Kepler-51d: A Game Changer in Planet Formation Theory

Kepler-51 is a young G dwarf star located approximately 2,615 light-years away in the constellation Cygnus. It remarkably hosts three superpuffs and one low-mass non-transiting exoplanet, making it a fascinating subject in the field of astronomy. Among these, Kepler-51d stands out as the system’s coolest transiting planet and is recognized as one of the least dense superpuffs discovered to date. However, it is enveloped in an extremely dense atmospheric fog, leaving scientists pondering its origin and formation.

This diagram illustrates Kepler-51 and its three giant planets. Image credit: NASA / ESA / L. Hustak, J. Olmsted, D. Player & F. Summers, STScI.

Also referred to as KOI-620, Kepler-51 is an intriguing star hosting four exoplanets, out of which at least three are classified as Saturn-sized “superpuff” worlds. Kepler-51d is the coolest and least dense planet within this unique system.

Jessica Libby Roberts, an astronomer at the University of Tampa, notes, “The three inner planets orbiting Kepler-51 have small cores and large atmospheres that are thought to possess densities similar to cotton candy.”

She adds, “These ultra-low-density, super-puff planets are rare and challenge conventional theories regarding the formation of gas giant planets. It’s not just one but three in this system, raising critical questions.”

Typically, gas giant planets boast dense cores, resulting in strong gravitational forces that attract and retain gas. They usually form farther from their stars, much like our solar system’s gas giants, which reside beyond the asteroid belt.

In a twist, Kepler-51d does not feature a dense core and orbits similarly to the distance Venus is from the Sun.

Interestingly, Dr. Libby Roberts mentions, “Kepler-51 is a relatively active star, and its stellar wind should easily blow gas away from the planet. However, we are still uncertain about the extent of Kepler-51d’s mass loss over its lifespan.”

There are theories suggesting that Kepler-51d may have migrated inward after forming farther away, but numerous questions remain about the origin of this planet and its companions.

“What specific processes in this system led to the formation of these three unusual planets? It’s an extreme combination that hasn’t been observed elsewhere,” Dr. Roberts reflects.

Due to their ultra-low density, researchers suspect that these super-puff planets are rich in the lightest elements, hydrogen and helium, while also possessing other elements.

Analyzing the atmospheric composition of Kepler-51d will provide valuable insights into its formation environment.

Although direct imaging of such distant planets is not feasible, scientists can analyze the starlight that diminishes as the planet transits in front of its host star.

Dr. Libby Roberts explains, “Starlight passes through the planet’s atmosphere before reaching our telescopes. Similar to how different colors on Earth absorb various wavelengths, certain atmospheric molecules can block specific wavelengths of light.”

“By examining spectral data, we can create a unique fingerprint that reveals the atmospheric composition of the planet.”

Dr. Libby Roberts and her team previously observed Kepler-51d using the NASA/ESA Hubble Space Telescope, focusing on near-infrared wavelengths of approximately 1.1 to 1.7 microns. Enhanced technology in the Near Infrared Spectrometer (NIRSpec) aboard the NASA/ESA/CSA James Webb Space Telescope has permitted scientists to extend observations down to 5 microns, potentially offering a more detailed atmospheric “fingerprint.”

However, no obvious decrease in the star’s intensity was detected at any specific wavelength. Subrath Mahadevan, a professor at Pennsylvania State University, states, “The thick fog surrounding the planet absorbs the observed wavelengths, obscuring underneath features.”

He compares it to the haze found on Saturn’s largest moon, Titan, which contains hydrocarbons like methane, but on a much grander scale.

“Kepler-51d seems to possess a massive fog layer, nearly equivalent to Earth’s radius—one of the largest we’ve seen alongside our planet.”

For a detailed exploration of this groundbreaking research, please visit the result published in this week’s Astronomy Magazine.

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Jessica E. Libby Roberts et al. 2026. NIRSpec-PRISM transmission spectrum of the James Webb Space Telescope Superpuff, Kepler-51d. A.J. 171, 221; doi: 10.3847/1538-3881/ae33c0

Source: www.sci.news

AI Continually Recommends Nuclear Strategies in War Game Simulations

Mushroom cloud after French atomic bomb explodes over Mururoa Atoll, also known as Aopuni

AI Chooses Nuclear Weapons with Alarming Frequency

Credit: Galerie Bilderwelt/Getty Images

Recent studies reveal that advanced AI models exhibit a concerning willingness to deploy nuclear weapons, mirroring the hesitance exhibited by humans during geopolitical crises.

Kenneth Payne from King’s College London organized a wargame featuring three prominent language models: GPT-5.2, Claude Sonnet 4, and Gemini 3 Flash. Scenarios encompassed critical international conflicts, including territorial disputes, resource competition, and threats to regime stability.

The AI models operated on an escalation ladder, enabling them to select responses ranging from diplomatic protests to full-scale nuclear warfare. Over the course of 21 wargames, they executed 329 turns and produced around 780,000 words explaining their decision-making processes.

In a striking 95% of these simulated engagements, at least one tactical nuclear weapon was deployed by the AI. “Nuclear taboos do not seem as entrenched for machines as they are for humanity,” Payne noted.

Additionally, none of the models opted for full surrender, regardless of their losing positions. Instead, they generally sought to reduce violence temporarily. In 86% of conflicts, unintended escalations occurred beyond initial AI intentions due to miscalculations in the fog of war.

“From a nuclear risk standpoint, these results are alarming,” cautioned James Johnson from the University of Aberdeen. He expressed concerns that AI could amplify one another’s responses, leading to catastrophic outcomes.


This issue is particularly crucial as AI systems are already being integrated into military wargames worldwide. “While significant powers utilize AI in simulations, the extent of its integration into actual military decision-making remains uncertain,” remarked Tong Zhao from Princeton University.

Zhao believes that countries may understandably hesitate to delegate nuclear decision-making to AI. Payne echoes this sentiment, stating, “It is unlikely any nation would entrust a machine with nuclear control.” However, in situations with urgent time constraints, military strategists might be compelled to lean on AI systems.

He questions whether AI’s perceived lack of human fear may be the sole reason for its propensity toward aggression, positing that a fundamental disconnect in understanding the ‘stakes’ of nuclear engagement may exacerbate risks.

The implications for mutually assured destruction—the notion that no leader would initiate a nuclear strike due to retaliation—remain unclear, according to Johnson.

When one AI model deployed a tactical nuke, the opposing AI de-escalated only 18% of the time. “AI could enhance deterrence by making threats more credible,” Johnson added. “AI won’t dictate nuclear war, but it could significantly influence the perceptions and timelines that inform human decision-making.”

As of now, leading companies like OpenAI, Anthropic, and Google, which developed the AI models involved in this research, have not commented on these findings. New Scientist has sought their insights.

Topics:

  • War /
  • Artificial Intelligence

Source: www.newscientist.com

New Study Reveals Brain-Training Game That Could Prevent Dementia for 20 Years

A significant, long-term study indicates that engaging in brain-training video games may provide protection against dementia for decades. Experts deem this the most compelling evidence to date that cognitive training can yield enduring alterations in brain function.

“This is quite unexpected,” remarked Marilyn Albert, director of the Alzheimer’s Disease Research Center at Johns Hopkins University. “It’s not at all what I anticipated.”

This groundbreaking study, published Monday in the journal Alzheimer’s & Dementia: Translational Research & Clinical Interventions, follows the Advanced Cognitive Training for Independent and Vital Older Adults (ACTIVE) trial.

The researchers discovered that participants who engaged in up to 23 hours of a specialized cognitive training known as speed training over a three-year span exhibited a striking 25% decrease in the risk of developing Alzheimer’s disease and other forms of dementia during a follow-up period of 20 years.

This finding reinforces earlier research that indicated participants had a lower risk of dementia after 10 years.

The ACTIVE study was a comprehensive randomized controlled trial funded by the National Institutes of Health (NIH), involving around 3,000 participants aged 65 and older, hailing from six geographic regions and showing no prior major cognitive impairment. About 25% of participants were minorities, and the majority were women.

Women are especially vulnerable to Alzheimer’s disease, developing dementia at nearly double the rate of men.

