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Tag: gaming news

  • 7 Tips for Mastering ‘Metaphor: ReFantazio’

    7 Tips for Mastering ‘Metaphor: ReFantazio’

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    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.

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    Megan Farokhmanesh

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  • ‘Metaphor: ReFantazio’ Is the Future of RPGs

    ‘Metaphor: ReFantazio’ Is the Future of RPGs

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

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    Megan Farokhmanesh

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  • 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

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    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.”

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    Megan Farokhmanesh

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

    How to Get Started on Valve’s ‘Deadlock’

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    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.

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    Omar L. Gallaga

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

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

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    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.

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    Megan Farokhmanesh

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

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

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    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.

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    Kyle Orland, Ars Technica

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  • ‘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

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    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.

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    Megan Farokhmanesh

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  • ‘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

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    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.

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    Laurence Russell

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  • Gamergate’s Aggrieved Men Still Haunt the Internet

    Gamergate’s Aggrieved Men Still Haunt the Internet

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    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.

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    Vittoria Elliott

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

    Gamergate’s Legacy Lives on in Attacks Against Kamala Harris

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    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.”

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    David Gilbert

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  • Hi-Fi Rush studio, shut down by Microsoft, saved by PUBG’s publisher

    Hi-Fi Rush studio, shut down by Microsoft, saved by PUBG’s publisher

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    Krafton, the publisher behind PUBG: Battlegrounds and The Callisto Protocol, has acquired Tango Gameworks, the studio responsible for The Evil Within games and Hi-Fi Rush. Tango was shuttered by Microsoft and ZeniMax Media in May, but the talent who formed the Tokyo-based studio will be integrated into Krafton, which now owns the rights to Hi-Fi Rush.

    In a news release, Krafton said it “intends to collaborate with Xbox and ZeniMax to ensure a smooth transition and maintain continuity at Tango Gameworks, allowing the talented team to continue developing the Hi-Fi Rush IP and explore future projects.” Krafton added that it “intends to support the Tango Gameworks team to continue its commitment to innovation and delivering fresh and exciting experiences for fans.”

    The move from Microsoft to Krafton will not impact Tango’s existing game catalog, which includes The Evil Within, The Evil Within 2, Ghostwire: Tokyo, and the original Hi-Fi Rush, the publisher said. Hi-Fi Rush is available on PlayStation 5, Windows PC, and Xbox Series X.

    Tango Gameworks was founded in 2010 by Shinji Mikami. The studio’s first release, The Evil Within, was a survival horror game in the vein of Mikami’s work at Capcom, where he had overseen survival horror games Resident Evil, Dino Crisis, and Resident Evil 4 as game director. Tango Gameworks became part of Xbox’s stable of studios when ZeniMax was acquired by Microsoft in 2021. Mikami left Tango in 2023.

    The studio found great critical success with Hi-Fi Rush in 2023. The rhythm-action game was a surprise release through Microsoft’s Game Pass subscription, and markedly different from the dark and violent games Tango Gameworks had come to be known for.

    Krafton’s announcement comes just days after former developers from Arkane Austin, which worked on games Prey and Dishonored, announced a new first-person action RPG at its Wolfeye Studio.

    Microsoft announced in May that it planned to close three studios under the Bethesda Softworks umbrella: Redfall developer Arkane Austin, Mighty Doom developer Alpha Dog Studios, and Tango Gameworks. A fourth studio, Roundhouse Games, had its staff reassigned to other duties.

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    Michael McWhertor

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  • 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

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    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.”

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    Megan Farokhmanesh

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  • Harry Potter: Quidditch Champions’ first gameplay shows off multiplayer, character creator

    Harry Potter: Quidditch Champions’ first gameplay shows off multiplayer, character creator

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    One of the more notable missing elements from the Harry Potter prequel game Hogwarts Legacy was the high-flying sport of quidditch. Publisher Warner Bros. Games will address that exclusion later this year with Harry Potter: Quidditch Champions, a new single-player and online competitive multiplayer game based on the wizarding sport.

