ReportWire

Tag: gaming-culture

  • Should You Cancel Xbox Game Pass? Everything to Know on the Price Hikes and New Features

    Like it or loathe it, we live in a subscription economy. Music, movies, meal boxes, and more are no longer things you buy once. They’re a constant draw on your wallet. Gaming is no exception, and while every major player in the sector has some form of sub for players—from PlayStation Plus and Nintendo Switch Online for consoles to Apple Arcade on phones—none of them offered quite as much for a modest monthly fee as Xbox Game Pass.

    Depending on the subscription tier, the service gave players access to a significant library of titles and was available on Xbox consoles, PC, or via cloud gaming. While most of its competitors focused on back-catalog titles for their gaming subscriptions, Game Pass stood apart by including major first-party titles on their day of release for subscribers to its Ultimate tier.

    Microsoft long claimed it was “the best deal in gaming,” and with new releases costing upwards of $70 per title versus a $19.99 monthly price tag on Game Pass Ultimate, it was hard to argue. Recent changes to the service, however—including some hefty price rises—have upset users in a big way, sending so many people rushing to cancel their subscriptions that the membership site crashed.

    What’s Happened?

    On October 1, Microsoft revamped the entire structure of Game Pass. Previously, and following an earlier rejig in September 2024, players had essentially four options—Game Pass for PC, Game Pass Core, Game Pass Standard, and Game Pass Ultimate. Going forward, Core is replaced with Essential, and Standard is replaced with Premium, while Ultimate retains its name. All tiers are now accessible on PC, although a dedicated PC-only plan remains available.

    It’s not the rebrand that’s had people canceling, though—it’s the hefty price hikes that have come with the upper tiers. While Essential keeps the almost totemic $9.99-per-month pricing of Core, Premium jumps to $14.99 from Standard’s $11.99 (a 25 percent increase), and the PC-only offering goes from $11.99 to $16.49 (a 38 percent increase). It’s Game Pass Ultimate that’s proven the most contentious, leaping from $19.99 to $29.99. Price increases on subscription services routinely boil the frog and creep up in price slowly—just look at what you used to pay for Netflix—but a massive 50 percent spike overnight, the equivalent of $120 more a year, has caught many off guard.

    It doesn’t help that it follows two price hikes on Xbox consoles themselves in the span of less than a year, at least in the US. In May 2025, the 512-GB Xbox Series S went from $299.99 to $379.99, the 1-TB Xbox Series X from $499.99 to $599.99, and the 2-TB Series X from $599.99 to $729.99. These prices rose globally, with prices reflected in each territory. But then, in September, prices rose again for buyers in America, taking those same models to $399.99, $649.99, and $799.99, respectively. Microsoft cited the increases being “due to changes in the macroeconomic environment”—read: tariffs—but the combined effect on pricing across the whole Xbox ecosystem really challenges that “best deal in gaming” idea.

    Matt Kamen

    Source link

  • 3 Years Later, Playdate Is Still Gaming’s Best-Kept Secret

    “Panic gave the platform a playful and friendly character from the start, and promoted an openness that other platforms simply don’t have, allowing anyone to cheaply and easily make games for it with a variety of different tools,” says Nicola Cocchiaro, a veteran developer and software engineer. After working on Red Dead Redemption 2, he set up his own studio Synaptic Sugar in 2022, “to explore options to make my own games: smaller in scope but still polished, centering around hopefully interesting mechanics.”

    Alongside wife Kimberly, Cocchiaro is developing Agents of Groove, an upcoming “story-driven rhythm game” set to be a Playdate exclusive. “For us, the openness has represented an opportunity to dive in, learn how best to make a game together, and put our art out into the world,” he says. “The relative youth of the platform and its SDK, as well as its intended experimental nature, also put some roadblocks in our way on occasion. But I like to think that through our experience and collaboration with the developer community, we helped make the development tools and the platform stronger.”

    Courtesy of Panic Inc.

    Both the unique form factor and the restrictions of the Playdate hardware are part of the appeal for some developers.

    “When I discovered the Playdate, I knew that its capabilities would leverage creativity,” says Ludovic Bas, founder of indie studio Lugludum. “Since I have succumbed to scope creep in the past, I thought Playdate could put me on the right track. A one-bit screen, no shaders and limited RAM are definitely part of appeal. It allows developers to focus on the gameplay instead of spending a lot of time in a very complicated art pipeline.”

    Fittingly, Bas’ first game for Playdate, 2024’s The Scrolling Enigma, was highly experimental. A string of microgames that tap into vintage gaming memories, it’s also a puzzle box, challenging players to figure out which of Playdate’s hardware features, including the accelerometer and mic, to use to master each one. Bas calls it “not really marketable, a niche game on a niche platform,” but it’s also something that could exist only on Playdate. His newest game, Crankstone, continues that experimental streak, offering a Wild West shooter crammed with Warioware-style minigames.

    Community Center

    Another factor that has kept Playdate going strong over the past three years is a dedicated community. This is partly by design—Panic’s weekly rollout of games was intended to make for water-cooler moments as players discussed each week’s titles. It never quite panned out, as supply issues meant even early adopters didn’t necessarily get their consoles at once, and jumping in now means missing out on what I can only imagine was shared mass confusion over what season two’s cable-TV-channel-hopping sim Blippo+ even was.

    A thriving fan scene emerged nonetheless, one vibrant enough to warrant at least two dedicated print zines, Uncrank’d and Cranko!, annual community awards, and regular themed game jams. The latter is especially important for developers, not only as a way to hone and showcase their talents but also because the Playdate fanbase is keen on putting money into creator’s pockets.

    Matt Kamen

    Source link

  • Bullets Found After the Charlie Kirk Shooting Carried Messages. Here’s What They Mean

    On Friday, Tyler Robinson, a 22-year-old Utah native, was identified by federal law enforcement as a suspect in the murder of Charlie Kirk. During Friday’s press conference, officials said that several bullet casings recovered from a hunting rifle found near the crime scene had messages inscribed on them.

    During the press conference, officials appeared to take the inscriptions literally, to the extent they ascribed meaning to them at all. But the four messages apparently written by the alleged shooter instead seem to invoke a variety of memes and video game references.

    One of the casings was said to be engraved with the phrase “Hey Fascist! Catch!” followed by an up arrow, a right arrow, and three downward-facing arrows. That sequence is an apparent reference to the “Eagle 500kg bomb” in the popular third-person-shooter game Helldivers 2. The bomb has become a meme in the Helldivers community for being comically excessive.

    Arrowhead Game Studios, the developers of Helldivers 2, did not immediately respond to a request for comment from WIRED. Launched in 2024, the game has grown a cult following for its Starship Troopers–like storyline. The cooperative shooter allows teams of up to four players, called “Helldivers,” to spread “freedom” across a fictional universe—fighting bugs, robots, and squid-like aliens rather than other humans. Their form of managed democracy is “basically fascism,” says independent extremism researcher Harry Batchelor, who works with the Extremism and Gaming Research Network.