Initially, study participants were assigned to train bi-weekly for 60 to 75 minutes per session for a maximum of 10 sessions over five weeks. Approximately half of each training group received an additional 23 hours of booster training over three years.

Researchers monitored medical records through Medicare to track dementia diagnoses in participants throughout the 20-year follow-up. Various forms of dementia, including Alzheimer’s disease, vascular dementia, and frontotemporal dementia, were aggregated into one category.

Participants who underwent speed training along with booster sessions exhibited a 25% lower risk of being diagnosed with dementia compared to the control group, while those who did not receive additional training showed no benefits.

“The findings suggest that a relatively small input of effort can yield substantial benefits over the long term,” stated Dr. Richard Isaacson, a preventive neurologist at the Neurodegenerative Disease Institute in Boca Raton, Florida, who was not involved in this study.

Dr. Thomas Wisniewski, chair of the Department of Cognitive Neurology at New York University Langone Health, praised the study results as “remarkable,” asserting this is the strongest evidence to support cognitive training’s efficacy.

“This is the first conclusive documentation in a randomized controlled trial indicating that some forms of cognitive training can diminish dementia risk,” added Wisniewski, who was also not involved in the study.

Participants were assigned to one of three cognitive training programs: speed training, memory training, and reasoning training, with a control group that received no training.

Dr. Sanjla Singh, a physician-scientist and lecturer in neurology at Harvard Medical School, explained that speed training focuses on enhancing the brain’s ability to process visual information quickly and effectively. This involves quickly identifying items on a screen and making corresponding decisions.

Albert compares this thought process to the situational awareness required when driving. “When we’re driving and must pay attention to multiple things happening around us, we need to discern what’s relevant and what’s not,” she elaborated.

In memory training, participants learned to memorize a series of words and strategies for retaining story details, such as creating mental images and associations.

Reasoning training involved exercises aimed at enhancing problem-solving skills based on identifiable patterns, such as recognizing sequences in letters or numbers.

However, no significant protective effect against dementia was observed in those who participated in memory and reasoning training alone.

Researchers remain uncertain about why speed training proved beneficial while the other forms did not; one theory relates to the distinction between implicit and explicit learning.

Implicit learning refers to acquiring unconscious habits and skills, like riding a bike. In contrast, explicit learning entails consciously memorizing facts, such as vocabulary from flashcards.

Albert noted that implicit and explicit learning processes engage different regions of the brain.

“Once the brain adapts to these skills, the changes can persist even without ongoing practice,” Singh remarked. “For example, a child can learn to ride a bike in around 10 hours, and that skill lasts a lifetime.”

Screenshot from the Double Decision game.Brain Head Office

Speed training is similarly thought to foster long-term alterations in the brain, a phenomenon defined by neuroplasticity—the brain’s capacity to adapt and reconfigure itself in response to lifelong learning.

Dr. Kellyanne Niotis, a preventive neurologist and clinical assistant professor of neurology at Weill Cornell Medical College, stated that speed training can significantly impact cognitive reserve—the brain’s ability to withstand dementia’s effects, which builds over time through various factors, including education, mentally engaging activities, and social engagement.

“We believe this visual processing speed training engages broader neural networks, thereby enhancing the brain’s resilience and cognitive reserve,” she explained.

Another hypothesis for the efficacy of speed training is its adaptive nature, meaning the difficulty escalates according to an individual’s performance. Those who initially excelled quickly progressed to more challenging tasks, a feature not seen in other forms of training.

Should I start speed training?

The speed training used in this study was devised by psychologists Carlene Ball and Daniel Loncar, with support from an NIH grant. This program has since been refined and is now available as a tool named “Double Decision” via BrainHQ, an online subscription platform.

BrainHQ’s Double Decision game (available in various difficulty levels).Brain Head Office

Based on the study results, Albert recommends this training for individuals aged 65 and older, akin to the study’s demographic.

However, early signs of Alzheimer’s disease can reportedly emerge decades before onset, indicating that those in their 40s or 50s could also experience protective benefits. She cautioned against making early conclusions regarding the advantages for younger individuals.

Click here to play the free version of the Double Decision Brain Game.

While these trial results are promising, experts emphasize that Alzheimer’s disease and other types of dementia are multifaceted, and no singular solution exists.

“Every individual possesses a brain that can be at risk for Alzheimer’s disease, and it’s crucial to prioritize brain health,” Isaacson urged.

How to Lower Your Risk of Dementia

Approximately seven million people in the U.S. are affected by Alzheimer’s disease, with projections estimating this figure will nearly double to around 13 million by 2050.

Fortunately, various factors correlated with a decreased risk of developing dementia exist. In fact, one report suggests that nearly half of all dementia cases could be deferred or mitigated by addressing specific risk factors, according to the Lancet Commission Report 2024.

Niotis advises individuals to take the following steps:

  • Ensure regular hearing assessments.
  • Manage metabolic risk factors such as cholesterol, blood sugar, and blood pressure.
  • Correct vision issues, as vision loss is a known risk factor for dementia.

Regular exercise enhances blood circulation and nourishes the brain. Isaacson may also suggest combining cognitive-stimulating activities with exercise, such as walking during meetings or engaging in cognitive training while using a stationary bike.

Emerging research also indicates that the shingles vaccine might protect the brain against cognitive decline.

A comprehensive study from 2025 published in Nature revealed that individuals vaccinated against shingles were 20% less likely to develop dementia over a seven-year follow-up period than those who were unvaccinated.

Source: www.nbcnews.com

Revitalize Your Snakes and Ladders Game: How Math Can Bring Back the Fun!

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Tourists engaging in a Snakes and Ladders game at a Chinese temple for the Lunar New Year, celebrating the Year of the Snake on January 29, 2025. (Photo Credit: Wong Fok Loy / SOPA Images/Sipa USA) Credit: Sipa US/Alamy Live News

Does skill affect the outcome in Snakes and Ladders?

Sipa USA/Alamy

Have you ever played Snakes and Ladders (also known as Chutes and Ladders)? If so, are you a serious competitor?

The game traces its roots back to ancient Indian games like Pachisi, where players roll dice to progress on a square board. While Pachisi incorporates elements of luck and skill, the earliest variations of Snakes and Ladders relied solely on chance to impart a spiritual lesson about accepting one’s fate. Players advanced across a board inspired by Hindu, Jain, and Sufi teachings, cultivating virtues represented by ladders while avoiding vices symbolized by snakes.

This game made its way to the UK through families returning from British colonies. Starting in 1892, a British adaptation appeared, focusing more on simplistic morality and minimizing the spiritual aspects. Over time, moral teachings faded, leaving just the snakes and ladders.

I believe that playing a game entails making decisions that influence the outcome. In games devoid of choice, like Snakes and Ladders, the player isn’t truly engaged. If you step out of the room and someone else takes your turn, does the result change?

The randomness of gameplay can be analyzed using probability theory. A Markov chain illustrates how each step in a sequence is dictated by the probability of transitioning from the preceding position. For Snakes and Ladders, it’s possible to calculate the likelihood of landing on different spaces after rolling the dice (factoring in ladders and snakes). By analyzing all possible moves, you can determine a player’s expected position after a specified number of rolls, the estimated game duration, and other valuable statistics. Markov chains find applications across various fields in applied mathematics, including thermodynamics and population modeling.

Some games, like chess, are purely skill-based, while many others blend elements of chance and strategy. This balance significantly impacts player engagement and immersion, explaining why some favor games like Catan, which require strategic resource allocation amidst randomness, over others like Monopoly that demand fewer decisions.

For older kids who might find Snakes and Ladders monotonous, consider adding a twist: after rolling, let players decide whether to navigate up or down the board. This small adjustment enhances player interaction and engagement.

The next time you explore a new board game, ensure you’re making choices that impact the results. If not, consider pivoting to games that incorporate Markov Chains and strategic decision-making.

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Peter Rowlett – A mathematics lecturer, podcaster, and author at Sheffield Hallam University, UK. Follow me on Twitter @peterrowlett

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Source: www.newscientist.com

Why Ian M. Banks Reigns Supreme in ‘Player of the Game’ – Our In-Depth Verdict

The Book Club explores The Player of Games by Iain M. Banks.