    Developer Unbroken Games revealed the first gameplay from its Harry Potter quidditch video game this week, showing off some familiar faces, like Ron Weasley and Draco Malfoy. There’s also a glimpse of multiple arenas, including the Quidditch World Cup Stadium.

    Quidditch enthusiasts will also be able to create the young wizard of their choice. Unbroken Games shows off the Harry Potter: Quidditch Champions character creator in the video above, highlighting the choices in houses, clothing, broomsticks, and more. Publisher WB Games says there are “no plans for microtransactions in the game at this time,” which hopefully means what you see is what you’ll get, forever.

    Harry Potter: Quidditch Champions will be released digitally for PlayStation 4, PlayStation 5, Windows PC (via Steam and the Epic Games Store), Xbox One, and Xbox Series X on Sept. 3. A physical deluxe edition will be available for PS4, PS5, Xbox One, and Xbox Series X on Nov. 8. A Nintendo Switch version is also coming, and will be released sometime this holiday season, WB Games says.

    PlayStation Plus subscribers will get Harry Potter: Quidditch Champions (and a Firebolt Supreme Broom Skin) as part of September 2024’s downloadable games. The game will be available to keep from Sept. 3-30, if you have an active PS Plus membership of any tier.

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    Michael McWhertor

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

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

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    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.”

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    Amanda Hoover

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  • Video Game Performers Are Going on Strike Over AI

    Video Game Performers Are Going on Strike Over AI

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    Actors in the video game industry are going on strike. On Thursday, the union representing voice and motion-capture performers announced they would be walking off the job after talks with major video game companies broke down over concerns over AI protections. The work stoppage is set to begin Friday.

    “We’re not going to consent to a contract that allows companies to abuse AI to the detriment of our members,” Fran Drescher, the president of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA), which represents the performers, said in a prepared statement. “Enough is enough. When these companies get serious about offering an agreement our members can live—and work—with, we will be here, ready to negotiate.”

    Several members of SAG-AFTRA are currently at Comic-Con International in San Diego for panels and other appearances. They will still be able to honor their obligations this weekend “given the close proximity” of the strike announcement to the event, which runs through Sunday. “Solidarity,” Dragon Age: The Veilguard voice actor Erika Ishii posted on X. “We’ll be fulfilling contracts at SDCC but afterwards we hold the line.” Last year’s Hollywood strikes greatly reduced the number of performers able to participate in Comic-Con events.

    Tensions over AI between SAG members and major video game companies have been high for months. Negotiations between the two sides began in earnest in October 2022. Members voted to authorize a strike in September of 2023. “Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable AI protections, but rather flagrant exploitation,” Sarah Elmaleh, SAG’s negotiating chair for the Interactive Media Agreement (IMA) that covers video game workers, said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer.”

    In the video game industry, actors regularly lend their voice, likeness, and even movements to projects. Voice acting and motion-capture are a crucial part of game development, even as AI begins to change the way developers create their games. Despite success on other points, video game companies and SAG have been unable to find common ground on AI.

    “We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations,” Audrey Cooling, a spokesperson for the video game companies involved in the negotiations said in a statement to WIRED. That group includes companies such as Activision, Disney, Electronic Arts, Insomniac Games, Take-Two, and Warner Bros. , among others.

    “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions,” Cooling said. “Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”

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    Megan Farokhmanesh

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  • New PS5 beta update makes roommate-friendly changes to Remote Play, audio

    New PS5 beta update makes roommate-friendly changes to Remote Play, audio

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    If you’re a PlayStation 5 owner who participates in the console’s beta program for testing new features before the rest of the public gets them, you’ll receive access to an update on Thursday that includes some new features for PS5 Remote Play and 3D audio. Both features seem designed for households where multiple people are sharing just one PS5.

    I’m a big fan of the Remote Play feature on the PS5, and this specific update is addressing a hyper-specific need for Remote Play users — but if it’s a need you happen to have, it’ll be great news. Basically, this feature lets PS5 owners “adjust Remote Play settings per user and choose who is allowed to connect to [their] PS5 console using Remote Play.” The PlayStation blog includes this handy picture of what it would look like in action, depicting multiple user profiles with a toggle switch that would presumably allow you to shut off each person’s access to Remote Play.

