Today, via Reddit (while most the English-speaking world is on a holiday), it’s been announced that Need For Speed: Carbon, Need For Speed: Undercover, Need For Speed: Shift, Shift 2: Unleashed and Need For Speed: The Run will be “retired”. Which I suppose is an apposite word, given they’ll be limping off the tracks as they leave digital storefronts today, and their servers switched off come the end of August.
The reasons given are the usual: that maintaining servers for the few remaining players is prohibitively expensive, and hey, look, they’ve released loads of (astoundingly poor) NFS games since then, so you could buy those instead!
“[T]he number of players has come to a point where it’s no longer feasible to continue the work behind the scenes required to keep [the games] up and running. We hope you have gotten many victories, satisfying drifts, moments of friendly rivalry, and hours of joy over the last few years out of these games. And we hope you’ll keep driving with us in one of our newer titles…”
It’s always this way. “Shrug! What else could we do?!” Well, here are some other things they could do:
They could release the source code for the 10-15 year old games, and allow others to continue their development in the public domain
They could release the server code for the games, to allow enthusiasts to continue to host the few dedicated players remaining
They could offer to upgrade players to one of the many NFS games of the 2010s (although this may be crueller than just nothing at all)
They could recognise that last year EA made a revenue of $5.5bn, and it’s likely they could just about afford to leave the servers on with minimal maintenance, without taking too big of a hit
There’s a single thread CPU bottleneck while starting up GTA Online
It turns out GTA struggles to parse a 10MB JSON file
The JSON parser itself is poorly built / naive and
After parsing there’s a slow item de-duplication routine
R* please fix
If this somehow reaches Rockstar: the problems shouldn’t take more than a day for a single dev to solve. Please do something about it :<
You could either switch to a hashmap for the de-duplication or completely skip it on startup as a faster fix. For the JSON parser – just swap out the library for a more performant one. I don’t think there’s any easier way out.
Video games look really good these days. I boot up almost any PS4 game released in the last few years and I’m impressed. But while games might look nicer than ever before, we lost cool looking “heads-up displays”, HUDs, in the process. Was it worth it?
I’ve been playing a lot of Assassin’s Creed: Odyssey lately. A lot. And it got me interested in the past games, most of which I played long ago when they first released. In going back and looking at these games, I immediately noticed something. Their HUDs were so much cooler than what’s in Odyssey.
Look at the weird map! And the cool looking DNA-inspired life bar. I also like how high contrast it feels. Odyssey’s HUD is clean and efficient. It gets the job done, for sure, but it lacks personality. And if we go back even further, to the PS2 era of gaming, we can find even more wild HUDs, as pointed about by Twitter user @BlacWeird a few months back.
Here’s what the HUD looked like in SkyGunner. It’s got a steampunk vibe to it.
Or how about Project Snowblind. What is happening in that mini-map in the top right? I have no idea.
Screenshot: Edios / Square Enix
And even a less obscure PS2 game, the original God of War, had a giant sword for its health meter.
Screenshot: Sony
Compared that last screen to this screenshot from the newest entry in the God of War series, confusingly named God of War, released on PS4 back in 2018.
Screenshot: Sony
Again, like Odyssey, it works great. But it also has almost no personality. It’s boring. And yet, for the most part, this is what all video game HUDs have become. Clean, slightly transparent boxes and white lines that often fade away when not needed. I understand, and even agree, that these new HUDS are more effective at translating information and data to players. But there has to be a middle ground?
An example of a game that has HUD graphics that aren’t boring, but not too weird or big is last year’s Devil May Cry 5.
Screenshot: Capcom
The text is sharp and clean and the icons are small, but there’s also a variety of colors, a weird devil face, and some broken glass on the corners. It has style. It doesn’t look like a console from a JJ Abrams Star Trek film. It looks exciting but also I can clearly understand what information the game is sharing with me, which is always vital.
Ubisoft thinks it has a simple way to encourage people to stay at home and wait out the COVID-19 pandemic: shower them with games. It’s running a month-long campaign that will give away free games, trials, discounts and other offers to give you something to do while you’re cooped up. It’s starting things off by offering the PC version of Rayman Legends for free on Uplay from now through April 3rd. It’s an old title, to be sure, but it might hit the spot if you’re looking for an upbeat game to remind you that things will get better.