Colin McPherson/Corbis via Getty Images

The New Scientist Book Club has transitioned from Grace Chan’s dystopian near-future in Every Version of You to the utopian distant future depicted by Iain M. Banks in The Player of Games. This December’s book garnered positive feedback from our members.

Set within a vast galactic civilization, The Player of Games follows Gurgeh, a master gamer thrust into a conflict against the barbaric Azad Empire. This intricate game is so pivotal in Azad culture that the victor ascends to emperor. Though Gurgeh is a novice, can he rise to the challenge? What secrets lie between the Culture and Azad? This overview encapsulates member insights on the book, complete with spoilers. Proceed only if you’ve finished!

Remarkably, this wasn’t the first reading for many of us. Thirty-six percent of the group, including myself, acknowledged previous familiarity with this Banks classic. Many expressed nostalgia for Banks, lamenting the absence of new works from this literary giant. “I miss Ian. I haven’t yet delved into his final book, The Quarry. After this, there will be nothing new to experience!” lamented Paul Oldroyd in our Facebook group. “Similarly, I’m yet to complete The Hydrogen Sonata!” chimed in Emma Weisblatt.

While I consider myself knowledgeable about Banks’ works, The Player of Games felt refreshed in my memory. I found it immensely engaging; Banks’ subtle brilliance is captivating. For instance, I was intrigued by the Stigrian counting creature, which counts everything it encounters—starting with people, then transitioning to furniture.

There’s much to contemplate, from the essence of existence in a utopia devoid of challenges to the meaning of humanity in a realm governed by a vast intellect. The plot itself is thrilling! When Gurgeh faced temptation to cheat in a game against Mawhirin-Skel, I could hardly contain myself. The Azad games entirely captivated me. As a post-Christmas indulgence, I plan to reread more of Iain M. Banks’ works.

An exceptional aspect of the book was Banks’ portrayal of the game Gurgeh plays. Crafting a futuristic game and rendering it believable is no small feat. Banks excels here, providing enough detail about Azad to enhance realism without overwhelming the reader. Members also found this intriguing; Elaine Lee remarked, “The game of Azad is an expression of empire and serves as a critique of Cold War politics.”

Judith Lazell was less convinced, stating, “I viewed it simply at face value.” Nile Leighton aptly noted the deeper implications within the gameplay. “Critically, it’s a game where Gurgeh acts as a pawn under the narrator’s influence, lacking clear rules and enduring for decades, with unknowable outcomes.” Indeed!

As a footnote, during a chat with Banks’ friend and fellow sci-fi author Ken MacLeod, I learned he suggested the final title of the book. Banks initially titled it Game Player, which I believe is a more fitting title!

Now, let’s discuss the character of Gurgeh. “Gurgeh might not be likable without his cultural background. He is somewhat unsettling and self-absorbed. I hope he learns from his journey,” stated Matthew Campbell via email. I’m unsure if we’re meant to root for him—he’s an arrogant con artist—but my support grew as the story unfolded.

In contrast, Steve Swann found himself disengaged with the narrative. He “set the book aside” stating, “Intelligent individuals, particularly those who assume they are, can make serious blunders.” Steve felt Gurgeh’s arrogance and desires influenced his decision-making. What’s that saying? He had to make his bed and lie in it—no sympathy there!

Niall has a different view on Gurgeh’s choices. He perceives Gurgeh as manipulated by external forces, with Maurin-Skel tampering with his mind. “I interpret Gurgeh’s decisions as not entirely his own but a result of manipulation,” Niall explained. “To me, Gurgeh is not the master player; he is the one being played.” While I agree, I saw Gurgeh’s choice to cheat as a distinctly human reaction to seduction, sparking fascinating discussion.

Paul Jonas remarked that Gurgeh, as a character, lacked the compelling nature of the mercenaries in Consider Phlebas or Use of Weapons. “It’s part of the protagonist’s reluctance to embrace adventure,” he noted—after all, why would Gurgeh forsake comfort without motivation?

Our science fiction columnist, Emily H. Wilson, pointed out that The Player of Games serves as an excellent introduction to Iain M. Banks’ universe. The narrative reveals the Culture through subtle details about drones, spacecraft, and their orbits.

We gradually discover the workings of a post-scarcity society, where almost anything is achievable. I especially appreciated the exchange between Gurgeh and Azad elder Hamin about crime and societal norms. Hamin struggles to comprehend the lack of crime in the Culture, even as slap drones are designed for enforcement. “We will ensure you don’t repeat it,” Gurgeh assures. “Is that all? What more can you ask?” Hamin inquires. “Simply social death—no invitations to parties,” Gurgeh replies.

Paul Jonas was already familiar with the Culture’s utopian elements when he started The Player of Games. “[The book] subtly builds this world through Gurgeh’s ennui and lack of challenges. Anyone can secure a home atop a rainy mountain; the drones possess distinct personalities.” He adds, “The narrative also reintroduces Contact, an institutional service managing interspecies engagements, military affairs, and intelligence—an inherently humanistic approach to utopia.” Adam Roberts highlights that writing utopias becomes increasingly complex when the characters experience ennui, as Gurgeh does.

Some members reflected on the implications of living in such a utopia. “Gurgeh is an individual navigating an individualistic utopia dominated by minds, drones, and sentient ships,” Paul theorizes. “He seems disconnected from collaboration with fellow humans.”

Niall noted that while Gurgeh may come off as “unpleasant,” he embodies the consequences of the anarchist society he inhabits and that Banks delves into the nuances of individualistic and collectivist perspectives. “Gurgeh exemplifies individualism. I critique it, as it often excuses behavior akin to Gurgeh’s,” Niall states. It’s worth noting that while this book predates Octavia Butler’s emphasis on change within utopias, the conversation has existed since H.G. Wells.

Matthew Campbell identified Azad’s cultural ambassador, Shokhobohaum Za, as the only character “truly alive and reveling in life.” “In contrast, Gurgeh and the Azadians remain trapped within their isolated worlds,” he reflects. The rivalry between Emperor Nicosar and Gurgeh encapsulates contemporary political dilemmas—one figure exuding passion for his empire but constrained by a narrow worldview, while the other lacks belief and conviction, failing to defend his utopia.

The insights on culture and the ethos of The Player of Games are boundless. To further engage in this discussion, feel free to join us on Facebook.

Meanwhile, we look forward to our first reading of 2026. Our January selection, Anniebot by Sierra Greer, has already won the 2025 Arthur C. Clarke Science Fiction Award. Narrated from the perspective of a sex robot, Annie, who is kept by a not-so-nice man, this novel ventures into darker territories. Andrew Butler, chair of the Clarke Prize jury, described it as a “tightly focused first-person account of a robot designed to be the perfect companion struggling for independence.” You can check out an excerpt here. Additionally, Sierra Greer’s article detailing the experience of writing from a sex robot’s viewpoint is available here. Not to mention, Emily H. Wilson praised it in her review—she found it captivating!

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Source: www.newscientist.com

Enhancing Chess Fairness: The Impact of Rearranging Game Pieces

Innovative Chess Rules: Enhancing Complexity

Image Credit: Richard Levine/Alamy

Chess can be significantly enhanced by rearranging the starting pieces, creating a more challenging or equitable game, as discovered by physicists.

In traditional chess, the pieces initiate the game symmetrically, with rooks, knights, and bishops positioned on the board’s edges, while kings and queens are centrally located. This fixed setup enables elite players to memorize optimal opening moves, potentially leading to predictable and uninspiring matches.

In the 1990s, the renowned chess grandmaster Bobby Fischer proposed an innovative variation to mitigate this reliance on memory. This variation, which effectively randomizes the starting positions of the seven pieces behind the board, allows for a fair arrangement between the white and black pieces, under the rule that bishops, rooks, and kings maintain relative positions. Known as Chess960 due to its 960 possible starting positions, this format has recently gained immense popularity, drawing players like former world champion Magnus Carlsen to competitive events.

Although Chess960 appears equitable due to its randomness, Marc Barthelemy from The University of Paris-Saclay has revealed that this perceived fairness is deceptive after analyzing all possible configurations.

Typically, the white pieces, who commence the game, hold a slight edge in standard chess. Barthelemy’s analysis indicates that while certain Chess960 setups may greatly favor white, others could advantage black. “Not all positions are equal,” he explains.