    Image: PlayStation

    My wife and I both use the PS5 in our house, but I’m the only person who uses PS5 Remote Play; I use it all the time on my Steam Deck. It’s actually even possible to get PS5 Remote Play to work on a Steam Deck if you’re away from your PS5 and not connected to your home internet; it’s difficult to set this up, but it’s feasible. That’s part of why I think this feature could end up being weirdly useful in very specific circumstances, such as households where a lot of people are using Remote Play, including people who are away from home.

    It’s kind of passive-aggressive to just turn off somebody’s access to Remote Play when they’re no longer in the PS5’s vicinity, but sometimes, you gotta do what you gotta do. I can’t help but think of those times in my life when I’ve had a breakup and had to change my Netflix password. Obviously that’s a worst-case scenario. More likely, you’d just want to turn off this option if somebody isn’t living with you anymore, but they might still visit you and want to use Remote Play in the future. Again, pretty specific need, but nice to have.

    There are also some beta updates coming to 3D audio profiles on the PS5. This is another update that benefits households where lots of different people use just one console; if multiple people each have a set of corresponding PS5 headphones for 3D audio, this update has their names all over it.

    According to the PlayStation blog post, this “feature that lets your PS5 console create a personalized 3D audio profile just for you […] You can run through a set of sound quality tests to analyze a vast number of factors to create an audio profile that best fits your hearing characteristics.”

    Here’s a video depicting what those sound tests are like and the options that are available. You’d go to go to [Settings] > [Sound] > [3D Audio (Headphones)] in order to make these selections.

    Last but not least, the update includes adaptive charging options for PS5 controllers, but only for people who own the new slimmer PS5 model. If that’s you and you’re a beta features participant, you’ll be able to select adaptive charging as an option, which “helps save power by adjusting the length of time that power is supplied to your controller based on its battery level.”

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    Maddy Myers

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  • A Chaotic History of Clickolding, the Year’s Most Disturbing Game

    A Chaotic History of Clickolding, the Year’s Most Disturbing Game

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    Nelson: I took a picture. I cropped it so that his face could not be seen. And we used that reference photo a month later.

    Tan: I thought he was joking. The outfit the mystery man is wearing in the game is pretty much exactly what I had on that day, minus the mask, stripes, and questionable stains.

    Nelson: If I was telling a story about a distressing and distressed masked man who wanted you to not just click a tally counter, but wanted to watch you do it, this everyman outfit with a slight elevation of style could end up being the foundation of a character design.

    Porter: It was just a tan jacket.

    Nelson: Even though I did get his permission at the time, many people don’t understand the full implications of their actions and decisions and permission they give at 3 am.

    Porter: I mean, it looked very stylish. Dan looked good.

    Kaman: It’s not like something to make fun of. And that’s kind of why it was funny, because there’s nothing wrong with Dan to justify making fun of him. It’s just like you have the target on you now.

    Nelson: I hope in this life or the next, he can forgive me.

    While many of the developers involved that night left San Francisco without giving another thought to Clickolding, Strange Scaffold got to work. The studio did, in fact, go on to collaborate with Outersloth on the game. As they released promotional material, the developers involved in its conception had an array of reactions.

    Tran: Well, it was horrifying.

    Kaman: We were like, “What the fuck?” He’s a madman, but he’s also my greatest inspiration in life.

    Tan: After seeing the teaser, I remember messaging Xalavier right away being like “I can’t believe you actually used my outfit for this!!!”

    Tran: The first thing I saw was the character, horrifying. Two, it was like, I can’t believe this is happening, even though I knew it was. Three, wow, I can’t believe this joke, this thing that started off as just like a funny ha-ha, this thing that just had escalated into an actual game. Honestly, it just felt really cool.

    Kaman: We were sharing it around in Slack, losing our minds, just being so impressed at the commitment.

    Tan: Despite it all being born from something that started off lighthearted and a little silly, the game is most definitely no joke; it definitely taps into that uncomfortable feeling we got a glimpse at in the hotel lobby that night.

    Tran: It’s really cool to see all the things that we talked about coming together, like Dan’s outfit or Gary’s logo, and that kind of weird creative spirit. Having something feel real, amazing.