Future offers will be available through Ubisoft’s Free Events site.
There’s no doubt that Ubi is using this partly as a promotional tool for its catalog. You might try a game you skipped the first time around, or might feel compelled to subscribe to Uplay+ to see more. At the same time, it might be particularly useful in some households. Not everyone has a backlog of games to burn through until lockdowns come to an end, let alone the money to buy more.
***** No Root Required, ***** *****Please Look the Following***** ****However need to start a (Backend Service) Per every Boot ***** *****the Install package can be found at the following link***** http://123autoit.blogspot.tw/2016/08/123autoit-non-root-daemon-service.html Please update the backend service for Version 1.3 to use (Speed up mode) ***Daemon Script Install Video*** https://www.youtube.com/watch?v=awCz9A_FLk0 It is now supported both ARM and Intel Android Device If it is not support your phone or Install, setting , usage, any problem can reach me on E M A l L (kevinyiu82@gmail.com) or send me a hangout https://plus.google.com/+kevinyiu82 I am here to help Video Tutorial https://www.youtube.com/playlist?list=PLp0O8ko3Htr4YcZYXe2pyqG2lARTDqwoD Continue updating 123AutoIt (Automate repetitive tasks based on predefined logic) [BETA STAGE] Requirements -Android 5+ -best to run on safe mode -ram 1G + Features: match conditions trigger Taps, Swipes, pauses supported (Drag is still in beta stage, if experience any problem restart and try again using another mode) repeat number set to repeat actions accordingly validation at the point, to quick examine your check point placement add, select, edit and remove action from the logic different profile supported allow extra control to change the logic flow provide basic start and stop function (if more than one action within a page, then need to press a few more time to stop the process. +added extra options to disable auto rotate in screen capture (to handle for some device landscape screen capture problem) +added in app video tutorial + added FloatLayout to Control Panel + added Accumulated Count Click action + change name Counter Click to (Consecutive Counter Click) + Duplicate Image can’t show image bug fix +added setting storage location +added validation storage location +added magnifying glasses +added ads cache +added WiFi ON & OFF Action +softkeyboard input bug fix +UI minor adjustment +Update Edit Mode UI +Update Text Description +In Edit mode back press twice to get back full screen +fixed Recharge Button +Start up version check has been added +Edit mode z-index fixed +Fixed Repeat number can’t be saved issue(android 5.0+) +Fixed locale Issue +Added Same Page ? Times trigger Click Action +Added Action notificiation +Added Error notificiation +Added OCR checks Quick tips: -make sure your phone/tablet is fully charge and connected to a charger -fan the device, it sure produce a lot of heat -lower the backlight -turn on the developer mode to show the current click/swipe points -make sure turn off other background app except the app itself, and the targeted app. just to make app more stable ***Please notice, in some devices (such as Xiaomi) more action is needed for the application to work. such as allowing “pop up window” *** bug report: http://123autoit.blogspot.tw/2016/06/bug-report.html tutorial: http://123autoit.blogspot.tw/ ################################## OCR Using Open Source Tesseract library OpenCV Library ##################################
The developers of cutesy Animal Crossing–Pokemon mashup Ooblets just had a weekend from hell. After trying to preempt a tidal wave of rage over their newly announced Epic Games Store exclusivity, they got hit with a swirling tsunami of foaming-at-the-mouth anger, up to and including death threats and anti-Semitic hoaxes. This is the worst overreaction to an Epic deal that’s yet been publicized. It’s also part of a larger trend that the video game industry has let run rampant for far too long.
Today, Ooblets designer Ben Wasser published a lengthy Medium post about the harassment that he and his sole teammate at development studio Glumberland, programmer/artist Rebecca Cordingley, have been subjected to. In it, he discussed in detail what he’s only alluded to before, showing numerous screenshots of threatening, often racist and sexist abuse and pointing to coordinated efforts to storm the Ooblets Discord and propagate fabricated messages that made it look like Wasser said anti-Semitic things about gamers. In part, he blamed the tone of his tongue-in-cheek announcement post for this, saying that while it’s the tone the Ooblets team has been using to communicate with fans since day one, it was a “stupid miscalculation on my part.”