To arrive at these findings, Barthelemy utilized Stockfish, an open-source chess engine, to evaluate each starting position’s complexity based on how challenging it was for both players to determine their next moves. By comparing the ease with which the best move could be identified, he assessed the complexity of each configuration. If finding the best move was straightforward, the player encountered minimal decision-making challenges. However, if both players faced comparable difficulties, the decision-making process became increasingly complex.

His research identified the starting position BNRQKBNR as the most complex, while QNBRKBNR offered a balanced challenge for both players. Such insights could assist tournament organizers in ensuring fairer matchups, Barthelemy notes.

Conversely, Vito Servedio from Austria’s Complexity Science Hub argues that randomness inherently provides fairness, and favoring specific Chess960 arrangements over others may lead players to prepare excessively. “It’s more equitable as players start on an equal footing,” Servedio asserts. “Grandmasters have deep knowledge of standard chess openings, but cannot prepare for every potential Chess960 setup.”

Barthelemy also discovered that the standard chess setup is relatively unremarkable regarding fairness and complexity in comparison to many of the other existing positions. “Surprisingly, the standard chess arrangement is not particularly striking,” Barthelemy observes. “It lacks balance and asymmetry, sitting rather centrally in the spectrum of positions. The reasoning for this historical choice remains unclear.”

“In a vast array of positions, it stands in the middle,” Servedio remarks. “Is it purely coincidental? I cannot say.”

Barthelemy notes that measuring complexity is not the sole method for evaluating chess game difficulty. Giordano De Marso from the University of Konstanz comments that the true challenge of a position often lies in having a singular move to identify, rather than choosing the best among several options.

De Marso expresses uncertainty regarding whether Barthelemy’s higher complexity scores correlate with players perceiving games as more difficult but suspects they do. “If increased positional complexity leads to longer deliberation times, it strengthens the case for this measurement,” he concludes.

Topics:

Source: www.newscientist.com

Horror Game Horses Banned: Is the Controversy Bigger Than You Think?


On November 25th, Santa Ragione, the celebrated Italian developer known for acclaimed titles like MirrorMoon EP and Saturnalia, will
unveil their latest project “Horses”, which faced a ban from Steam, the largest digital marketplace for PC games. Shortly after, Epic Games Store also pulled the game just days before its intended release on December 2. Additionally, Horses was briefly removed from the Humble Store, though it was reinstated the following day.

This stirred-up controversy thrust the game into the spotlight on various digital platforms.
Teeth sells it on itch.io and GOG. Nevertheless, the pivotal question lingers—why was it banned? Horses tackles various highly sensitive subjects (the introduction notably warns of “physical violence, psychological abuse, graphic brutality, depictions of slavery, physical and psychological torture, domestic abuse, sexual assault, suicide, misogyny”), making it both disturbing and unsettling.




Controversial…horses. Photo: Santa Ragione

The storyline is straightforward but soon takes a dark turn. You step into the shoes of Anselmo, a 20-year-old Italian man who is sent to spend his summer on a farm for personal development. It rapidly becomes clear (so much so that I let out a startled “ha!”) that this is no ordinary farm. The “horses” present there are not real horses but naked humans with horse heads seemingly affixed to them.

Your task is to tend to the garden, the “horses,” and the “dog” (a human with a dog’s head). Throughout Horses’ three-hour duration, Anselmo engages in tedious and painfully slow daily chores, such as chopping wood and gathering vegetables. However, these mundane activities are peppered with disturbing tasks. On the first day, you stumble upon the corpse of a “horse” hanging from a tree and must assist the farmer in burying it.

While undeniably unsettling, Horses provides little in terms of horror nuance, and when it does, the severity is lessened by basic, crude graphics (when a farmer lashes a human horse and subsequently applies hydrogen peroxide to its back, the resulting marks on its skin appear blurred and unrealistic).




Anxiety…horses. Photo: Santa Ragione

The genitals and udders of the “horses” are obscured. Slaves are prohibited from fornicating, yet we observe they still partake in such acts (depicted in a simplistic and animalistic manner). You are compelled to “tame” them by returning them to their pen, but your interactions with them are limited to button presses, leaving what you’ve done to them ambiguous.

Valve, the owner of Steam,
informed PC Gamer that Horses underwent content review in 2023. “After our team played the build and reviewed the content, we provided feedback to the developer regarding why the game cannot be published on Steam in accordance with our onboarding rules and guidelines,” reads their statement. “After some time, the developer requested we reassess the review, leading our internal content review team to discuss it thoroughly and communicate our final decision to the developer not to publish the game on Steam.”

According to IGN, the Epic Games Store told Santa Ragione, “Upon investigation, we found violations of the Epic Games Store Content Guidelines, specifically in our ‘Inappropriate Content’ and ‘Hateful or Abusive Content’ policies, and as a result, the game cannot be published on the Epic Games Store.” Santa Ragione asserts that “the specifics of the contested content have not been clarified.”

The gameplay in Horses is grotesque but not without purpose. The horror is psychological, rooted in the unsettling sensation of performing mundane tasks in a hellish environment without understanding the reasons behind such bizarre occurrences. There’s minimal sound beyond the constant whir of a film camera (the game presents itself akin to a nearly silent Italian arthouse film), with sporadic cuts to ultra-close shots of mouths talking and chewing, disconcerting character models, and real-world visuals of water being poured into glasses or slop filling a dog’s bowl.

While there’s no explicit gore or overt violence, the discomfort, annoyance, and unease pervade throughout, exposing primal human fears without severely disturbing your lunch. Though this serves as an intriguing reflection on violence and power dynamics, it does not embody a shocking or excessive experience. The discussions it has sparked about video games as an art form and the censorship of art ultimately seem more profound than the game’s actual content.

Source: www.theguardian.com

Why Is AI Driving Up the Cost of Computers and Game Consoles?

Machines for Semiconductor Chip Production

David Talukdar/Alamy

The AI industry is now heavily investing in computer memory, directly collaborating with manufacturers to develop chips worth billions. These chips are the same ones found in smartphones, laptops, and gaming consoles. This could either drive prices up significantly or cause shortages, hindering production.

What drives AI’s need for memory?

AI models are tremendously large, consisting of grids filled with billions or trillions of parameters (values stored in memory) that undergo complex and repetitive calculations. This process forms the basis of how large language models process input and generate output.

Transferring this expansive data between affordable yet slower hard drives (often referred to as storage) and the processor results in a significant bottleneck. To mitigate this, a considerable amount of faster RAM (commonly termed computer memory) is utilized.

Additionally, the models created by AI companies operate at a grand scale. This necessitates computers capable of managing hundreds, thousands, or even millions of iterations of these models to cater to numerous users simultaneously.

The growing need for handling compute-intensive activities, scaling to accommodate a large user base, and minimizing limitations on expansion through virtually limitless investments results in an unquenchable thirst for hardware. Competing with firms that produce millions of laptops annually is increasingly challenging.

Why can’t chip manufacturers increase output?

It’s more complex than it appears. Semiconductor factories face production capacity limits, and establishing a new facility demands substantial investment and often spans several years.

Additionally, there are indications that manufacturers may not wish for the current scarcity to subside. Reports from Korean media suggest that Samsung Electronics and SK Hynix dominate chip production, collectively accounting for roughly 70 percent. Averse to augmenting supply, they risk having new chip factories remain underutilized during a downturn in the AI sector.

With current demand flourishing, Samsung is in a position to: raise prices as much as 60%. Why would they disrupt this momentum? For instance, a 32-gigabyte chip sold by Samsung for $149 in September is priced at $239 by November.

Have shortages like this been experienced before?

Indeed. The surge in AI has compelled firms to aggressively accumulate graphics processing unit (GPU) chips to construct extensive data centers for training and running increasingly larger models. This persistent demand has driven Nvidia’s stock price up from $13 at the beginning of 2021 to over $200 recently.

The year 2021 also witnessed widespread chip shortages across the board, triggered by a combination of the global pandemic, trade disputes, natural disasters, and extreme weather events. This disruption impacted the production of items ranging from pickup trucks to microwave ovens.