    Helldivers 2 is satire, and the vast majority of players are in on it. The game, says Batchelor, “takes “the whole ‘pretending to be democracy while actually being a fascist government’ so seriously, it’s obviously a joke.” The community around the game has generally maintained a positive reputation, even working together to combat “review bombing”—coordinated negative reviews intended to hurt a game’s chance of success.

    The arrows that activate the Eagle 500kg bomb have been used in other memes to show that a user is “going to do a big, violent action,” Don Caldwell, editor in chief of Know Your Meme, tells WIRED. “That’s maybe a cheeky way of expressing it on the casing.”

    Shortly after the Friday press conference about Kirk’s fatal shooting, moderators locked the r/Helldivers subreddit. “Due to recent events and the high amount of posts about the topic, we will be locking the subreddit temporarily,” a post on the subreddit reads. “We’re aware of what happened, our modteam doesn’t condone it.”

    Helldivers may not be the only game reference on the casings. Another casing was allegedly engraved with lyrics to a famous Italian folk song called “Bella Ciao,” which translates directly to “goodbye beautiful.” The song, which has associations with postwar anti-fascist movements in Italy, has seen a resurgence on social media in recent years. Notably, “Bella Ciao” holds significance for rebel forces during a mission in Far Cry 6, a video game set on a fictional Caribbean island ruled by a dictator. A USB stick with the song is a collectible item labeled “Bella Ciao de Libertad,” a reference to the rebel group; the in-game description notes that the song has been “inspiring guerrillas and partisans for over a century.”

    Makena Kelly, Megan Farokhmanesh

    Source link

  • ‘Hades II’ Is Coming to Nintendo Switch This Month

    Nintendo’s Switch and Switch 2 release calendars are bulking up. During a packed Nintendo Direct livestream on Friday, the company announced on-sale dates for several games as well as the return of the Virtual Boy, the proto VR headset Nintendo originally launched in the mid-1990s.

    One of the biggest of Friday’s announcements was that of the release date for the sequel to Supergiant’s wildly popular Hades. Hades II will hit Switch, Switch 2, and PC on September 25. The long-awaited new Metroid game, Metroid Prime 4: Beyond, will also finally launch December 4 for Switch and Switch 2.

    The news comes ahead of the upcoming holiday season, which will be the Switch 2’s first since its launch this summer.

    While Hades II has been available on PC as an early access game—an unfinished version players can test out and give feedback on—since last year, the version coming to Switch at the end of the month will be the full “1.0” launch game. Players who already own the game on Steam will be able to update theirs for free. The game stars Melinoë, sister to the original game’s hero Zagreus, on her quest to kill the Titan of Time, Chronos.

    Metroid Prime 4: Beyond sees the return of Samus running and gunning against alien foes. Along with a firm release date, the trailer shown Friday debuted a new tool for the heroine: Vi-O-La, a techy motorbike Samus can use alongside her psychic abilities.

    Nintendo is also expanding some of its games with downloadable content. New DLC for Donkey Kong Banaza, which launched July 17, is now available for $20. The pack, called DK Island & Emerald Rush, adds extra missions and levels to explore (and presumably punch). Pokémon Legends: Z-A, which is launching October 16, will do so alongside a Mega Dimension DLC that adds additional Mega Evolutions.

    Nintendo also teased several 2026 releases, including a surprise announcement for a new Pokémon game, Pokémon Pokopia. As a human-shaped Ditto (as horrifying as that sounds), players befriend other pokémon, build homes, and collect food to create a tiny paradise. It launches for Switch 2 next year.

    Additionally, a new entry in the turn-based tactical series Fire Emblem, called Fire Emblem: Fortune’s Weave, is headed to Switch 2 in 2026. A trailer shown today teases its heroes in an arena-style battle; a familiar face at the end of the trailer suggests the game is set after 2019’s Fire Emblem: Three Houses. A new Resident Evil game, Resident Evil Requiem, will also be released for Switch 2 on February 27.

    Megan Farokhmanesh

    Source link

  • ‘Hollow Knight: Silksong’ Is Already Causing Online Gaming Stores to Crash

    After six years of waiting, Team Cherry’s long awaited Hollow Knight sequel, Silksong, launched globally today at 10 am eastern. Unfortunately, fans may have to wait a little longer to play the action-adventure game. Online retailers such as the Xbox and PlayStation stores, Steam, and Nintendo eShop, are rife with loading screens and error messages as people rush to buy it.

    On Steam, players trying to add the game to their cart or complete their purchase are being met with the same message: an image of a frustrated blob with the caption “Something went wrong.” Switch players on Bluesky say the eShop hangs on loading screens or error messages. On the PlayStation store, the game appears to have disappeared entirely for some players, while it’s not available to purchase for others. According to Verge reporter Tom Warren, fans trying to buy the game on Xbox Game Pass should remote install it via the console’s website.

    In lieu of playing the game, many fans are turning to social media to vent their frustrations.

    “STEAM, LET ME PLAY SILKSONG,” posted one Bluesky user. “First boss of #Silksong is really tough,” wrote another with a picture of Steam’s error message. Twitch streamers trying to play the game for their viewers are running into similar problems. On X, user @HaydenSchiff posted a screenshot of many streamers encountering the same Steam error message.

    Players who’ve successfully managed to buy the game, meanwhile, are gloating about their success. “God’s favorite,” wrote one with a picture of Silksong on their Switch 2.

    Silksong, announced in 2019, is the followup to Team Cherry’s debut title, Hollow Knight. A winning combination of Dark Souls-like difficulty and cartoonish charm, Hollow Knight became an award-winning indie darling that sold over 15 million copies—an impressive feat for its tiny, Australia-based developer. While the team initially planned to release Silksong as downloadable content, the project eventually ballooned into a full-fledged title that took seven years to finish.

    Despite years of few updates and little news, the Silksong fanbase has remained active. Some fan communities have even turned waiting into a game, while others dedicated their time to (mostly non-existent) daily news updates.

    The weeks leading up to Silksong, available today for Nintendo Switch and Switch 2, PS4/PS5, Xbox One, Xbox Series X/S, and PC, have been chaotic for both gamemakers and fans. After developers made a surprise announcement in August that the game would launch in two weeks, at least half a dozen fellow indie developers delayed their own games to make way. “Dropping the GTA of indie games with 2 weeks notice makes everyone freak out,” wrote one developer, Demonschool developer Necrosoft on Bluesky after announcing its own delay.

    The game’s popularity is undeniable. As of writing, Silksong is Steam’s top-selling game; it already has more than 100,000 concurrent players on that platform alone. For the rest still waiting to buy a copy, it turns out years of waiting may have been good practice for launch day.

    Megan Farokhmanesh

    Source link

  • How ‘Hollow Knight: Silksong’ Fans Turned Waiting for Its Release Into a Game

    Initially, Silksong was planned as downloadable content for the original game, before its creators expanded it into a full-fledged sequel. In August, when developers surprise-announced that the game would launch in just two weeks, at least half a dozen other indie developers immediately delayed their own games to clear the way. “Dropping the GTA of indie games with 2 weeks notice makes everyone freak out,” wrote Demonschool developer Necrosoft on Bluesky on its delay.