    Kaman: I think Aggro Crab deserves royalties.

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    Megan Farokhmanesh

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  • The Real Reason Will Smith Broke Twitch’s Biggest Streaming Record

    The Real Reason Will Smith Broke Twitch’s Biggest Streaming Record

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    Every summer, the Spanish Twitch streamer Ibai Llanos hosts a livestreamed boxing tournament called La Velada del Año (The Evening of the Year). In just four years, it has gone from a relatively small event featuring matches between a few influencers from Spain to an enormous global phenomenon featuring over 20 combatants and a host of musical performers. A record-breaking 5.9 million Twitch users tuned in to see this year’s event, held July 13 at a packed 80,000-seat stadium in Madrid.

    The biggest name on the bill was Will Smith, who appeared as a headlining musical act and led the crowd in the Fresh Prince of Bel-Air TV show theme. The Oscar winner was the first English-speaking performer in the event’s history, but he wasn’t the most popular part of the evening. According to data from StreamsCharts, the most-viewed moment during the stream, which also set a record with 3.8 million simultaneous viewers, was a boxing match between two influencers, one from Spain and one from Chile.

    The event makes for a perfect cross-section of what internet popularity looks like in 2024. For a start, there’s the boxing matches. Mano-a-mano combat has been a promotional tactic for influencers for years. Examples appear across the spectrum, from controversial YouTuber turned MMA fighter Logan Paul all the way to tech billionaires Mark Zuckerberg and Elon Musk, who made serious preparations for a cage match last year before Zuckerberg called it off. In an era when cultural cachet is defined by parasocial stan armies, who live up to their name by getting into fierce, bitter rivalries with other fans, there’s an indelible power to seeing these famous figures literally trade blows.

    Of course, in reality, these influencers and internet personalities understand it’s not really a competition. Ibai regularly collaborates with other streamers from across the globe, combining their audiences and fan bases for more engagement and a higher profile. The same day as La Velada del Año, YouTuber MrBeast uploaded a video entitled “50 YouTubers Fight For $1,000,000.” The video is done in MrBeast’s usual frenetic style, but the format itself seems clearly inspired by Ibai Llanos’ tournament. Ibai himself is one of the 50 YouTubers who appears in the video, forestalling any accusations from fans of either streamer.

    The competition being conceived for Twitch broadcast also means it’s modeled after an esports tournament as much as a UFC fight. Ibai, who serves as the MC and commentator for the evening’s matches, first achieved success on Twitch as a Spanish-language League of Legends announcer. He has parlayed his streaming success into a media empire, including a televised talk show and cofounding the Kings League, a soccer league that optimizes the game for streaming by adding video-game-inspired rules like power-ups. Video games are already a huge industry, but they’re starting to become popular for marketers, suggesting events like La Velada del Año, which bring the culture of gaming into more traditional spaces, will only become more common on Twitch and off.

    Twitch itself is in an odd, paradoxical position. The streaming platform has seen an overall decline in user and revenue growth for the past few years and has never turned a profit since being acquired by Amazon in 2015. In February, the site completely withdrew from Korea, which had been one of its biggest foreign markets. At the same time, though, Twitch streamers are bigger than ever as the general audience for livestreams grows. Spain in particular has become an enormous market for Twitch streamers, since they can stream to a global Spanish-speaking audience while taking advantage of lucrative European marketing deals.

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    Adam Bumas

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  • ‘Metroid Prime 4’ Gets a Release Date After Years of Troubled Development

    ‘Metroid Prime 4’ Gets a Release Date After Years of Troubled Development

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    Metroid Prime 4 is alive. During today’s Nintendo Direct event, the company revealed that the highly anticipated sequel, now called Metroid Prime 4: Beyond, is headed to Switch next year.

    It’s been roughly seven years since Nintendo first announced the game during 2017’s E3 event with developer Bandai Namco attached. At the time, Metroid Prime 4 was expected to close a decade-long gap between itself and the 2007 Wii game Metroid Prime 3: Corruption. Other titles in the overall franchise, including Metroid: Other M, which got a lukewarm reception, and a remaster of Metroid Prime, had dropped in the meantime, but none had satiated the desire for a new full Metroid release. Metroid Prime 4 was intended to do that—until it disappeared.