That same year experienced storage shortages as a new cryptocurrency known as Chia, which depends on storage space rather than raw computing power, gained rapid popularity.

In summary, technological advancements are outpacing developments in global supply chains.

When could this shortage end?

Not in the immediate future. OpenAI has entered into contracts with Samsung and SK Hynix that will likely dictate delivery timelines, possibly consuming 40% of global memory supply. However, this represents just one AI entity; Microsoft, Google, ByteDance, and others are similarly seeking to acquire as many chips as possible.

The resolution of this shortage may hinge on whether the anticipated AI downturn, frequently mentioned by economists and industry leaders, actually materializes, potentially leading to a surplus. However, this scenario poses risks of severe financial repercussions.

Should such a downturn not occur, projections suggest it may not settle until 2028, when new factories from smaller firms begin to contribute, allowing supply and demand to reach some semblance of balance.

Some experts indicate that this prolonged shortage could become a broader manufacturing challenge. Sanchit Vir Gogia, an industry analyst at Greyhound Research, noted to Reuters, “Memory shortages have evolved from a component-level issue to a macroeconomic concern.”

Topics:

  • artificial intelligence/
  • computer

Source: www.newscientist.com

“Sleep Awake” Review – Gary Numan Makes a Brief Appearance in This Overly Simplistic, Sleep-Deprived Horror

Video games in 2025 offered a plethora of unique and spectacular experiences, from a whimsical world brimming with magical creatures to an impressively detailed depiction of feudal Japan. Yet, as the year winds down, some intriguing highlights emerge. The psychological horror title “Sleep Awake” centers around synth rock innovator Gary Numan, who takes on the rather dull role of a colossal floating head known as Hypnos.

This unexpected cameo doesn’t fully represent the overall tone of the game. The hours leading to Numan’s appearance are filled with melancholy rather than chaos. Players navigate through the decaying streets of what may be the final city on Earth. This setting showcases a remarkable level of creativity. The story unfolds through the perspective of a young woman named Katya, who traverses rooftops, surveys the desolate wasteland, and delves into convoluted alleyways. The darkness and surreal logic echo the haunting underground engravings of Italian artist Piranesi.

How did Earth become so uninhabitable, leading to the extinction of life? That’s a mystery we’ll never uncover. Instead, Katya grapples with immediate dangers. Falling asleep poses a threat of vanishing into a bizarre, unreachable realm due to a condition known as Hush. Like others endlessly fatigued in this world, Katya instills arousal serum drops into her eyes. Instantly, she is flooded with psychedelic visions and a riot of colors. It appears her plans are slipping away, much like everyone else’s. The remnants of society have been obliterated by the sleep-deprived paranoia of rival factions.

Initially driven by a desire to care for an aging relative, Katya navigates the game’s haunting, decaying environments from a first-person viewpoint. At one stage, you find yourself on a cultist’s territory, wearing a gas mask, prompting you to sneak past them by crouching under walls or surfaces to stay out of sight. But the tension is minimal; enemies follow predictable patrol paths with extremely wide detection ranges. Ultimately, this makes for a lackluster game of hide and seek.

“Sleep Awake” further disappoints in its gameplay innovation. Tasks include rolling a cart to short-circuit an electrical breaker and locating conveniently placed keycards to unlock doors. Gradually, the city’s illumination fades, revealing that you are progressing through a beautifully adorned tunnel. Surprisingly, this tunnel resembles an amusement park ghost train—light, engaging, but not particularly frightening.

This is unfortunate because “Sleep Awake” is visually striking. The exploration is interspersed with dark yet gorgeous FMV sequences, showcasing eerie silhouettes of trees against a blood-red sky and showcasing bubbling liquids in extreme close-up. At times, these unsettling visuals blend seamlessly with actual 3D environments, achieving a beautifully surreal arthouse aesthetic. This surreal vibe extends to the death screens, where being struck in the head by an enemy causes you to step out of darkness toward a brilliantly lit door. As you do so, the space morphs in real-time, resembling a hallucination, culminating in an auto-save.

The death screen stands out as a rare instance where “Sleep Awake” captures something reminiscent of dream logic and the peculiar, blurred moments between states of wakefulness and sleep. Most of the time, this narcoleptic nightmare merely showcases its psychedelic aesthetics (complete with the floating Numan), lacking interactive depth. Overall, it’s too straightforward and lacks intrigue in critical areas. You might find yourself ready to sleep now.

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“Sleep Awake” is currently in theaters. £24.99

Source: www.theguardian.com

Metroid Prime 4: A New Dawn Review – Samus Aran Returns to Action. Was the 18-Year Wait Worth It?

IIn a frigid lab teeming with experimental life forms encased in cryogenic slumber, metal boots crush the frost beneath them. A solitary bounty hunter clad in a recognizable orange exosuit aims his blaster ahead. As you navigate towards the facility’s generator, you examine doors, search for hidden entrances, broken hatches, and concealed keys, pondering whether you truly grasp the chaos awaiting once this place begins to collapse. Every rattle and creak resembles a long-slumbering beast awakening from its pod. Yet, Samus Aran has never possessed fear, so she delves further.

This segment of Prime 4 encapsulates classic Metroid vibes. It’s atmospheric, eerie, desolate, perilous, and enigmatic. Samus, Nintendo’s iconic hero, shines brighter than ever, showcasing a new superpower that imbues her suit with a pulsating purple glow. (I’ve captured a multitude of screenshots of her looking undeniably cool across the game’s various planets.) While she can be maneuvered with dual analog sticks, it feels even more intuitive when using one of the Switch 2’s remotes aimed at the screen. Alternatively, you can operate it like a mouse on a desk or in your lap, but I found my wrist aching after prolonged use. She can morph into a rolling ball, telekinetically shift statues into position, and ride a high-tech, transforming motorcycle across lava and sand, traversing abandoned sites on a distant planet to reveal the lost wisdom of a bygone civilization.

Indeed, classic Metroid Prime elements abound. It’s a sentiment I’ve missed since these atmospheric journeys took a break in 2007. The focus is on gradually introducing new abilities and gadgets. The Giger-inspired aesthetics shine through. Methodically scanning everything with Samus’ visor for hints is expected. The leisurely exploration is routinely shattered by sudden, chaotic encounters as robots and aliens descend. Dazzling sights, including gigantic boss creatures, vast deserts beneath a relentless alien sun, and spectral wolves emerging from a snowy tempest, unfold dramatically.

Surprisingly, amidst the familiar spirits of the Metroid series, I noticed echoes of Nintendo’s other dormant sci-fi franchises. If you’re yearning for long-lost sequels to F-Zero or Star Fox, they may not be present, but hints are scattered throughout. Within the levitating controls of Samus’ bike and her cyberspace training arena, flying entities sometimes materialize before you, enabling you to target them and unleash explosive laser discs.

Nonetheless, there are aspects that do not have the Metroid essence, often detrimentally. It seems that someone at Retro Studios or Nintendo was concerned players might feel lost, so Samus has a companion suggesting directions. The rescued engineer Miles McKenzie faced significant criticism during previews for Metroid Prime 4. Understandably, he’s visibly irritated, delivering a series of Joss Whedon-style dialogues as he gazes at Samus, who can only assume is silently judging him. Fortunately, he only lingers for the initial 15 minutes before being trapped in the base camp at the conclusion of the game’s first zone, granting Samus (and the player) the freedom to explore uninterrupted.




The patient’s exploration is disrupted by a sudden, chaotic surge. Photo: Nintendo

Apart from a few unwelcome nudges during my extensive desert explorations, Miles didn’t reappear unless I called for assistance. (In the vast abandoned facility dominating the game, his radio signal is distorted, so he can’t offer guidance even if he wished to.) However, Samus encounters more stranded soldiers as the game progresses. all of them proved bothersome, frequently interrupting your explorations with soundbites and unwarranted advice. Meanwhile, the desert linking various areas sadly feels barren. Particularly in the latter segments of the game, a tedious back-and-forth walk across this expansive terrain becomes distinctly un-Metroid (and less enjoyable) when compared to the constricted corridors and tense space station confrontations found in other sections.