    Despite a seven-year development cycle, excitement for the game never died down. Reddit user The_Real_Kingsmould tells WIRED the community has “largely kept itself afloat with its insanity and the occasional crumb of news.” The posts, the jokes—it’s all “that feeling of being a part of something,” he says.

    “When [there’s no news], everyone’s sad, and then everyone goes insane and starts spouting misinformation without batting an eye,” he says. “When there’s news it’s the happiest day of your life. There’s hype posts EVERYWHERE. All your hope in Team Cherry is restored.”

    Over the years, the community has passed the time by role-playing with the game’s lore. There was the sacrifice era, where a handful of prominent users were chosen as “dreamers,” a nod to characters in Hollow Knight who traded the waking world for eternal sleep, and a Hollow Knight. These community members were then “sealed away”—banned from the subreddit, as it were—and are only allowed to return after the game launches.

    Other memorable moments in the subreddit include a play on shapeshifter Nosk, one of the original game’s hidden bosses. Fans began pretending they’d encountered fake copies of Silksong around the world, granted to them by “Snosk,” a version of the bug with a copy of Silksong for a head. “Pretty fast there were a lot of PSA’s going around: Do not approach or attempt to pick up any copy of Silksong outdoors, or one that isn’t yours,” The_Real_Kingsmould tells WIRED of the in-joke. “But there were also users trying to deny the existence of Snosks (having been “overtaken”), claiming the copies are safe and all you have to do is go outside.”

    This particular campaign came to a head after moderators called for anti-Snosk fan art to “banish the Snosks for good,” he says. People began pumping out art of the subreddit specifically, not the game, he says, until it was enough: “After a short while the Snosks were gone.”

    The subreddit has built its own lore over the years. Even today, users in the subreddit have flair that gives them faction labels like doubter, denier, or “beleiver,” which is purposefully misspelled because “”there is no lie in be[lie]ving.”

    Stark says Silksong is fertile ground for role-playing fans because the game’s lore is so deep. “Hollow Knight on the surface kind of reads like a [Dark Souls] game, because the lore is a bit inscrutable until you get really deep into it,” she says. “It sometimes talks in riddles. It takes a long time to get to all of the pieces, and sometimes the pieces really rely on the player’s interpretation.”

    The fan communities are no different. “Subreddit users together have created their own interpretations from these pieces of lore that are strange and playing in layers,” Stark says.

    With Silksong’s global release imminent across Nintendo Switch and Switch 2, PS4/PS5, Xbox One, Xbox Series X/S, and PC, the communities will soon shift their attention from waiting to playing.

    If the game is as dense as Hollow Knight, there will be months, if not years, of discoveries and theories for fans to tear through on Reddit. Others will enter new chapters of their own lives.

    Araraura’s time tracking Silksong news with YouTube updates is coming to an end. He’ll shut down the YouTube channel: “nothing to look forward to anymore, so no new videos,” he says. He feels wistful at times about that, after getting so used to uploading videos to the channel, but he’s ready. “I think I’ve finally made peace with that,” he says. “Now I’m just really, really excited for Silksong.”

    Megan Farokhmanesh

    Source link

  • The Rad ‘Tony Hawk’s Pro Skater 3+4’ Remasters Are $15 Off Right Now

    Looking for a healthy dose of gaming nostalgia? You can save $15 on Tony Hawk’s Pro Skater 3+4, freshly remastered for basically every gaming console, including the Nintendo Switch 2. It’s relatively uncommon for newer titles to get a discount, especially on the latest Nintendo console, so this is a good time to scoop them if you’re interested.

    Tony Hawk’s Pro Skater 3+4

    If you’ve never played a Tony Hawk’s Pro Skater game, you’re missing out! The first game dropped in 1999, and they have steadily evolved over the years with bigger tricks, more points, and an ever-growing cast of real professional skaters. In recent years, Vicarious Visions and Iron Galaxy have buckled up the proverbial helmet and remastered the early games in the series, starting with Tony Hawk’s Pro Skater 1+2 in 2020.

    Notably, the Tony Hawk’s Pro Skater 3+4 remasters don’t include the career mode, a big shift made by the original Tony Hawk’s Pro Skater 4 that gave quests to NPCs around each map. Instead, both games use more traditional two-minute rounds, with a list of objectives to try and complete during that time.

    There are three entirely new maps for the remaster, my favorite of which is set on a huge pinball machine, complete with an even larger Tony Hawk looking down on you as you skate. I like that it feels unique and new, while still having that fun, slightly off-kilter vibe that made the games great in the first place.

    All of the existing maps have been revamped as well, with updated textures and models, new objectives, and fun little Easter eggs to find as you play. In addition to create-a-skater, and the original cast of pro skaters, there are new additions as well, like Andy Anderson, Bam Margera, and even Doom Guy from Doom. There are even remixed soundtracks with both classic tracks and new songs that fit the THPS vibe.

    After beating the career mode, there’s a surprising amount of replayability here, with tons of extra challenges and achievements to complete. I sunk countless hours in Tony Hawk’s Pro Skater 1+2 working on the “Get There” challenges, trying to perform precise combinations of tricks and gaps on each map. I’ve already worked my way through the regular and pro goals for each map in Tony Hawk’s Pro Skater 3+4, and I’m slowly chiseling away at the hardest challenges in the game, which ask for combos in the millions of points.

    Brad Bourque

    Source link

  • 7 Tips for Mastering ‘Metaphor: ReFantazio’

    7 Tips for Mastering ‘Metaphor: ReFantazio’

    Don’t worry, meal prep gets easier as you go. Spend enough time with one of the game’s followers and you’ll unlock speed cooking, which allows you to chef it up without losing any of your precious time.

    Always Buy Information

    Knowledge is power, but it will cost you. Every major city has a local informant who will sell you info about quests, monsters, ingredients, whatever. While it might seem like a ripoff at first, the informants are always worth talking to. They’ll give you good intel on which archetypes to use in dungeons or offer crucial information about quests. The game has a few secrets you can only solve with a trip to one of these sources, so if you’re stuck it’s a good idea to check with them.

    Switch Archetypes Often

    The great thing about Metaphor’s archetypes system is that any character can assume any role with the right prerequisites. While it might feel a little nerve-wracking at first to experiment with new, low-level archetypes you’ve just unlocked, each tree has a variety of skills worth trying out. If a boss is too hard, you might just need a different set of skills to tackle it. And while the original set of archetypes you start the game with is a solid lineup, certain characters will thrive by stepping outside their assigned roles.

    Archetypes as shown in the Archetype Tree.

    Courtesy of Sega

    Still from Metaphor ReFantazio made SEGA and Atlus featuring the archetypes on the Equipment screen.

    Archetypes as seen on the Equipment screen.