It is, on no uncertain terms, insane to expect that anyone might have to deal with a reaction like this because of some slight snark in a post about what is to them very good news. Actually, let’s just sit with that last point for a second: If you’re a fan of Ooblets, the Epic Store announcement is fantastic news; no, you don’t get to play it on Steam, and yes, the Epic Store is a weird, janky ghost town of a thing that’s improving at an alarmingly slow rate, but thanks to Epic’s funding, Ooblets and the studio making it are now guaranteed to survive. Thrive, even, thanks to additional staff and resources. You’ve got to download another (free) client to play it, but you get the best possible version of the game you were looking forward to, and its creators get to keep eating, which is something that I’ve heard keeps people alive.
And yet, in reaction to this, people went ballistic, just like they have so many times before. This is our default now. Every tiny pinprick slight is a powder keg. Developers may as well have lit matches taped to their fingers, because any perceived “wrong” move is enough to set off an explosive consumer revolt. And make no mistake, the people going after Ooblets were not fans, as evidenced by the fact that, according to Wasser, they didn’t even know how the game’s Patreon worked. Instead, they were self-described “consumers” and “potential customers” who felt like the game’s mere existence granted them some impossibly huge stake in its future. Wasser talked about this in his post:
“We’ve been told nonstop throughout this about how we must treat ‘consumers’ or ‘potential customers’ a certain way,” he said. “I understand the relationship people think they might be owed when they exchange money for goods or services, but the people using the terms consumers and potential customers here are doing so specifically because we’ve never actually sold them anything and don’t owe them anything at all… Whenever I’ve mentioned that we, as random people happening to be making a game, don’t owe these other random people anything, they become absolutely enraged. Some of the most apparently incendiary screenshots of things I’ve said are all along these lines.”
We need to face facts: This kind of mentality is a major force in video game culture. This is what a large number of people believe, and they use it as a justification to carry out sustained abuse and harassment. “When presented with the reality of the damage inflicted, we’ve seen countless people effectively say ‘you were asking for it,’” said Wasser. “According to that logic, anything anyone says that could rub someone the wrong way is cause for the internet to try to ruin their life. Either that, or our role as two people who had the nerve to make a video game made us valid targets in their minds.”
Things reached this deranged fever pitch, in part, because companies kowtowed to an increasingly caustic and abusive consumer culture, frequently chalking explosive overreactions up to “passion” and other ostensibly virtuous qualities. This culture, to be fair, is not always out of line (see: loot boxes, exploitative pricing from big publishers, and big companies generally behaving in questionable ways), but it frequently takes aim at individuals who have no actual power and contains people who are not opposed to using reprehensible mob tactics to achieve their goals—or just straight up deploying consumer-related concerns as an excuse to heap abuse on people and groups they hate. While the concerns, targets, and participants are not always the same, it’s hard to ignore that many of these mob tactics were pioneered and refined on places like 4chan and 8chan, and by movements like Gamergate—other pernicious elements that the gaming industry has widely failed to condemn (and has even engaged with, in some cases).
In the world of PC gaming, Valve is the biggest example of a company that utterly failed to keep its audience in check. Valve spent years lingering in the shadows, resolutely remaining hands-off until everything caught on fire and even the metaphorical “This is fine” dog could no longer ignore the writing on the wall. Or the company got sued. In this environment, PC gamers developed an oppositional relationship with game makers. Groups sprung up to police what they perceived as sketchy games—but, inevitably, they ended up going after perfectly legitimate developers, too. Users flooded forums when they were upset about changes to games or political stances or whatever else, with Valve leaving moderation to often-understaffed development teams instead of putting its foot down against abuse. Review bombs became a viable tactic to tank games’ sales, and for a time, any game that ran afoul of the larger PC gaming consumer culture saw its score reduced to oblivion, with users dropping bombs over everything from pricing decisions to women and trans people in games.
Smaller developers, utterly lacking in systemic or institutional support, were forced to respond to these attacks, granting them credibility. The tactics worked, so people kept using them, their cause justified by the overarching idea that many developers are “lazy” and disingenuous—when, in reality, game development is mind-bogglingly difficult and takes time. Recently, Valve has begun totake aim at some of these issues, but the damage is already done.