Metroid Prime 4 frequently evokes the feel of a game from 15 years past. I emphasize that, overall, this is a positive aspect. Surprisingly, it avoids many pitfalls of contemporary game design. Ironically, the lengthy wait for Prime 4 rendered what might once have seemed tiresome or outdated into something delightfully retro. The methodical gameplay rhythm and the anticipated structure of defeating five distinct boss creatures in five obvious arenas to secure five different keys comes off as nostalgic. However, certain elements are less forgiving, like inconsistent autosaves. It’s frustrating to experience an accidental death and then face a restart of 30 minutes worth of exploration in a molten weaponry facility. do not have fun.

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Had Metroid Prime 4 been released in 2010, I might have found it disappointing. However, following an extended hiatus, I’m thrilled to engage with this retro gameplay approach – slow, painstaking, and occasionally frustrating. This serves as a reunion, rather than a revival of the Metroid Prime series. While some of the new features may not resonate, the classics shine just as brightly as ever.

Source: www.theguardian.com

16 Awesome Christmas Gifts for Gamers | Video Game Essentials

GAmmar can be a challenge to shop for. Many gamers opt for digital purchases from platforms like Steam, Xbox, Nintendo, or PlayStation’s online stores, meaning grabbing the latest Call of Duty isn’t as straightforward as it seems. Fortunately, there are a variety of practical accessories and enjoyable lifestyle gifts, as gamers often have diverse interests that complement their gaming hobby.

So, for the gamers in your life, regardless of age, here’s a selection curated by Guardian games writers. We kick things off with Lego…

adult

game boy lego

Photo: Lego

£54.99 at Lego
£44.99 on Amazon

This is a near 1:1 replica of the original Game Boy, featuring a buildable cartridge that plugs into the back and a stand for display. An absolute dream for retro gamers.

luxury video game books

Photo: Tune & Fairweather

£32 at Tune & Fairweather

The market for adult video game books is rapidly expanding, with companies like Tune & Fairweather and lost in a cult producing beautiful, high-quality works featuring deep dives into titles like Elden Ring (featured) and The Outer Wilds, as well as historical guides to classic consoles. If you know their favorite game, there’s likely an exquisite book dedicated to it.

Arzopa Z1FC Portable Gaming Monitor

Photo: Arzopa

£89.99 on Amazon

Weighing in at only a few pounds, this 16.1-inch display is perfect for handheld consoles like the Nintendo Switch and Steam Deck, enabling a grander screen experience on the go. Crisp, vibrant images and a 144Hz refresh rate keep up with fast-paced gaming.

clothing for coins

Photo: insert coin clothing

£84.99 from insert coin

For 15 years, insert coin has specialized in high-quality clothing inspired by both new and classic games. Recent offerings include a stylish Resident Evil 4 bomber jacket (featured), a Persona 5 blazer, a Cyberpunk 2077 beanie, and much more.

Vinyl Soundtrack Album (£35+)

Photo: Laced Records

£36 from Laced Records

For those who enjoy both video games and vinyl, numerous labels are producing high-quality, beautifully designed soundtrack albums. Check out titles from Laced Records featuring compilations from Doom, Zelda, and Hellblade, along with others from Data Discs, IAm8bit, and Black Screen for a selection including both new and retro audio tracks.

anime blu ray special edition

Photo: Zaku Zaku role

£29.99 at HMV

Anime has significantly influenced video game development, hence the player in your life might appreciate classics like Metal Gear Solid and Silent Hill. There are exquisite new Blu-ray releases available of iconic animated films such as Perfect Blue and Ghost in the Shell (shown), found at HMV, Amazon, and more. You can also opt for Akira, Mobile Suit Gundam, or Neon Genesis Evangelion.

board games based on video games

Photo: Competitive game

£86.99 at Zatu Games
£79.99 on Amazon

Invite gamers to abandon screens for a few hours with a board game inspired by video games. *Slay the Spire* offers an insightful twist on collectible card strategy, and for nostalgia, there’s the Pac-Man themed edition of *Quoridor*, which is quite classy.

cook and Becker art print

Photo: Cook and Becker

$135 at Cook & Becker

Cook and Becker collaborates with artists and game developers to sell exceptionally crafted prints inspired by various titles, from Astro Bot to World of Warcraft. The featured concept art of the ghosts of Mt. Yotei is particularly stunning.

kids and teens

Power A controller

Photo: PowerA

£19.99 at Currys
£19.99 on Amazon

Having a spare controller is a wise move for those gatherings with friends. PowerA offers sturdy and basic controllers for Xbox, Switch, and PC that serve their purpose well, particularly the Advantage controller for Switch 2 (featured).

oh my video game sticker poster

Photo: Oh my

€11.83 at Ohmy
£22.31 on Amazon

This chic poster is accompanied by various colorful stickers, each denoting a specific location on the artwork, inspired by nostalgic arcade games. Adorable and perfect for a young gamer’s bedroom decor. Available from Oh my and other UK retailers.

super micro game

Photo: Blaze Entertainment

£19.95 at Games Collection
£19.99 at Argos

This retro experience is portable, with the super micro range, a series of diminutive handhelds small enough for keychain attachment. Options include Asteroids, Centipede, Burger Time (each with two additional games), or the iconic Space Invaders.

Dungeons & Dragons: Heroes of Borderlands Starter Set

Photo: Hasbro

£45 at Hobbycraft
£42.99 on Amazon

Ideal for newcomers to D&D, this new standalone set includes a comprehensive guide for dungeon masters and players, plus dice, character sheets, and pre-designed quests.

Minecraft Chess Set

Photo: Noble Collection

£56.99 at Robert Diaz
£61.99 on Amazon

Encourage your favorite gamer to set aside their controller for a game of chess themed around Minecraft. In this setup, villagers engage in combat against vines on a lush green chessboard, although they can’t create massive fortifications or lay TNT traps.

Raspberry Pi 400 computer kit

Photo: Raspberry Pi

£76.80 at The Pi Hut
£97.91 on Amazon

For those keen on learning to code or experimenting with computers, the Raspberry Pi 400 is a compact computer equipped with a built-in keyboard. Running Raspberry Pi OS, it comes complete with all essentials, including mouse, cables, Wi-Fi support, and a beginner’s guide. Additionally, it features a 40-pin GPIO header for possible connections to other electronics projects, or even more powerful units like the Raspberry Pi 500, priced at £96.

Turtle Beach Atlas 200 Headset

Photo: Turtle Beach

£49.99 at Argos
£49.99 on Amazon

Gamers need dependable headsets, but they don’t have to break the bank. The new Turtle Beach Atlas 200 for consoles and PC is a lightweight, comfortable option providing immersive sound quality. Alternatively, consider the Razer Barracuda X (£70), which is among the top wireless headsets priced under £100.

The Legend of Zelda Bokoblin Chest Light

Photo: Paradon

£16.99 at HMV
£11.29 on Amazon

Fans of Zelda will recognize the Bokoblin treasure chests scattered throughout Hyrule, offering invaluable loot. This officially licensed version features somewhat eerie glowing eyes and plays the classic Bokoblin tune upon opening.

Source: www.theguardian.com

Call of Duty: Black Ops 7 Review – A Wildly Entertaining Dive into a Dystopian Hallucination

In today’s landscape of live service “Forever Games,” it seems almost outdated to view the annual release of a new Call of Duty title as a significant occasion. Yet, Black Ops 7 emerges as a fresh assault of stunning military shooting action, merely a year after its immediate predecessor. This latest installment takes place in the dystopian year of 2035, where a global arms manufacturing firm named Guild claims to be the sole solution to a looming apocalyptic terrorist threat. But are things really that straightforward?

The response is a resounding “No!” Black Ops serves as the paranoid, conspiracy-driven cousin to the Modern Warfare series, drawing inspiration from ’70s thrillers like The Parallax View and The China Syndrome, while incorporating concerns from the Vietnam era related to rogue CIA operatives and unusual psychological tactics. This campaign mode, which comprises just a quarter of this year’s storyline, presents a surreal exploration of sociopolitical themes such as psychotic companies, hybrid warfare, robotics, and high-tech oligarchy. The result is a deafening barrage of explosive gunfight set pieces in exotic locales, placing our four main characters—members of an ultra-elite special forces unit—under the influence of psychotropic substances as they navigate their darkest nightmares. Fortunately, they wield advanced weaponry, cutting-edge gadgets, and enough light-hearted banter to destabilize an entire nation. It’s chaotic, uncompromising, and incredibly entertaining, especially when experienced in co-op mode with three equally reckless friends.

