12 for some, they can release it for everyone, instead of making players wait three days because they didn’t spend an extra $20 on some special edition. A game launched on July 10 for some players still had to go through all the same certifications and testing that any other game released on a console is forced to complete. So the only thing holding the game back for three days is greedy publishers.

Basically, publishers are delaying games by three days for no reason, and then charging you more to play early. They have created a fake problem and are selling you a silly solution.

[…]

In multiplayer games this can lead to people arriving well after others have hit the max level and mastered maps and weapons. And for single-player games, it means folks with less money might have stories spoiled days before they can play. It’s just a real mess of garbage and none of it is necessary at all.

[…]

I also want to give a special shout-out to Test Drive Unlimited: Solar Crown, which seems to be the first game to take this paid early access shenanigans to the next level with two separate tiers depending on which special edition you pre-order. The silver editions of the game include two days of early access while the even pricier gold edition bumps that up to seven days.

[…]

next year, we might see a game with a 15-day early access period and a separate 18-day super early access window. Are you all excited for that future, because I’m not.

Source: Paying To Play Games Early Is Normal Now And That Sucks

Pre-order is enough of a scam. If you are going to pay beforehand, then you should receive equity. You are taking a risk. But to pay extra for a few days? Really?

Helldivers 2 Won’t Require PSN Account On Steam after all, Sony Confirms

PlayStation has announced that, after about three days of online yelling and reviewing bombing, it will no longer require Helldivers 2 players on PC to link their Steam account to a PlayStation Network account in order to continue accessing the popular sci-fi co-op shooter.

On May 2, PlayStation and Arrowhead Games Studios—the developers behind Helldivers 2—announced on Steam that a so-called “grace period” was ending and that all PC players would need a PSN account to keep playing one of 2024’s best video games. Technically, this was always the plan as noted on the Helldivers 2 Steam store page. However, due to the game’s messy launch in February, PC players were allowed to play without a PSN account. This led to an awkward situation on Thursday when Sony announced all players would need to have a PlayStation account by June 4 to keep playing. Now, following a massive negative reaction, PlayStation is backtracking.

In a tweet at midnight on May 5, PlayStation said it had heard all the “feedback” on linking a Steam and PSN account and decided…nah, never mind.

Helldivers fans — we’ve heard your feedback on the Helldivers 2 account linking update,” announced PlayStation. “The May 6 update, which would have required Steam and PlayStation Network account linking for new players and for current players beginning May 30, will not be moving forward.”

PlayStation said it was still “learning what is best for PC players” and suggested all the feedback the company received about the situation had been “invaluable.”

“Thanks again for your continued support of Helldivers 2 and we’ll keep you updated on future plans,” concluded PlayStation’s late-night tweet.

This reverse on account linking follows a horrible time for Arrowhead’s devs and community managers, who were forced to manage a massive digital war across Twitter, Reddit, and Discord. The CEO of Arrowhead spent most of the weekend apologizing on Twitter and talking to angry fans.

Source: Helldivers 2 Won’t Require PSN Account On Steam, Sony Confirms

Sony Shuts Down LittleBigPlanet 3 Servers, destroying Fan Creations – don’t trust the cloud

Sony has indefinitely decommissioned the PlayStation 4 servers for puzzle platformer LittleBigPlanet 3, the company announced in an update to one of its support pages. The permanent shutdown comes just months after the servers were temporarily taken offline due to ongoing issues. Fans now fear potentially hundreds of thousands of player creations not saved locally will be lost for good.

“Due to ongoing technical issues which resulted in the LittleBigPlanet 3 servers for PlayStation 4 being taken offline temporarily in January 2024, the decision has been made to keep the servers offline indefinitely,” Sony wrote in the update, first spotted by Delisted Games. “All online services including access to other players’ creations for LittleBigPlanet 3 are no longer available.”

The 2014 sequel starring Sackboy and other crafted creatures was beloved for the creativity and flexibility it afforded players to create their own platforming levels. The game’s offline features will remain available, as will user-generated content stored locally. Players won’t be able to share them, though, or access any data that was stored on Sony’s servers, which likely made up the majority of user-generated content for the game.

While the servers for the PS3 version of the game were originally shut down in 2021 due to ongoing DDOS attacks, the PS4 servers remained open up until January of 2024 when malicious mods threatened the game’s security. “We are temporarily taking the LittleBigPlanet servers offline whilst we investigate a number of issues that have been reported to us,” the game’s Twitter account announced at the time. “If you have been impacted by these issues, please be rest assured that we are aware of them and are working to resolve them for all affected.”

Some players were worried the closure might become permanent. It now seems they were right.