Whether unknowingly or out of malice, Valve went on to fire the starting gun for this same audience to start giving Epic Store developers trouble. When publisher Deep Silver announced that Metro Exodus would be an Epic Store exclusive, Valve published a note on the game’s Steam store page calling the move “unfair.” Inevitably, Steam review bombs of previous games in the series followed, as did harassment of individual developers and even the author of the books on which the Metro video game series is based. Soon, this became a pattern when any relatively high-profile game headed toward Epic’s (at least temporarily) greener pastures.
That brings us to Ooblets. The game’s developers are facing astounding abuse over what is—in the grand scheme of life, or even just media platforms—a minor change of scenery. But they’re not backing down.
“I recognize that none of this post equates to an apology in any way that a lot of the mob is trying to obtain, and that’s by design,” Wasser wrote in his Medium post. “While some of what I’ve said was definitely bad for PR, I stand behind it. A portion of the gaming community is indeed horrendously toxic, entitled, immature, irrationally-angry, and prone to joining hate mobs over any inconsequential issue they can cook up. That was proven again through this entire experience. It was never my intention to alienate or antagonize anyone in our community who does not fit that description, and I hope that you can see my tone and pointed comments were not directed at you.”
And while Epic is, at the end of the day, an industry titan deserving of some of the scrutiny that gets hurled its way, it’s at least taking a stand instead of washing its hands of the situation like Valve and other big companies have for so long.
“The announcement of Ooblets highlighted a disturbing trend which is growing and undermining healthy public discourse, and that’s the coordinated and deliberate creation and promotion of false information, including fake screenshots, videos, and technical analysis, accompanied by harassment of partners, promotion of hateful themes, and intimidation of those with opposing views,” Epic said in a statement yesterday, concluding that it plans to “steadfastly support our partners throughout these challenges.”
So far, it seems like the company has been true to its word. “A lot of companies would’ve left us to deal with all of this on our own, but Epic has been by our side as our world has gone sideways,” said Wasser. “The fact that they care so much about a team and game as small as us proves to us that we made the right call in working with them, and we couldn’t be more thankful.”
That’s a step in the right direction, and hopefully one that other companies will follow. But the gaming industry has allowed this problem to grow and grow and grow over the course of many years, and it’s hard to see a future in which blowups like this don’t remain a regular occurrence. In his post, Wasser faced this sad reality.
“I hope that laying all this out helps in some way to lessen what pain is brought against whoever the next targets are, because we sadly know there will be many,” he said. “You should have opinions, disagree with things, make arguments, but don’t try to ruin people’s lives or jump on the bandwagon when it’s happening. What happened to us is the result of people forgetting their humanity for the sake of participating in video game drama. Please have a little perspective before letting your mild annoyance lead to deeply hurting a fellow human being.”
Phantom Brigade is a hybrid turn-based & real-time tactical RPG, focusing on in-depth customization and player driven stories. As the last surviving squad of mech pilots, you must capture enemy equipment and facilities to level the playing field. Outnumbered and out-gunned, lead The Brigade through a desperate campaign to retake their war-torn homeland.
Game developer and designer Rich Whitehouse gave the world an unusual present this Christmas Eve. It’s called Doomba, and it uses the popular Roomba vacuuming robots to create levels for Doom, the classic first-person shooter.
Whitehouse is a 20-year veteran of the game industry, with credits on titles such as the original Prey and Star Wars Jedi Knight 2: Jedi Outcast. Along the way, he also built a tool called Neosis, which helps game developers and designers move digital assets between different platforms. The Doomba module works on similar principles; it just takes the digital maps created by the Roomba’s own internal software and converts them into Doom levels.
So what’s your Roomba doing creating maps of the inside of your house? Many of iRobot’s modern robotic vacuums rely on VSLAM, also known as visual simultaneous localization and mapping. Rather than wandering around like slow-moving ping-pong balls, modern Roomba devices methodically sweep back and forth in long passes like they’re mowing your lawn. That makes them much more efficient than previous models.
To do the work, some Roombas use a creepy little electronic eyeball to create detailed maps of your home. Doomba takes that map and makes it into a level of Hell.
As Whitehouse explains, it was fairly short work to turn his creation toward evil.
“I soon realized that there was a clear opportunity to serve the Dark Lord by conceiving a plethora of unholy algorithms in service to one of the finest works ever created in his name,” Whitehouse writes on his personal blog. “Simultaneously, I would be able to unleash a truly terrible pun to plague humankind. Now, the fruit of my labor is born. I bring forth DOOMBA, a half-goat, half-script creature, with native binary backing for the expensive parts, to be offered in place of my firstborn on this fine Christmas Eve.”