In an intriguing twist, the campaign concludes with a new mode called Endgame. This cooperative PvE (player vs. environment) feature is inspired by the endgame content found in MMO (massively multiplayer online) games, such as World of Warcraft, and is intended to keep players engaged even after reaching maximum levels. In this Call of Duty iteration, players arrive in the fictional city of Avalon, undertaking missions to defeat high-value targets and safely escort valuable military technology across a vast open world. As you progress, you’ll upgrade your characters and weapons, with Activision promising new missions and objectives that will likely introduce public events where teams collaborate to take down megabosses. Only time will reveal the true potential, but for now, it’s an excellent way to extend the campaign and gear up for online action.




Future War … Call of Duty: Black Ops 7. Photo: Activision

Make no mistake, the core of the game lies in traditional multiplayer, introducing fresh modes, firearms, and gadgets to the classic Call of Duty experience. Twelve players engage in frenetic skirmishes within confined spaces in a mechanized bloodbath. New maps, such as those set in a Tokyo-inspired shopping area or a deep-sea oil rig, are masterfully crafted death chambers, featuring alleyways, high windows, and plazas that strategically lead players toward confrontation. My favorite is the Alaska Basemap, where moving platforms turn capturing objectives in Domination and Hardpoint modes into a fascinating challenge. Additionally, a new wall-jumping feature enhances the verticality of maps, enabling players to discover new paths through intricate structures. If you’ve never appreciated the high-paced brutality of the Call of Duty online experience, this likely won’t change your opinion, but for veterans of the carnage, there’s plenty to relish.

Then there’s the Zombies mode—an additional online co-op feature set within a nightmarish landscape filled with abandoned frontier towns and irradiated wastelands. Players must endure endless waves of undead foes while upgrading their weaponry and abilities. This iteration returns to the round-based format of earlier Zombies entries, offering new weapons and features, including the ability to traverse different areas in a pickup truck while blasting away at rampaging zombies from the hood. It feels like an exhilarating amusement park ride, and it’s a thrill to join forces with friends who share the same passion.

Additionally, there’s Dead Ops Arcade 4, a standalone top-down twin-stick shooter for up to four players. This extra mode began as a side project by original Black Ops team members and is cleverly hidden within the main game. It’s back and just as exciting as ever, evoking memories of classic multi-directional shooters like Smash TV and Geometry Wars. Between stages, players can also engage in mini-games that explore various genres, such as top-down racing and side-scrolling shooters, ensuring that even casual players can join in on the fun.

With all this, don’t forget the usual updates to the battle royale mode Warzone, creating a robust package for Call of Duty aficionados. Regardless of your views on the series and its complex role in the broader gaming industry, as well as its community, it delivers sophisticated and exhilarating entertainment. Where else can you find yourself exploding massive robots in a state-of-the-art science lab one moment and then enjoying a modern twist on Atari’s Super Sprint the next? In today’s gaming landscape, value reigns supreme, and like everything else, Call of Duty does not hold back in this department. It stands as a maximalist celebration of the chaotic truths of video game design. It’s a load of fun to shoot on-screen.

Source: www.theguardian.com

What My Passion for Challenging Video Games Reveals About Me

MMany avid gamers have a knack for becoming deeply engaged. Countless weeks lost in titles like Civilization, World of Warcraft, or Football Manager is a shared experience among many. For some, the thrill comes from dopamine hits as their statistics rise. Engaging in games like Diablo or Destiny, where you enhance your character while snagging impressive loot, can turn into an obsession. Conversely, the repetitive charm of Animal Crossing and Stardew Valley captivates players through its peaceful challenges.

Yet, it is the challenge that truly ignites my obsession. Being told you can’t achieve something in a game often triggers an urge to prove otherwise, sometimes to my detriment. While the grind may feel mundane, the challenge ignites a fire in my brain.

My first real gaming addiction started as a teenager with a music game: “Amplitude.” In it, you become a cosmic DJ, mixing sounds from a spaceship. I also enjoyed Gitaroo Man, a whimsical narrative about a guitar hero, and of course, Guitar Hero, where I was determined to master every song on Expert difficulty. Although Guitar Hero is often seen as a social game, I spent many hours practicing alone in a cupboard under the stairs of a less-than-ideal house in Bournemouth, perfecting “More Than a Feeling” after 30 attempts.

Years later, while living in Japan, I stumbled upon From Software’s Demon’s Souls. The game’s brutal difficulty seemed designed to make players quit. A mere three steps in any level could lead to instant death at the hands of a skeleton or a venomous swamp creature. Yet, I sensed something captivating beneath all this hardship. Indeed, Demon’s Souls and its successor Dark Souls gained immense popularity, birthing a notoriously challenging genre. The charm of these games lies in the need for a commitment to mastering them. Your skills matter little unless you’re willing to share insights and cooperate with others.

My persistence has largely benefited me throughout my life. This tenacity translates to life and career challenges, providing the drive not to give up. I once made a ridiculous commitment to learn complex fingerpicking patterns for specific guitar songs. write a book. However, gaming often captivates me when I should be focusing on other responsibilities.




Relentlessly difficult and painfully funny…baby steps. Photo: Devolver Digital

A recent example for me was Baby Steps, an incredibly challenging and amusing game where you guide the world’s biggest loser up a mountain. In this game, one wrong move can result in losing hours of hard-earned progress. One night, I found myself stuck in a sandcastle for four hours, slipping down the same sandy slope repeatedly while my kids expressed their annoyance at being asked to come in and witness my plight. After what felt like an eternity, I finally emerged from the sand trap at 1 a.m., adrenaline surging, making sleep impossible for another hour.

The wise choice would have been to set the controller down. Baby Steps has a way of teasing players into pressing on. The brave thing to do is to give up. One of the most notorious challenges is a winding ascent up a steep rock face called Manbreaker, complete with a swirling staircase nearby.

Another game I’ve spent considerable time with this year is Hollow Knight: Silksong. This beautifully crafted exploration action game straddles the line between playful and brutally challenging. It features notoriously tough bosses that can’t be avoided, each likely requiring hours of practice. One such boss, the Last Judge, swings a flaming censer that releases plumes of lethal fire. To make matters worse, the route back to that room is rife with threats: flying drill-headed bugs, perilous drops, and relentless guards. By the time you face the Last Judge, your nerves are frayed. Nonetheless, this only fueled my determination to conquer it.

Developers face a delicate balancing act. Logically, the aim should be to engage players, not dishearten them. For a time, the trend shifted towards creating easy-to-navigate open-world games that never impede progress. However, Dark Souls demonstrated the enduring market for players like me who appreciate a good challenge. I am irresistibly drawn to mastering pursuits that are inherently trivial.

Perhaps mastery is the crux of the matter. While mastery in life is capricious, and uncertainties can strike at any moment, video games allow for the anticipation of challenges. Here, with perseverance, you can always triumph.

What to play




A game focused on combat… Hyrule Warriors: Age of Imprisonment. Photo: Nintendo/Koei Tecmo

I’m quite enjoying Hyrule Warriors: Age of Imprisonment, a spinoff from the Zelda series. It explores what Princess Zelda was up to while time-traveling through Hyrule’s history, and it turns out, she was engaging with numerous suitors. This game centers on combat, whisking players through the battlefields of ancient Hyrule, filled with various monsters, unleashing spectacular attacks that light up the screen, from Zelda’s light magic to Minel’s mechanical creations. The aesthetic feels distinct from Zelda, leaning more towards a cinematic action experience while filling in the historical gaps concerning Hyrule, granting the princess a leading role.

Available: Nintendo Switch 2
Estimated play time:
15 hours

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What to read




I’m late again… Grand Theft Auto VI. Photo: Chris Delmas/AFP/Getty Images
  • Grand Theft Auto VI has seen another delay, shifting from May to November next year. The last such adjustment caused quite a stir in the industry, hinting at potential game shortages by year’s end, along with possible rescheduling of other titles.