    Courtesy of Sega

    Finish Dungeons Early

    In Persona games, players had deadlines. For each big mission, you had to split your time wisely to finish side quests, hang with followers, and complete a dungeon. Unlike games like Persona 5, however, where you’d lose days if you finished early, Metaphor has no consequence for wrapping up a dungeon as soon as possible. If you’re anxious about dates, knock out the dungeons as soon as possible and spend the rest of your deadline enjoying leisure time with your followers.

    Lost in a Dungeon? Look Down

    As a chronic map watcher, dashing through Metaphor’s dungeons usually meant I kept my eyes trained on where my character needed to be, rather than where I actually was. This meant that occasionally I found myself stumped when trying to navigate the game’s expansive dungeons. If you’re lost, the answer is probably closer than you think. Dungeons are full of hidden crawlspaces you need to look low for, whether it’s to reach new rooms or find treasure.

    Gallica’s fae sight—which also allows you to check enemy levels before you get yourself in trouble—is a huge help here. She’ll highlight anything out of the ordinary for you, making it easy to find hard-to-spot holes.

    Use Metaphor’s Online Features

    If all else fails and you’re stuck with choice paralysis on what exactly to do with your time, you can always check how other players spent their day and what level and archetypes they used to beat dungeons. Make sure your system is connected to the internet when you start, and use the designated button to see what everyone else is up to.

    Megan Farokhmanesh

    Source link

  • ‘Metaphor: ReFantazio’ Is the Future of RPGs

    ‘Metaphor: ReFantazio’ Is the Future of RPGs

    Atlus’ new game from Persona designer Katsura Hashino is about to transform fantasy games—with anxiety.

    Megan Farokhmanesh

    Source link

  • Players Are Turning the ‘Echoes’ in ‘The Legend of Zelda: Echoes of Wisdom’ Into Cheat Codes

    Players Are Turning the ‘Echoes’ in ‘The Legend of Zelda: Echoes of Wisdom’ Into Cheat Codes

    On top of a table, Princess Zelda magically binds herself to a green machine pouring gusts of wind. She goes zooming across the screen instantly as the air blasts the table forward as well as any jet engine. “Table go vroom-vroom” reads the caption—just a small taste of what an inventive player can do in The Legend of Zelda: Echoes of Wisdom, the latest in the series from Nintendo.

    Echoes of Wisdom is all about finding new ways to use the world’s items. It relies on Zelda’s ability to copy enemies and objects and repurpose them as needed. In the early days of its creation, developers explored different ways the game could be played. That included the ability to edit dungeons by copying and pasting objects like doors or candles, allowing players to essentially create their own gameplay—and their own cheats.

    When series producer Eiji Aonuma had the chance to test it, however, he had a different take. “While it’s fun to create your own dungeon and let other people play it,” he said in a recent Ask the Developer post on Nintendo’s site, “it’s also not so bad to place items that can be copied and pasted in the game field, and create gameplay where they can be used to fight enemies.”

    So no, Echoes of Wisdom is no dungeon-builder. Like The Legend of Zelda: Tears of the Kingdom, however, its ability to create makeshift solutions and items means players are quickly finding unusual ways to traverse the world and conquer its many levels. In some cases, by using items in ways so outlandish it seems like they shouldn’t exist.

    One of Echoes of Wisdom’s most useful items is also its plainest: a simple, brown-framed bed. Players have quickly latched onto beds as a go-to for getting around—stack a couple and they make a great bridge or a ladder. Dispense one in a fight and Zelda can nap to recover health while summoned monsters fight on her behalf. In one particularly inspired example, a player put Zelda on top of a bed and summoned an enemy to create wind gusts that made the bed fly. Tables are just as useful, especially when you want to barricade a couple of guards into their own prison.

    On Reddit, players are sharing creations that have allowed them to bypass both gated-off areas and the laws of gravity. One worked out how to create different variations of flying machines, no bed needed, by binding together a crow, a rock, and an enemy that creates wind gusts. In the game’s water temple, which requires players to slowly raise the water level to reach the top, one enterprising adventurer figured out how to skip that whole mess by carefully stacking water blocks—echoes that create a contained cube of water Zelda can swim through—to head straight up.

    As creative as these workarounds are, they also play directly into Nintendo’s hands. While echoes may feel like a nerfing of the Tears mechanics that let gamers build flame-throwing phalluses, Nintendo still wanted to empower them to be “mischievous.” As director Tomomi Sano has said, the point is for players to find ways to use echoes that “are so ingenious it almost feels like cheating.”

    Megan Farokhmanesh

    Source link

  • How to Get Started on Valve’s ‘Deadlock’

    How to Get Started on Valve’s ‘Deadlock’

    When word got out that thousands of gamers were already playing Valve’s “secret” shooter Deadlock on Steam back in August, the first reaction from many was: How do I get my hands on this?

    Since then, many more players have joined the invite-only playtest, allowing them to get their first look at the project. Valve made the game public on Steam a few weeks ago but hasn’t given the game a release date. “Deadlock is a multiplayer game in early development,” Valve wrote on the game’s Steam page.

    If you’re not already playing and are curious, here’s what you should know.

    What Is Deadlock and Why Are People So Excited About It?

    Valve, the famed developer of franchises such as Half-Life, Portal, and Counter-Strike, has slowed its development of new titles a lot, so any new IP is cause for excitement. Deadlock is a six-versus-six team game that combines the hero shooter personality of, say, Overwatch, Apex Legends, and Valve’s own Team Fortress 2 with some of the multiplayer online battle arena (MOBA) mechanics popularized by League of Legends and Valve’s Dota 2.

    A MOBA typically has elements like home bases, towers that each side must defend, minions that help the main characters in fights, and a progressive leveling up of skills through the course of a match. If you’ve never played a MOBA, Deadlock can feel overwhelming at first due to the resource management it requires on top of the action-shooter elements.

    OK, I’m Sold. How Do I Play?

    You’ll need a Steam account and an invite to the playtest. Some players have been randomly invited by Valve to play the game, possibly based on their history with other Valve titles, but the easiest way to get in is to ask someone in the playtest to invite you, which is an in-game menu option.

    In order to see which of your Steam friends is playing Deadlock, visit the game’s page and look on the right panel under Friends Who Play.

    An invite may take a day or more to get to you once it’s sent. When you have it, you can download and install the game.

    This might be a good place to warn you: Deadlock is a work in progress, and as such it’s liable to change a lot between now and its official release. As of this writing, there’s only one map, called “street_test,” and the roster of 21 heroes and their skills could evolve with future updates.

    My play group has found the game remarkably stable and polished considering it’s so early in its development, but that doesn’t mean you won’t encounter bugs, glitches, or crashes in the game. The playtest is free; don’t expect the kind of customer support or full-featured experience you’d get with a retail game.

    Learning the Ropes (and Rails)

    First thing’s first: Whether you have MOBA experience or not, Deadlock’s set of tutorials under Learn to Play are a must. They’ll show you how objects and controls work in Get Started, how to get acquainted with the game’s 21 characters and their skillset “builds” in Hero Training, and how the paths leading to victory work in Lane Training, a guided quest through the city map.