Nintendo has won a lawsuit seeking to take two large retro-game ROM sites offline, on charges of copyright infringement. The judgement, made public today, ruled in Nintendo’s favour and states that the owners of the sites LoveROMS.com and LoveRETRO.co, will have to pay a total settlement of $12 million to Nintendo. The complaint was originally filed by the company in an Arizona federal court in July, and has since lead to a swift purge of self-censorship by popular retro and emulator ROM sites, who have feared they may be sued by Nintendo as well.
LoveROMS.com and LoveRETRO.co were the joint property of couple Jacob and Cristian Mathias, before Nintendo sued them for what they have called “brazen and mass-scale infringement of Nintendo’s intellectual property rights.” The suit never went to court; instead, the couple sought to settle after accepting the charge of direct and indirect copyright infringement. TorrentFreak reports that a permanent injunction, prohibiting them from using, sharing, or distributing Nintendo ROMs or other materials again in the future, has been included in the settlement. Additionally all games, game files, and emulators previously on the site and in their custody must be handed over to the Japanese game developer, along with a $12.23 million settlement figure. It is unlikely, as TorrentFreak have reported, that the couple will be obligated to pay the full figure; a smaller settlement has likely been negotiated in private.
Instead, the purpose of the enormous settlement amount is to act as a warning or deterrent to other ROM and emulator sites surviving on the internet. And it’s working.
Motherboard previously reported on the way in which Nintendo’s legal crusade against retro ROM and emulator sites is swiftly eroding a large chunk of retro gaming. The impact of this campaign on video games as a whole is potentially catastrophic. Not all games have been preserved adequately by game publishers and developers. Some are locked down to specific regions and haven’t ever been widely accessible.
The accessibility of video games and the gaming industry has always been defined and limited by economic boundaries. There are a multitude of reasons why retro games can’t be easily or reliably accessed by prospective players, and by wiping out ROM sites Nintendo is erasing huge chunks of gaming history. Limiting the accessibility of old retro titles to this extent will undoubtedly affect the future of video games, with classic titles that shaped modern games and gaming development being kept under lock and key by the monolithic hand of powerful game developers.
Since the filing of the suit in July EmuParadise, a haven for retro games and emulator titles, has shut down. Many other sites have followed suit.
“Red Dead Redemption 2” broke records in its first three days on sale, pulling in more than $725 million in worldwide retail sales and achieving the biggest opening weekend in the history of entertainment, developer Rockstar Games announced.
That tops the highest-grossing movie in history, “Avengers: Infinity Wars,” which earned more than $640 million during its opening weekend earlier this year. But “Red Dead Redemption 2” still isn’t the highest grossing entertainment launch of all time. That honor also goes to Rockstar Games for “Grand Theft Auto V,” which earned more than $1 billion in sell-through in its first three days. Because “Grand Theft Auto V” launched on a Tuesday, it left the door open for “Red Dead Redemption 2’s” — which launched on a Friday — record-setting weekend.
Rockstar also reports that according to Sony Interactive Entertainment, “Red Dead Redemption 2” set records for highest ever pre-orders, highest day one sales and highest sales for the first three days in market on the PlayStation Network.
“Red Dead Redemption 2” is currently the highest critically reviewed game on the PlayStation 4, with an average score of 97 on Metacritic, and the top game on Xbox One, also with an average score of 97 on Metacritic.
No holograms, no 3D, no AR, no bullshit. Square Off is a chess board where the pieces move themselves, and you can play online or against AI.
Square Off is really something special. There’s no avoiding a smile the first time you see a knight slide out from the back row without banging into any pawns along the way, and there’s a certain smug satisfaction from the AI as it slowly slides your pieces off the board after capturing them.
GIF: Square Off
The board houses a 2200 mAh battery that’s rated to around 50 games, rechargeable via AC adapter. There are two versions of Square Off, the standard $329 “Kingdom” set and the $399 “Grand Kingdom” set. The latter, which I’m playing with as I write this, has:
Additional capture space where the opponent’s captured pieces are placed automatically at their designated position
Auto Rest of board after current game is over.