“Nearly 16 years worth of user generated content, millions of levels, some with millions of plays and hearts,” wrote one long-time player, Weeni-Tortellini, on Reddit in January. “Absolutely iconic levels locked away forever with no way to experience them again. To me, the servers shutting down is a hefty chunk bitten out of LittleBigPlanet’s history. I personally have many levels I made as a kid. Digital relics of what made me as creative as i am today, and The only access to these levels i have is thru the servers. I would be devastated if I could never experience them again.”

The permanent shutdown comes as online services across many other older games are retired as well. Nintendo took online multiplayer for Wii U and 3DS games offline earlier this month, impacting games like Splatoon and Animal Crossing: New Leaf. Ubisoft came under fire last week for not just shutting off servers for always-online racing game The Crew, but revoking PC players’ licenses to the game itself as well.

“This is naturally a very sad day for all of us involved with LittleBigPlanet and I have no doubt that many feel the same,” tweeted community manager Steven Isbell. “I’m still here to listen to you all though and will take time over the coming weeks to reach out to the community and listen to anyone that wants to talk.”

Source: Sony Shuts Down LittleBigPlanet 3 Servers, Nuking Fan Creations

Ubisoft is deleting The Crew from players’ libraries, reminding us we own nothing

Ubisoft’s online-only racing game The Crew stopped being operable on April 1. Some users are reporting, however, that things have gone a bit further. They say that the company actually reached into Ubisoft Connect accounts and revoked the license to access the game, according to reports by Game Rant and others.

Some of these users liken this move to theft, as they had purchased the game with their own money and received no warning that Ubisoft would be deleting the license. When attempting to launch the game, these players say they received a message stating that access was no longer possible.

On its face, this sounds pretty bad. People paid for something that was snatched away. However, there’s one major caveat. The Crew is an online-only racing game, so there really isn’t anything to do without the servers. Those servers went down on April 1 and the game was delisted from digital store fronts. Also, this move only impacts the original game. The Crew 2 and The Crew Motorfest are both still going.

When Ubisoft announced that the servers would be taken offline, it offered refunds to those who recently purchased the The Crew. The game’s been around a decade, so this refund likely didn’t apply to the vast majority of players. Some of these people said they had planned to set up private servers to play the game, an option that is now impossible.

[…]

We pay money for these products. We think we own them, but we don’t own a damned thing. Read the terms of service from Ubisoft or any other major games publisher for proof of that. Philippe Tremblay, Ubisoft’s director of subscriptions, recently told Gamesindustry.biz that players will become “comfortable with not owning” their games.

[…]

Source: Ubisoft is deleting The Crew from players’ libraries, reminding us we own nothing

So why exactly can’t you start up a private server for a game you spent a lot of money on, again?

Ubisoft At The Center Of A Fight To Stop Online Game Shutdowns – help out yourself

In an increasingly digital age, owning media outright has become less and less possible. Whether it’s movies, music, books, or video games, the pivot to digital has made it harder for consumers to own permanent, physical copies of their favorite pieces of media. In video games, myriad titles that players have spent time and money on have been taken offline by publishers, never to be played again. Legislation around this is spotty worldwide, and some companies have gotten away with raking in consumer money just to pull the plug on a game months or years down the line. However, YouTube channel Accursed Farms is starting a coordinated campaign to force stronger legislation against this practice, with Ubisoft’s racing game The Crew at the center of it.

The growing lack of ownership in video games

Ross Scott, who runs Accursed Farms, posted a 31-minute video on the channel, which outlines the problem and how he believes drawing attention to The Crew’s April 1 shutdown could cause governments to enact greater consumer protections for people who purchase online games. As laid out in the video, consumer rights for these situations vary in different countries. France, however, has some pretty robust consumer laws, and Ubisoft is based there.

“This isn’t really about The Crew or even Ubisoft,” Scott says in the video. “It’s about trying to find a weak link in the industry so governments can examine this practice to stop publishers from destroying our games.”

Accursed Farms

According to a since-deleted blog post by Ubisoft, The Crew had over 12 million players before it was delisted in December of last year. Even if most of those people weren’t actively playing the game by the end of its lifetime, that still means that millions of copies of the game were sold—zero of which can be played today. This has become pretty common practice for a lot of online games from some of the biggest companies in the industry, like when Square Enix shut down Final Fantasy VII: The First Soldier in January 2023 or Electronic Arts sunsetting the mobile version of Apex Legends the following May. However, Scott hypothesizes that players don’t form substantial collective action to save these games because, by the time a company makes a decision to shut a game down, most of its player base has already moved on. This is why he’s formed the Stop Killing Games initiative, which is attempting to rally concerned video game fans into pushing local governments to examine the situation with The Crew. The hope is that this can spark broader change.

How the Stop Killing Games initiative is coordinating action

The Stop Killing Games website includes step-by-step instructions for different countries and regions on how to support the cause, whether by contacting local representatives and government bodies or just spreading the word.