    Once you’ve completed those three guides, you’ll have the basics of how the controls work, how to purchase and level up your character’s items and abilities during a match, and how souls, the currency of the game, work.

    Omar L. Gallaga

    Source link

  • This New Pac-Man Machine Brought Me Closer to My Teen Kids

    This New Pac-Man Machine Brought Me Closer to My Teen Kids

    Pac-Man is a classic arcade game that deserves all the love. Guiding an abstract mouth around a ghost-patrolled maze in pursuit of dots is pure joy. As good as it is, I never imagined the greedy yellow circle would bring my family closer together, but that’s exactly what happened this summer. Ever since the Arcade1Up Pac-Man Deluxe Arcade Machine displaced a tatty old cat tree in the corner of my office, I have been battling for the high score with my eldest teen.

    As a teenager, figuring out what you want to do and who you want to be is tough at the best of times. Try juggling all of that during a pandemic. And as a parent, you can feel it in your bones when your kids are unhappy. But accepting the unpalatable truth that there’s little you can do about it is one of life’s hardest lessons. My advice, no matter how well-meaning, holds little value right now. My eldest mostly responds to any query about her day with a scowl and the single word “Fine.” The days of playing with Lego blocks, bike rides in the woods, and swimming trips are long gone.

    Part of growing up is turning away from your parents, especially during the teenage years. As a dad who always enjoyed hanging out with my kids, that rejection has been a bitter pill that even Pac-Man would struggle to swallow. If I want them to hang out with me now I need a solid sales pitch, so I was delighted when the bleeps and bloops of the new arcade machine brought quizzical teens into my office. They watched me play, and I could see they were itching for a shot. So began a summer pursuit for the high score and the bragging rights that come with it.

    Simply Irresistible

    The Arcade1Up Pac-Man Deluxe Arcade Machine arrived flat-packed in a couple of boxes. This easy-to-build cabinet features a 17-inch color LCD screen, a light-up marquee, and authentic arcade controls. It runs 14 Namco games, including Galaxian, Galaga, Dig Dug, and Rolling Thunder, but as the artwork attests, this is all about Pac-Man, and you get Pac-Land, Pac-Man Plus, Super Pac-Man, Pac & Pal, and Pac-Mania alongside the original.

    Pac-Man began life in Japan in 1980 as Puckman. The nine-strong development team led by Toru Iwatani wanted to make a game with universal appeal. With 300,000 cabinets sold by 1987, gracing every arcade in the land, we can agree they succeeded. The name change for the North American release came amid fears that mischievous vandals would alter the first letter. The arcade was the perfect habitat for Pac-Man, but it has since been ported to every conceivable system and device, racking up an estimated $15 billion worth of lifetime sales.

    Photograph: Simon Hill

    Simon Hill

    Source link

  • Sony’s $700 PlayStation 5 Pro Is Finally Coming in November

    Sony’s $700 PlayStation 5 Pro Is Finally Coming in November

    Sony’s PlayStation 5 mid-cycle upgrade, the PS5 Pro, is coming November 7. Lead PlayStation architect Mark Cerny revealed the console today during a brief video presentation. “Simply put, it’s the most powerful console we’ve ever built,” Cerny said of the $700 device.

    It’s been four years since the PlayStation 5’s launch. Although Sony released slimmer versions of the console last year, the PS5 Pro is its first major update to this generation’s hardware. It’s got a slightly changed look that features three ridged black stripes. More importantly, it’s done away with predecessors’ optical drive—a choice that’s sure to be controversial among users.

    Still, the PS5 Pro does add more power to players’ gaming experiences. The new console includes an upgraded GPU that will allow for 45 percent faster gameplay rendering, as well as advanced ray tracing capabilities for better light rendering. Cerny’s video presentation today included gameplay from Ratchet & Clank: Rift Apart, Control, The Last of Us Part 2, as well as many others, showing how games will run with higher fidelity on the new console.

    The PS5 Pro will also include a new AI feature: “Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail,” according to Sony’s blog post about the Pro, which doesn’t provide any other details about the new feature.

    Players hoping to play their games on physical media will need to purchase a disc drive separately. The PS5 Pro is still compatible with current PS5 accessories. According to CNET, which got an early hands-on with the console, the PS5 Pro will also upgrade performance for 40 to 50 games at launch via patches. That list includes games such as Alan Wake 2, Final Fantasy VII Rebirth, Dragon’s Dogma 2, Gran Turismo 7, and Horizon Forbidden West.

    “As time goes by, particularly for the games which are launching after the hardware releases, we’ll increasingly see a more nuanced approach, where the focus is less on resolution and much more about higher image quality through a variety of strategies,” Cerny told CNET.

    The initial response to the news online has been mixed, with some fans lamenting a lack of disc drive and the higher price. “$700 and without a disc drive is an insane ask,” responded one X user. “It’s coming with 2TB of the same sweet ultra fast SSD and that alone is worth the price bump,” said another. Some wondered whether the graphical upgrades were really all that great.

    The Pro’s existence has been rumored for months; a leak last month included what now appears to be accurate photos of its design. Preorders for the console begin September 26.

    Megan Farokhmanesh

    Source link

  • New AI Model Can Simulate ‘Super Mario Bros.’ After Watching Gameplay Footage

    New AI Model Can Simulate ‘Super Mario Bros.’ After Watching Gameplay Footage

    Last month, Google’s GameNGen AI model showed that generalized image diffusion techniques can be used to generate a passable, playable version of Doom. Now, researchers are using some similar techniques with a model called MarioVGG to see whether AI can generate plausible video of Super Mario Bros. in response to user inputs.

    The results of the MarioVGG model—available as a preprint paper published by the crypto-adjacent AI company Virtuals Protocol—still display a lot of apparent glitches, and it’s too slow for anything approaching real-time gameplay. But the results show how even a limited model can infer some impressive physics and gameplay dynamics just from studying a bit of video and input data.

    The researchers hope this represents a first step toward “producing and demonstrating a reliable and controllable video game generator” or possibly even “replacing game development and game engines completely using video generation models” in the future.

    Watching 737,000 Frames of Mario

    To train their model, the MarioVGG researchers (GitHub users erniechew and Brian Lim are listed as contributors) started with a public dataset of Super Mario Bros. gameplay containing 280 ‘levels” worth of input and image data arranged for machine-learning purposes (level 1-1 was removed from the training data so images from it could be used in the evaluation). The more than 737,000 individual frames in that dataset were “preprocessed” into 35-frame chunks so the model could start to learn what the immediate results of various inputs generally looked like.

    To “simplify the gameplay situation,” the researchers decided to focus only on two potential inputs in the dataset: “run right” and “run right and jump.” Even this limited movement set presented some difficulties for the machine-learning system, though, since the preprocessor had to look backward for a few frames before a jump to figure out if and when the “run” started. Any jumps that included mid-air adjustments (i.e., the “left” button) also had to be thrown out because “this would introduce noise to the training dataset,” the researchers write.