Comes with Special Edition Premium Rosewood chess set
Board size is bigger due to additional capture space but play area is same as Kingdom Set
The Square Off app, which has to remain connected to the board throughout play, is very bare bones at this point, and we’ll update accordingly as upcoming features roll out, including:
Chess.com integration
Game analyzer
Training mode
Pro game live “streaming” and match recording
Chat
While the whole package feels very premium and well-made, at these price points, it’s a bit crazy that there’s no included permanent storage case for the pieces.
Square Off is planning to start taking orders after April 15, once their crowdfunded preorders have all been delivered. Ultimately they also plan to make the board modular for the playing of other games by switching out the surface.
Humble Monthly is a curated bundle of games sent to your inbox every month. Subscribe for $12/month to immediately unlock Destiny 2 ( MSRP: $59.99) with more to come! Build the ultimate game library. Every game is yours to keep. Cancel anytime.
SpyParty is a tense competitive spy game set at a high society party. It’s about subtle behavior, perception, and deception, instead of guns, car chases, and explosions. One player is the Spy, trying to accomplish missions while blending into the crowd. The other player is the Sniper, who has one bullet with which to find and terminate the Spy!
Pokémon Go and other games that use real-world maps are all the rage, but there’s a catch: they typically depend on semi-closed map frameworks that weren’t intended for gaming, forcing developers to jump through hoops to use that mapping info. Google doesn’t want that to be an issue going forward. The search firm is both opening its Maps platform’s real-time data and offering new software toolkits that will help developers build games based on that data.
The software includes both a kit to translate map info to the Unity game engine as well as another to help make games using that location data. The combination turns buildings and other landmarks into customizable 3D objects, and lets you manipulate those objects to fit your game world. It can replace every real hotel into an adventurer’s inn, for instance, or add arbitrary points of interest for the sake of checkpoints.
A group of video game preservationists wants the legal right to replicate “abandoned” servers in order to re-enable defunct online multiplayer gameplay for study. The game industry says those efforts would hurt their business, allow the theft of their copyrighted content, and essentially let researchers “blur the line between preservation and play.”
Both sides are arguing their case to the US Copyright Office right now, submitting lengthy comments on the subject as part of the Copyright Register’s triennial review of exemptions to the Digital Millennium Copyright Act (DMCA). Analyzing the arguments on both sides shows how passionate both industry and academia are about the issue, and how mistrust and misunderstanding seem to have infected the debate.
That’s the problem with the Cloud(tm). IMHO you paid for the game and thus should have the right to play it, also after the games company takes down the server hosting it. If the game industry doesn’t like it, they should keep the servers up. Maybe that’s the case they should argue: once you sell a server centralised game, you are obligated to keep up the server for perpituity.
0 A.D. (pronounced “zero-ey-dee”) is a free, open-source, historical Real Time Strategy (RTS) game currently under development by Wildfire Games, a global group of volunteer game developers. As the leader of an ancient civilization, you must gather the resources you need to raise a military force and dominate your enemies.
[…]
We intend to portray some of the major civilizations over the millennium of 500 B.C. to 500 A.D. (Hence the midpoint, zero.) That is an ambitious prospect, so in the first edition of 0 A.D. we focus on the last five centuries B.C. Perhaps in future expansion packs, more civilizations will be added, along with additional gameplay features.
We put a strong emphasis on historical accuracy while developing 0 A.D. We plan all our units and all our buildings based on reconstructions of how the units and the buildings might have looked like in the ancient world. We even name them in the original languages, such as Greek and Latin. But it’s worth remembering that any game should be fun to play, so, in many cases, we preferred playability over historical accuracy.
Several organizations and gaming fans are asking the Copyright Office to make a DMCA circumvention exemption for abandoned online games, to preserve them for future generations. The exemption would allow museums and libraries to offer copies of abandoned online servers, so these games won’t turn to dust.
The U.S. Copyright Office is considering whether or not to update the DMCA’s anti-circumvention provisions, which prevent the public from tinkering with DRM-protected content and devices.
These provisions are renewed every three years. To allow individuals and organizations to chime in, the Office traditionally launches a public consultation, before it makes any decisions.
This week a series of new responses were received and many of these focused on abandoned games. As is true for most software, games have a limited lifespan, so after a few years they are no longer supported by manufacturers.