    Years into development, the entire project was scrapped and started again from scratch in 2019 after it failed to hit “the standards we seek in a sequel to the Metroid Prime series,” Nintendo said at the time. Retro Studios, the series’ original developer, was brought on board for this second shot at Samus Aran’s return, but after their work began news about the game’s development was scant.

    In addition to revealing that Metroid Prime 4: Beyond will be available for Switch some time in 2025, Nintendo released gameplay footage that includes Samus scanning aliens, shooting everything in sight, and turning into a nice neat little ball—the classics, as it were. Few other details were given as the game closed out today’s Nintendo Direct, which also included news of a new Legend of Zelda game, but it felt like a deluge after the five years of information drought that preceded it.

    Metroid Prime 4: Beyond appears to be arriving near the end of the current Switch’s lifecycle. News about the console’s successor is expected with every new Nintendo event, but so far there has been none. Still, Metroid fans are ready to welcome Samus back. Or, as one person put it on X with a screenshot of a 2018 receipt: “My preorder finally means something!”

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    Megan Farokhmanesh

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  • ‘Cities: Skylines II’ Found a Solution for High Rents: Get Rid of Landlords

    ‘Cities: Skylines II’ Found a Solution for High Rents: Get Rid of Landlords

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    The rent is too damn high, even in video games. For months, players of Colossal Order’s 2023 city-building sim, Cities: Skylines II, have been battling with exorbitant housing costs. Subreddits filled with users frustrated that the cost of living was too high in their burgeoning metropolises and complained there was no way to fix it. This week, the developer finally announced a solution: tossing the game’s landlords to the curb.

    “First of all, we removed the virtual landlord so a building’s upkeep is now paid equally by all renters,” the developer posted in a blog on the game’s Steam page. “Second, we changed the way rent is calculated.” Now, Colossal Order says, it will be based on a household’s income: “Even if they currently don’t have enough money in their balance to pay rent, they won’t complain and will instead spend less money on resource consumption.”

    The rent problem in the city sim is almost a little too on-the-nose. Over the lpast few years, real-world rents have skyrocketed—in some cases, rising faster than wages. In cities like New York, advocates and tenants alike are fighting against the fees making housing less and less affordable; in the UK, rent is almost 10 percent higher than it was a year ago. From Hawaii to Berlin the cost of living is exorbitant. Landlords aren’t always to blame, but for renters they’re often the easiest targets.

    From this perspective, perhaps Cities’ simulator is too good. Prior to this week’s fix, players found themselves getting tripped up on some of the same problems government officials and city planners are facing. “For the love of god I can not fix high rent,” wrote one player in April. “Anything I do re-zone, de-zone, more jobs, less jobs, taxes high or low, wait time in game. Increased education, decreased education. City services does nothing. It seems anything I try does nothing.”

    On the game’s subreddit, players have also criticized “how the game’s logic around ‘high rent’ contrasts reality,” with one player conceding that centralized locations with amenities will inevitably have higher land values. “But this game makes the assumption of a hyper-capitalist hellscape where all land is owned by speculative rent-seeking landlord classes who automatically make every effort to make people homeless over provisioning housing as it is needed,” the player continued. “In the real world, socialised housing can exist centrally.”

    This is true. It exists in Vienna, which The New York Times last year dubbed “a renters’ utopia.” Except, in Vienna the landlord is the city itself (it owns about 220,000 apartments). In Cities: Skylines II, the devs just got rid of landlords completely.

    The change in-game will have “a transition period as the simulation adapts to the changes,” Colossal Order says in its blog, and the developer says it “can’t make any guarantees” with how it will impact games with mods. Although the update aims to fix most of the problems at hand, that doesn’t mean players should never expect to see rent complaints again. When household incomes are too low to pay, tenants will be loud about it. “Only when their income is too low to be able to pay rent will they complain about ‘High Rent’ and look for cheaper housing or move out of the city.” Maybe it’s time players had a few in-game tenant groups of their own.

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    Megan Farokhmanesh

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