    After preprocessing (and about 48 hours of training on a single RTX 4090 graphics card), the researchers used a standard convolution and denoising process to generate new frames of video from a static starting game image and a text input (either “run” or “jump” in this limited case). While these generated sequences only last for a few frames, the last frame of one sequence can be used as the first of a new sequence, feasibly creating gameplay videos of any length that still show “coherent and consistent gameplay,” according to the researchers.

    Super Mario 0.5

    Even with all this setup, MarioVGG isn’t exactly generating silky smooth video that’s indistinguishable from a real NES game. For efficiency, the researchers downscale the output frames from the NES’ 256×240 resolution to a much muddier 64×48. They also condense 35 frames’ worth of video time into just seven generated frames that are distributed “at uniform intervals,” creating “gameplay” video that’s much rougher-looking than the real game output.

    Despite those limitations, the MarioVGG model still struggles to even approach real-time video generation, at this point. The single RTX 4090 used by the researchers took six whole seconds to generate a six-frame video sequence, representing just over half a second of video, even at an extremely limited frame rate. The researchers admit this is “not practical and friendly for interactive video games” but hope that future optimizations in weight quantization (and perhaps use of more computing resources) could improve this rate.

    With those limits in mind, though, MarioVGG can create some passably believable video of Mario running and jumping from a static starting image, akin to Google’s Genie game maker. The model was even able to “learn the physics of the game purely from video frames in the training data without any explicit hard-coded rules,” the researchers write. This includes inferring behaviors like Mario falling when he runs off the edge of a cliff (with believable gravity) and (usually) halting Mario’s forward motion when he’s adjacent to an obstacle, the researchers write.

    While MarioVGG was focused on simulating Mario’s movements, the researchers found that the system could effectively hallucinate new obstacles for Mario as the video scrolls through an imagined level. These obstacles “are coherent with the graphical language of the game,” the researchers write, but can’t currently be influenced by user prompts (e.g., put a pit in front of Mario and make him jump over it).

    Just Make It Up

    Like all probabilistic AI models, though, MarioVGG has a frustrating tendency to sometimes give completely unuseful results. Sometimes that means just ignoring user input prompts (“we observe that the input action text is not obeyed all the time,” the researchers write). Other times, it means hallucinating obvious visual glitches: Mario sometimes lands inside obstacles, runs through obstacles and enemies, flashes different colors, shrinks/grows from frame to frame, or disappears completely for multiple frames before reappearing.

    One particularly absurd video shared by the researchers shows Mario falling through the bridge, becoming a Cheep-Cheep, then flying back up through the bridges and transforming into Mario again. That’s the kind of thing we’d expect to see from a Wonder Flower, not an AI video of the original Super Mario Bros.

    The researchers surmise that training for longer on “more diverse gameplay data” could help with these significant problems and help their model simulate more than just running and jumping inexorably to the right. Still, MarioVGG stands as a fun proof of concept that even limited training data and algorithms can create some decent starting models of basic games.

    This story originally appeared on Ars Technica.

    Kyle Orland, Ars Technica

    Source link

  • ‘The Legend of Zelda: Echoes of Wisdom’ Gives the Princess Powers That Link Never Got

    ‘The Legend of Zelda: Echoes of Wisdom’ Gives the Princess Powers That Link Never Got

    Princess Zelda has to escape from jail. She was tossed into prison over her alleged involvement in the appearance of mysterious “rifts” all over the land of Hyrule. Under normal circumstances, she’d be stuck down there until longtime hero Link could come rescue her.

    The Legend of Zelda: Echoes of Wisdom, however, doesn’t play like that. In this game, Zelda can save herself—and Link too.

    Echoes of Wisdom, launching September 26 for the Switch, is Zelda’s first game in the leading role. When Nintendo announced the game in June, Legend of Zelda stalwart Eiji Aonuma said that the goal was to “create a new gameplay style that breaks conventions seen in the past.” In other words, a new way for Zelda to step out of the damsel role and into her own power.

    Although it may look like the 2019 remake of Link’s Awakening—brightly animated environments and characters with adorably big heads—it’s closer to the inventive spirit of Nintendo’s last game in the franchise, Tears of the Kingdom. After more than an hour in the game during a recent demo, we found Echoes of Wisdom to be a playground of puzzles where everyone is in charge of their own adventure.

    Zelda is no experienced swordsman, so her powers are different by design. By using the Tri Rod, with a little help from a new character called Tri, she can create object replicas called “echoes” to help her navigate the world. There’s a lot for her to copy and create, from tables, beds, and fire pits to enemies of all varieties. Need to make a bridge? Stack together a few crates. Or tables. Or beds, just after you’ve taken a little nap in one. Boss-fight? Try siccing a fleet of bat-like Keese on it, or maybe an armed Moblin.

    The first part of the demo included Zelda’s escape from prison, where she’s just beginning to learn how to make echoes, and spilled over into a small portion of the game’s overworld. In a small village, I learned how to make a trampoline echo and used it to bounce onto rooftops. Out in the field, I unleashed a spiky ball enemy to use as a battering ram on other foes. It was the second half of the demo, however—a small dungeon complete with boss-fight—that felt the most satisfying.

    Echoes of Wisdom isn’t nearly as expansive as recent games like Breath of the Wild or Tears of the Kingdom, but the exploratory formula is there. Zelda has a few other abilities she’ll unlock later in the game, like the power to grab onto an item and pull or push it. Combining echoes—it’s unclear how many there are in total, but the demo had over a dozen—with Zelda’s grabby power has a lot of potential for goofy solutions, like the flame-throwing penises people made in Tears. I was especially fond of trampolining over everything I could and throwing whatever I found, whether that was a rock or an enemy echo. Another player, according to a Nintendo rep, unleashed an echo to fight for him while he took a nap in bed.

    Megan Farokhmanesh

    Source link

  • ‘Assassin’s Creed Shadows’ and How ‘DEI’ Became Gamergate 2.0’s Rallying Cry

    ‘Assassin’s Creed Shadows’ and How ‘DEI’ Became Gamergate 2.0’s Rallying Cry

    On May 16, the gaming and entertainment news site Dexerto tweeted an image from the forthcoming game Assassin’s Creed Shadows featuring one of its protagonists, the Black samurai Yasuke, in a fighting pose. Across scores of replies, some voiced optimism, others fatigue with Assassin’s Creed’s now 14-game-long run, and a very vocal few expressed frustration and anger that a Black person was at the center of the narrative.

    “Gonna pass on the DEI games,” wrote one blue-check X user, referencing the acronym for diversity, equity, and inclusion. “Why Wokeism?” asked another. Comments full of racist and sexist language filled the thread.

    A more articulate undercurrent of these reactionaries, across many online forums, had a more specific set of complaints. Some alleged the race of the real Yasuke was never known, others that he wasn’t a samurai but a retainer, and another claimed he was never in combat.