To preserve these games for future generations and nostalgic gamers, the Copyright Office previously included game preservation exemptions. This means that libraries, archives and museums can use emulators and other circumvention tools to make old classics playable.
However, these exemptions are limited and do not apply to games that require a connection to an online server, which includes most recent games. When the online servers are taken down, the game simply disappears forever.
Project Discovery, a collaborative project between CCP Games, Massively Multiplayer Online Science (MMOS), and the University of Geneva, aims to use EVE’s playerbase to locate, identify and catalog real life planets outside the bounds of our own solar system. By quantifying scientific data provided by the Keplar Satellite telescope, EVE players can save university scholars hundreds of thousands of hours of work, and potentially advance their research by several years.
According to an official Activision support page, both games will be available for separate purchase through Microsoft’s storefront. These will be entirely separate products from the Xbox One versions of the game and won’t take advantage of the Xbox Play Anywhere initiative. This eliminates both cross-platform multiplayer and purchases between Windows 10 and Xbox One, requiring two separate purchases to play on both platforms.
While it’s somewhat expected that Xbox One players and PC players should be separated, due to the accuracy gulf between controllers and mouse players, it’s a little unexpected that Windows 10 Store players will be isolated from other PC versions of the game.
Almost a decade ago, a talented team started working on what was to become the favorite game for many of us. Version 0.7.1, released in 2013, was to be the final version of MechWarrior: Living Legends by Wandering Samurai Studios.
Our community has stayed loyal and active since then, bringing us amazing events such as Chaos March, Planetary League and Open Merc Night. For this community, we have worked hard towards a new release. Introducing MechWarrior: Living Legends 0.8 – Community Edition!
Using the experience gained from years of public and league gameplay and numerous player requests, we have refined just about everything for a more balanced, player-friendly experience. Of course this also includes a ton of fixed bugs and new shiny!
We are dedicated to finish what Wandering Samurai started, and this is just the beginning. Upcoming patches will focus on bringing in new toys, further refining gameplay and making this game better than ever.
Open Source reimplementation of Westwood Studios’ 2D Command and Conquer games
OpenRA is a project that recreates and modernizes the classic Command & Conquer real time strategy games. We have developed a flexible open source game engine (the OpenRA engine) that provides a common platform for rebuilding and reimagining classic 2D and 2.5D RTS games (the OpenRA mods).
This means that OpenRA is not restricted by the technical limitations of the original closed-source games: it includes native support for modern operating systems and screen resolutions (including Windows 10, Mac OS X, and most Linux distros) without relying on emulation or binary hacks, and features integrated online multiplayer.
While we love the classic RTS gameplay, multiplayer game design has evolved significantly since the early 1990’s. The OpenRA mods include new features and gameplay improvements that bring them into the modern era:
A choice between “right click” and classic “left click” control schemes
Overhauled sidebar interfaces for managing production
Support for game replays and an observer interface designed for streaming games online
The “fog of war” that obscures the battlefield outside your units’ line of sight
Civilian structures that can be captured to provide benefits
Units gain experience as they fight and improve when they earn new ranks
OpenRA is 100% free, and comes bundled with three distinct mods. When you run a mod for the first time the game can automatically download the original game assets, or you can use the original game disks.
The company made profits (before certain items) of €848 million, or $964 million, on revenues of €2.109 billion, or $2.326 billion. That compares to earnings before income tax, depreciation, and amortization of €515 million, or $592 million, in 2014, on revenues of €1.545 billion, or $1.777 billion.
The company also paid a dividend of €14 ($15.50) per share, resulting in a total dividend payout of €603 million, or $669 million. Supercell also initiated a share buyback scheme from its employees amounting to €114 million, or $128 million, in the past year.
That’s an incredible financial result for a company with just 180 employees. And 2016 is off to a good start, as Supercell’s Clash Royale has take the No. 1 spots in top downloads and top-grossing games in the U.S. Apple app store. The game is No. 1 in 44 countries right now. Supercell just announced that it has more than 100 million daily active users in almost every country.
It’s a motion platform that tilts and rotates to simulate the experience of being in a car, plane, or pretty much any other vehicle. It comes ready-to-go, with an on-board computer, monitors, a 900 watt surround sound system, and the most powerful force feedback wheel in the business.