[…]

The Stop Killing Games’ end goal is that governments will implement legislation to ensure the following:

  • Games sold must be left in a functional state
  • Games sold must require no further connection to the publisher or affiliated parties to function
  • The above also applies to games that have sold microtransactions to customers
  • The above cannot be superseded by end user license agreements

As Scott lays out, the ideal outcome is that legislation will require online games to be run on player-hosted servers after developers stop supporting it, rather than publishers shouldering the burden of hosting servers internally. This is often a leading cause for games and services being shut down.

[…]

Ubisoft’s director of subscriptions, Philippe Tremblay, recently said the company wants players to be more comfortable not owning the games they buy the same way people have grown accustomed to not owning albums on Spotify or films on Netflix:

One of the things we saw is that gamers are used to, a little bit like DVD, having and owning their games. That’s the consumer shift that needs to happen. They got comfortable not owning their CD collection or DVD collection. That’s a transformation that’s been a bit slower to happen [in games]. As gamers grow comfortable in that aspect… you don’t lose your progress. If you resume your game at another time, your progress file is still there. That’s not been deleted. You don’t lose what you’ve built in the game or your engagement with the game. So it’s about feeling comfortable with not owning your game.

Source: Ubisoft At The Center Of A Fight To Stop Online Game Shutdowns

No Man’s Sky gets unique computer-generated space stations and ship customisation

No Man’s Sky is still getting major updates. Developer Hello Games’ “Orbital” update, due Wednesday, adds procedurally generated space stations (so they’ll be different every time), a ship editor and a Guild system to the nearly eight-year-old space exploration sim.

Up until now, space stations have been one of the few parts of No Man’s Sky that weren’t created and randomized by algorithms as something truly unique. That changes with today’s update, which uses game engine upgrades to “create vast interior spaces and exterior spaces, with improved reflection and metallic surfaces.”

The stations’ broader scale will be evident from the outside, while their interiors will include new shops, gameplay and things to do. Hello Games describes them as being “uniquely customized” based on their virtual inhabitants’ system, race and locale.

Interior of new procedurally generated space stations in the game No Man's Sky. Three characters stand in action poses in the foreground of a space hangar as ships whizz by.
Hello Games

Inside the stations, you’ll find the new ship editor. Hello Games says it previously withheld ship customization to maintain the title’s focus on exploration. (If players could build any ship they wanted at any time, it could ruin some of the fun of scouting out existing ones to buy in-game.) In that spirit, you’ll still need to collect, trade and salvage the parts to build yours how you like it.

[…]

Source: Eight years after launch, No Man’s Sky gets computer-generated space stations that are different each time

Completely awesome!

Apex Legends streamers surprised to find aimbot and other hacks added to their PCs in the middle of major competition

The Apex Legends Global Series is currently in regional finals mode, but the North America finals have been delayed after two players were hacked mid-match. First, Noyan “Genburten” Ozkose of DarkZero suddenly found himself able to see other players through walls, then Phillip “ImperialHal” Dosen of TSM was given an aimbot.

Genburten’s hack happened part of the way through the day’s third match. A Twitch clip of the moment shows the words “Apex hacking global series by Destroyer2009 & R4ndom” repeating over chat as he realizes he’s been given a cheat and takes his hands off the controls. “I can see everyone!” he says, before leaving the match.

ImperialHal was hacked in the game immediately after that. “I have aimbot right now!” he shouts in a clip of the moment, before declaring “I can’t shoot.” Though he continued attempting to play out the round, the match was later abandoned.

The volunteers at the Anti-Cheat Police Department have since issued a PSA announcing, “There is currently an RCE exploit being abused in [Apex Legends]” and that it could be delivered via from the game itself, or its anti-cheat protection. “I would advise against playing any games protected by EAC or any EA titles”, they went on to say.

As for players of the tournament, they strongly recommended taking protective measures. “It is advisable that you change your Discord passwords and ensure that your emails are secure. also enable MFA for all your accounts if you have not done it yet”, they said, “perform a clean OS reinstall as soon as possible. Do not take any chances with your personal information, your PC may have been exposed to a rootkit or other malicious software that could cause further damage.”

Source: Apex Legends streamers surprised to find aimbot and other hacks added to their PCs in the middle of major competition | PC Gamer

Doom running on gut bacteria, proving you really can play the game on anything

An MIT biotech researcher has been able to run the iconic computer game Doom using actual gut bacteria. Lauren Ramlan didn’t get the game going on a digital simulation of bacteria, but turned actual bacteria into pixels to display the 30-year-old FPS, as reported by Rock Paper Shotgun.

Specifically, Ramlan created a display inside of a cell wall made entirely of E. coli bacteria. The 32×48 1-bit display may not win any resolution awards, but who cares, right? It’s Doom running on bacteria. The researcher dosed the bacteria with fluorescent proteins to get them to light up just like digital pixels.