    These were all fairly elaborate conclusions to draw about a guy from 1581 who’s been depicted as a samurai in Japanese media many times, including in the 2017 video game Nioh and Samurai Warriors 5 in 2021, as well as his own animated series on Netflix.

    They also may have been the last bit of armchair history we got on Yasuke if the conversation hadn’t been sustained by a set of accounts looking to build yet another front in the online culture war, fueling what some have been calling Gamergate 2.0. Whereas the Gamergate of 2014 focused on trying to drown out feminist voices, and the voices of women of color, in gaming culture, this second incarnation seems focused on pushing back against diversity in games of all kinds. Yasuke just stepped in their path.

    The resurgence of the Gamergate moniker came earlier this year in reaction to the work of Sweet Baby. Staff at the small consultancy received a wave of harassment this spring stemming from misinformation and conspiracy theories claiming the company was a BlackRock-backed outfit trying to force diversity into games. (It’s not affiliated with BlackRock and merely advises on characters and storylines.) As the controversy around Assassin’s Creed Shadows intensified, several posts mentioned Sweet Baby, even though company CEO Kim Belair says the firm didn’t work on the game.

    “I think it just comes with the post-Gamergate (late-Gamergate?) territory,” Belair wrote in an email to WIRED. “To a certain kind of person, largely trolls, we’re synonymous with their idea of ‘wokeness in games’ or a vague idea of ‘DEI,’ but it’s ultimately reflective of the overall misinformation that fuels this campaign.”

    Gamergate was not the first harassment campaign conceived in the bowels of 4chan and its affiliate websites, but it was perhaps their crowning achievement. The attacks against developers Zoë Quinn and Brianna Wu and media critic Anita Sarkeesian, among others, ranged from doxing to rape and death threats. Its tenets and tactics eventually proved valuable in bringing people into the burgeoning alt-right movement. Even Pizzagate and QAnon can, in some ways, be traced back to what was happening with gamers online in 2014.

    “Gamergate was a recruiting ground, a pipeline to leverage the loneliness, discontentment, and alienation of young men—often white young men—into alt-right politics, extremist misogyny, and outright white supremacy and Nazism,” Thirsty Suitors narrative lead Meghna Jayanth told WIRED.

    Laurence Russell

    Source link

  • Gamergate’s Aggrieved Men Still Haunt the Internet

    Gamergate’s Aggrieved Men Still Haunt the Internet

    Ten years ago, a flood of gamers attacked developers Zoë Quinn and Brianna Wu and media critic Anita Sarkeesian. The three were part of a growing chorus of people calling for a more inclusive culture within video games. The attackers doxxed and harassed their targets, doing all they could to stifle the women’s efforts. The incident, which became known as Gamergate, illuminated the toxicity women faced in gaming spaces and beyond.

    Eventually, the harassment faded from the news, but its residue was never fully removed from the internet and public life.

    Gamergate articulated a particular kind of aggrieved masculinity, an anger at losing the power of being the target audience. Since 2014, it has shaped everything from the men’s rights movement to the current iteration of the GOP, outlining what it means to be a man in certain corners of the internet.

    In many ways, says Adrienne Massanari, an associate professor at American University’s school of communications, Gamergate presaged a broader reaction on the right toward real changes happening in American society. Former Donald Trump adviser Steve Bannon latched onto this in 2015, harnessing the power of committed online fandoms to bolster Trump’s campaign.

    Within the community, Gamergate seemingly bifurcated men into distinct camps. Men who came to Sarkeesian’s defense, for example, were dubbed “white knights” and simps. Meanwhile, the people doing the harassing saw themselves as trying to protect the space from the “outside” influences of “social justice warriors,” who threatened to take away the elements that—they felt—made games fun.

    “Even though we know that a bunch of people play games, [the men involved in Gamergate] saw themselves as being the target demographic for games. When that started to shift, the reaction was, of course, anger,” says Massanari. “Now that’s reflected, refracted, and amplified by Trumpism and that kind of far-right strain of Republicanism reacting to demographic and societal shifts toward a more egalitarian society.”

    This same kind of anger and resistance can be seen now in figures like J.D. Vance and Elon Musk, who both decry “woke-ism” in politics and culture broadly. In interviews, Musk has said that he was motivated to purchase X, formerly Twitter, to fight the “woke mind virus” that he says is destroying civilization. The Heritage Foundation’s political road map Project 2025 repeatedly mentions “woke” progressivism as a threat that must be eliminated, particularly by doing away with diversity, equity, and inclusion initiatives in government spaces.

    This connection comes full circle in what’s become “Gamergate 2.0,” a backlash to inclusion efforts where “DEI” is now a catchphrase. Ten years ago, gamers pushed back against critics like Sarkeesian for pointing out that many female characters in games were nothing more than tropes. In 2024, the campaigns are against video game consulting companies such as Sweet Baby for performing what some gamers believe is “forced diversification.” No matter the rallying cry, the reason is the same: Being upset that the characters in video games no longer represent your interests.

    While the politics of masculine grievance aren’t exactly new, says Patrick Rafail, professor of sociology at Tulane University, “the mainstreaming of it is.”

    Although Gamergate came out of a relatively niche subculture, its elements can now be found in influencers like Andrew Tate who have popularized “these very simplistic, archetypal, stereotypical extremes” of masculinity, says Debbie Ging, professor of digital media and gender at Dublin City University. A new era of podcasting, coupled with a rise in short-form video platforms like TikTok, “which are heavily algorithm-driven,” have been significant drivers of this form of rhetoric, Ging says.

    Vittoria Elliott

    Source link

  • Gamergate’s Legacy Lives on in Attacks Against Kamala Harris

    Gamergate’s Legacy Lives on in Attacks Against Kamala Harris

    More moderators, stricter policies, mass bans, mea culpa proselytizing in front of Congress from leaders like Mark Zuckerberg, and repeated promises to “do better.” They even pleaded with Congress: “Regulate us.”

    But in parallel, these companies, particularly Facebook, were spending tens of millions of dollars every year on lobbying efforts to ensure that any type of legislation that might be introduced was not the type of legislation that would impact their financial well-being.

    Ultimately, even the minor steps the companies did take to try and make their platforms safer were removed, or forgotten about, in what Benavidez calls the “Big Tech backslide.

    “Their values ultimately lie in making money, their bottom line is more important than protecting users or democracies,” Benavidez says. “This year, a major flashpoint for democracies worldwide, where billions of people will be voting, the platforms have washed their hands of the role they play in protecting [the elections].”

    Even before Harris became the presumptive Democratic nominee, right-wing voices were already poisoning the well, resharing baseless conspiracies about the vice president’s eligibility to run for president, framing her past relationships as something illicit, and attacking her race and gender.

    Harris is also a major advocate for abortion access, another hot button issue for the right who saw their wildest dreams come true when the Supreme Court overturned Roe v. Wade in 2022.

    “This year is one in which the question of what women can do and the agency women have over their bodies and in the public world, that question is thrown front and center,” Benavidez says. “So it makes sense that Gamergate tactics, being that first signal flare years ago around what women can and cannot do, should be back in the spotlight.”

    These attacks have become so normalized they are happening everywhere, all the time, and while we may hear about some of them, such as the so-called Gamergate 2.0 earlier this year, most of them will never come to wider attention, and the women targeted by these campaigns will be left on their own to deal with the fallout.

    “There’s a new Gamergate every week, and no one outside of gaming journalism is ever dealing with these things, because they don’t make any sense,” Broderick says. “They don’t really feel like they matter. So these problems just sort of compound over time, because there’s really no way for popular culture in America to talk about these things.”

    Beyond games, the news cycle moves so fast in 2024 that even if someone does pay attention to a coordinated online attack, 24 hours later they have likely moved on to something else. This is how an account like LibsofTikTok is able to direct hate toward the trans community and the doctors and hospitals helping them.

    Chaya Raichik, the person behind LibsofTikTok, is supported in her efforts by powerful figures within the GOP who are similarly pushing an anti-LGBTQ+ agenda, and by Musk, the owner of X, the platform where many of these hate attacks begin. Just last month, Musk dead-named his own daughter in an interview, claiming she was “killed” by the “woke mind virus.”

    David Gilbert

    Source link

  • How ‘World of Warcraft’ Devs Launched One of the Biggest Unions in Video Games

    How ‘World of Warcraft’ Devs Launched One of the Biggest Unions in Video Games

    They started with fliers. The group of World of Warcraft developers at Activision Blizzard, determined to unionize, were testing the waters after Microsoft’s $69 billion acquisition. Microsoft had pledged to honor a labor neutrality agreement, active 60 days after the deal’s close, that would allow workers to explore collective bargaining without fear.

    Even with that agreement on their side, developers were still nervous about even showing interest in a union, says Paul Cox, a senior quest designer who served on the union’s organizing committee. “Prior to [the agreement], we had a lot of people who were like, ‘I’m interested, but I’m really worried about retaliation. I am terrified about getting my name put anywhere.’” he adds.

    That fear wasn’t unfounded. Prior to Microsoft’s acquisition, when they were still under Activision Blizzard’s leadership, unionized quality assurance workers at a studio in Albany, New York, accused management of engaging in union busting tactics. According to one QA tester WIRED spoke to at the time, management was hostile to their efforts, pulling employees into “spontaneous meetings” and “spread[ing] misleading or false information about unions and the unionization process” in a company Slack channel.

    On July 24, Microsoft voluntarily recognized the World of Warcraft developers’ union, a wall-to-wall unit of over 500 employees spanning multiple departments—an achievement that has long been unthinkable in the video game industry. Due to its size and breadth of departments involved, it’s the first of its kind at Activision Blizzard. Those QA testers in Albany eventually managed to establish their union, but they were just one relatively small group.

    The Warcraft developers follow in the footsteps of Bethesda Game Studios, another Microsoft-owned company, which created the first union at a major studio across its entire team with 241 members. Microsoft also voluntarily recognized that union.

    “It was really only after the Microsoft acquisition that the ball started racing down the hill,” Cox says of union efforts. “The lack of fear of retaliation really helped.”

    Also helpful: Reaching out to as many colleagues as possible. “When you’re trying to talk to people about a union, you can really only do it one-on-one,” Cox says. To do that organizers set up tents on the company campus for people to stop by and get information. Being able to openly exist in a space people might pass on the way to lunch, for example, made that process faster and easier.

    Activision Blizzard did not respond to a request for comment before publication.

    Cox says that because it was previously hard to communicate with other employees due to the discreet nature of organizing, he and his colleagues didn’t realize there was a World of Warcraft QA group already trying to unionize. Once they were aware of each other, they combined efforts. As for deciding who should be in the union, Cox says it boiled down to a very simple idea.

    “It was about game creators,” he says. “The people who you couldn’t make the game without.” Whether that’s writers, sound designers, or producers, it doesn’t matter. “We fought pretty hard to make sure that everybody was in the same group, as much as we could get.”

    Megan Farokhmanesh

    Source link

  • ‘Date Like Goblins’ Thinks Playing Games Can Fix Dating Apps

    ‘Date Like Goblins’ Thinks Playing Games Can Fix Dating Apps

    Meanwhile, Match Group, which owns Tinder, Hinge, and other dating apps, has seen mixed results on its apps. Together with Bumble, which offended many with a disastrous ad campaign earlier this year (the company apologized), the big apps have lost $40 billion in market value since 2021. Bumble reported 10 percent growth in revenue year over year, and also refreshed its app, while Tinder grew 1 percent in revenue and Hinge by nearly 50 percent year over year, according to Match. But if Hinge, Bumble, and Tinder are the packed, noisy singles bars of online dating, these smaller apps are the quieter café or running club. There may be fewer people, but they’re more likely to start from a place where the singles have something in common.

    The goblin dating model could provide a novel approach that appeals to more reclusive daters, says Jess Carbino, former in-house sociologist for Bumble and Tinder. “This could be an amazing resource for individuals who are more shy or reticent about meeting in person,” she says. She also wonders whether the low-lift aspect of dating in a game could make it easy to hop in and out of an interaction conveniently, and have people put off meeting in person.

    Keeney notes that the early beta users of Date Like Goblins have included people who are neurodivergent, immunocompromised, or introverted, all of whom may feel more comfortable getting to know someone doing an activity rather than sitting down face-to-face for a drink or coffee. She created the app, she says, partially in response to the frustration she felt on traditional apps that her person may be hidden behind a paywall or obscured by an algorithm that can’t spot what would connect them. People can choose to try to meet singles closer to their physical location, or find people around the world, she says.

    To better showcase someone’s personality, prompts on Date Like Goblins encourage more in-depth profiles than a typical quippy dating app bio. Some are quirky, for example: “Would you rather live in a world where every song ever is by Pitbull or live in a world where the only song is ‘Fireball’ by Pitbull but it’s covered by every artist ever?” (Choose wisely—the answer to that really says something about whether or not you can stand to spend the rest of your life with someone.)

    Still, Carbino says she isn’t sure whether niche apps can truly disrupt the dating process; they may not tackle “the fundamental issues most daters are facing,” she says. Mostly, it’s about burnout, and struggling to make that quality match. “They hop on the apps,” she says. “They date for a while, and before the algorithms have an opportunity to learn about them, they get off the apps and feel demoralized.”

    As a result, dating apps bear the brunt of criticism. But they’re doing a job once relegated to our larger social institutions and structures, Carbino says, like schools, churches, and family and friends: Get us to meet someone to fall in love with. If people failed to find love through their community, would they blame those around them the way they do the apps?

    Perhaps the gaming aspect of Date Like Goblins can tap into that community feel. Already, so many people have met friends or partners playing games online, Keeney notes. She hopes her app can provide a “low pressure, easy way to connect with people” online, for those who are eagerly seeking a romantic partner or more friends. “If this is happening by accident,” she says, “imagine if we made this possible on purpose.”

    Amanda Hoover

    Source link