There’s a couple of caveats here. First of all, the bacteria aren’t actually running the game, as we still haven’t cracked that whole “inject biological matter with digital code” thing. Instead, the bacteria combine to act as a teensy-tiny monitor that renders gameplay for the beloved shooter.

Also, there’s the subject of frame rate, which is always an important metric when considering FPS games. To be blunt, the frame rate is atrocious, likely due to the fact that bacteria were never intended to display 3D video games. It takes 70 minutes for the bacteria to illuminate one frame of the game and another eight hours to return to its starting state. This translates to nearly nine hours per frame, which means it would take around 600 years to play the game from start to finish. That’s even worse than Cyberpunk 2077 at launch.

So while this won’t present the smoothest gameplay experience, it’s still a pretty nifty idea. Also, it further proves the theory that Doom can run on just about anything. We’ve seen the game running on pregnancy tests, rat brain neurons and even inside of other titles, like the sequel Doom II and Minecraft. Doom is the great equalizer. May it continue to surprise us for the next 30 years.

Source: Here’s a video of Doom running on gut bacteria, proving you really can play the game on anything

Ubisoft Just Delisted The Crew Game Without Warning – will be unplayable

Ubisoft’s The Crew, which was released in 2014 for Xbox 360, Xbox One, PlayStation 4, and PC, has been delisted without warning. Its servers will shut off next year, too. And because the game is an always-online experience, Ubisoft has confirmed that it will become unplayable once that happens.

The Crew is a massive open-world driving game set in a digital (not-to-scale) recreation of the United States of America. While its narrative was a weird, melodramatic tale of car gangs and criminals, the real reason to play The Crew was to go on road trips across Ubisoft Ivory Tower’s squished, but charming recreation of the USA. But, if you wanted to check out The Crew now or return to its odd world, you better hurry up, because in 2024 it all dies.

On December 14, Ubisoft delisted The Crew from all console storefronts and on Steam. This happened early in the day, before Ubisoft had officially commented on the situation, leading to speculation as to what it meant. On Thursday, the publisher posted a letter on its website confirming the game has been delisted and its servers will be shut down on April 1, 2024.

Because the game is always online, that means once the servers are dead so is the game for everyone who bought it, digitally or physically.

“We understand this may be disappointing for players still enjoying the game,” Ubisoft said. “But it has become a necessity due to upcoming server infrastructure and licensing constraints.”

Ubisoft says folks who have recently bought The Crew might be eligible for a refund but stopped short of offering anything else to players who will permanently lose access to a game they purchased just a few months from now.

“Decommissioning a game, and especially our first one, is not something we take lightly,” Ubisoft said. “Our goal remains to provide the best action-driving gameplay experience for players and to deliver on it, we are continuing to provide new content and support for The Crew 2 and the recently launched The Crew Motorfest.

While I don’t expect companies to support online games for decades, it would be nice if games were built in a way that, when the servers do eventually die, the game can be updated into an offline experience. Otherwise, in 10 to 15 years, we are going to have a lot of games that won’t be playable anymore, even if you own the disc.

Source: Ubisoft Just Delisted The Crew Without Warning

Former GTA Developer’s Blog Removed After Rockstar Complains

Former Rockstar North developer Obbe Vermeij had been enjoying a few weeks of sharing some decades-old tales. Reminiscing on his many years with the GTA developer, Vermeij took to his personal blog to recall revealing inside stories behind games like San Andreas and Vice City, and everyone was having a good time. Until Rockstar North came along.

[…]

In the last few weeks, on his very old-school Blogger blog, Vermeij had been sharing some stories about the development processes behind the games, seemingly without any malice or ill-intent.

These included interesting insights into the original GTA and GTA 2, like how much the PC versions of the games had to be compromised so it would run on the PS1. “I remember one particular time when all of the textures for the PS version had been cut down to 16 colours,” Vermeij writes. “When the artists saw the results there was cursing. There was no choice though. Difficult choices had to be made to get the game to run on a PS.”

[…]

It seems the line was crossed for some at Rockstar after a couple of weeks of these lovely anecdotes and insights. On November 22, Vermeij removed most of the posts from the site, and added a new one explaining that after receiving an email from Rockstar North, “some of the OGs there are upset by my blog.”

I genuinely didn’t think anyone would mind me talking about 20 year old games but I was wrong. Something about ruining the Rockstar mystique or something.

Anyway,

This blog isn’t important enough to me to piss off my former colleagues in Edinburgh so I’m winding it down.

[…]

Of course, you know, nothing goes away on the internet. All the posts are a splendid, positive read.

[…]

 

Source: Former GTA Developer’s Blog Removed After Rockstar Complains