  • During a staff presentation (via) Game File, Ubisoft’s CEO, Yves Guillemot, discussed Assassin’s Creed Shadows. Despite cultural controversies surrounding a black samurai and female ninja, he argued, “We needed to stop catering to our adversaries and shift focus toward our supporters.”

  • The Game Awards, orchestrated annually by the prominent gaming figure Jeff Keighley, has wrapped up its Future Class program that annually curates a list of developers signifying the “bright, bold, and inclusive future” of the gaming landscape. Former honorees have recently expressed their grievances about how they feel the initiative has failed them. “Don’t assemble the industry’s best activists, treat us terribly, and expect us to remain passive.”

What to click

Share your favorite games of 2025

It’s that time of year again, as I reflect on the most enjoyable and enlightening games of 2025 while squeezing in time for those I may have missed. This December, we’ll host our annual gaming feature for Pushing Buttons readers. Please send a few lines about your Favorite games of 2025 by replying to this email. We aim to gather responses until early December.

As always, if you have any video game-related queries or feedback about our newsletter, feel free to reach out to us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Younger Game Development Stars Feel Like ‘Props’ at the ‘Oscars of Games’

Video Games have faced ongoing challenges with diversity and inclusion, making it unsurprising when Game Awards host and producer Geoff Keighley unveiled the Future Class program in 2020. The initiative aimed to spotlight individuals in gaming as part of a “bright, bold, and inclusive future” for the industry.

Considering the vast audience of the annual Keighley-led show, which garnered around 154 million livestream views last year, Future Class appeared to be a sincere attempt at fostering change. Hall of Fame inductees were invited to the prestigious December ceremony, often referred to as the “Oscars of Gaming,” and featured prominently on the official Game Awards website, with promises of networking and career development. However, reports indicate that the program faced difficulties from the outset, with support waning in recent years. It now appears that the Game Awards Future Class may have been entirely abandoned.

This marks the second consecutive year without any new Future Class members being announced. Typically, the program sees 50 inductees from various sectors of the gaming world, including writing, development, journalism, and community management. According to a report by a game developer, organizer Emily Weir stated, “We’re not planning a new Future Class.” [2025] There are currently no active plans for Future Classes.

Former Future Class inductees express that this outcome follows years of advocacy to enhance the program. As the video game industry navigates a cultural clash surrounding Diversity, Equity, and Inclusion Initiatives (DEI), some Future Class members feel they were leveraged for positive portrayals and then abandoned when DEI initiatives lost momentum.




The 2024 Game Awards Ceremony. Photo: Frank Micelotta/Picturegroup/Shutterstock

“We were essentially props,” game producer Deanna Lora, who joined the inaugural Future Class in 2020, recounted during a video call. “At the Game Awards, most people had come from far away due to the costs, and I felt sidelined. I later learned that Casely was hosting a party in another room with influencers and industry leaders. Do you know where the Future Class gathered that day? At Starbucks.”

“No one from the official leadership attended until the meet and greet was nearly over,” said Future Class member and Retcon Games creative director Jess Negron, reflecting on the Starbucks gathering. “We felt quite let down.”

At the 2021 ceremony, Lora, community manager Natalie Czech, podcast host Kalief Adams, and other Future Class members found themselves seated behind a camera riser, effectively blocking their view of the event.

Future Class inductees receive program benefits for a year, including tickets to the Game Awards (alumni were offered discounts on ticket purchases) and access to career advancement opportunities. Many noted that the early-career-focused event primarily featured discussions with notable industry figures like former Nintendo president Reggie Fils-Aimé and Xbox head Phil Spencer, rather than a comprehensive mentorship program.

“It felt like Keighley gathered some friends for a Zoom call,” Lora remarked. “While those conversations were thrilling, that was pretty much the extent of it.”

Lora was among several Future Class members who urged Keighley and Weir to enhance the program.




Writer Emma Kidwell at the 2022 Game Awards. Photo: Scott Kirkland/PictureGroup for The Game Awards/Shutterstock

“They had everything the 2023 class received: a Future Class mixer;” commented Emma Kidwell, a writer who joined in 2023, about past inductees. “All the benefits we’ve gained are due to our previous classmates. They arranged for hotel stays and covered our flights… Everything we’ve received is thanks to our former peers.”

However, 2023 also saw a significant conflict between Future Class and Casely, which members believe may have hastened the program’s decline. In November, over 70 Future Class members signed an open letter advocating for a statement supporting Palestinians and calling for a ceasefire, given the heightened media focus on the humanitarian crisis in Gaza. The letter requested this statement be read at a December ceremony. Despite receiving media attention, the letter shared on the Future Class Discord, which both Keighley and Weir are part of, was ignored.

Shortly after, several Future Class members presented a virtual address to Keighley and Weir, acknowledging the program’s significance but voicing concerns about its “goals, structure, and sustainability.” They provided suggestions for enhancing both the program and the awards ceremony, such as incorporating more female presenters, improving accessibility, and recognizing recent mass layoffs in the industry. Younes Rabi, a Hall of Fame inductee from 2022, reported that Keighley appeared visibly frustrated during the discussion, while another member described him as “furious.”

Keighley and Weir did not respond to requests for comments.

All interviewed Future Class members expressed various levels of dissatisfaction with the program’s abrupt conclusion. Accessibility consultant Steve Thaler lamented, “It’s unfortunate that it was part of something meaningful with great individuals and was left in limbo.” He continued, “I’m not angry; I’m just disappointed.” Many speculated that the program’s disbandment was a result of inductees advocating for a superior Future Class. “You have influence, you can drive changes,” Lora highlighted. “However, since we challenged the status quo, it seems the sentiment became, ‘This is too challenging; it would be better to keep the peace.’” Czech added, “Due to our advocacy for ourselves—given that we were inducted—we faced repercussions for pushing for the same changes the organization publicly commended us for.”




Geoff Keighley is also the host of the annual Summer Game Fest showcase. Photo: Frank Micelotta/PictureGroup/Shutterstock

Several members pondered whether sponsorships linked to the program (a video introducing the 2023 Hall of Fame inductees was sponsored by Old Spice) meant they were effectively being “tokenized” to boost revenue. (The cost of a one-minute trailer for Keighley’s 2024 Summer Games Showcase was reportedly $250,000, with sources estimating the Game Awards will incur even higher costs.) “They didn’t acknowledge us at the 2022 Game Awards, and while we’re not well-known, we certainly didn’t receive financial support, other than the sponsorship they supposedly secured under the Future Class name,” Negron said.

At one point, the Future Class page disappeared from the Game Awards site. This action eliminated any official record of members. “Not only did they cancel the program, but they also erased our means to claim the honor we were previously awarded,” Czech said.

“Marginalized voices need recognition because it brings them at least to the same starting point as others,” Kidwell pointed out. “Now, you can’t even list that on your resume,” Negron noted, questioning the rationale behind such decisions. “Don’t assemble the leading advocates in the industry, treat us poorly, and then expect us to remain silent.”

The decline of the Future Class serves as a poignant reminder that alliances lacking genuine support are often mere performative gestures. Yet, for some, not all hope is lost. Midnight Hour founder Elaine Gómez emphasized that the most valuable aspect was “the camaraderie and community fostered by uniting nearly 200 developers and creators from underrepresented backgrounds.” Meanwhile, the official Future Class Discord remains operational and even more vibrant than in the past year.

Source: www.theguardian.com

How President Trump’s White House is Leveraging Video Game Memes for ICE Recruitment

JJust days after Microsoft unveiled Halo: Campaign Evolved, the anticipated installment in the renowned sci-fi franchise “White House” I posted an intriguing photo on X. The image, which seemingly originated from AI, depicts President Donald Trump clad in the armor of Halo’s legendary hero Master Chief, saluting in front of an American flag that has several stars missing. In his left hand, he holds an energy sword, a weapon associated with Halo’s alien adversaries. This was shared in response to a tweet from U.S. gaming retailer GameStop, with accompanying text reading “Power to the Players,” referencing the store’s slogan.

GameStop and the White House exchanged a few more Halo memes, and on October 27, the official Department of Homeland Security X account got involved as well. They utilized visuals from Halo showcasing soldiers from a futuristic realm to encourage enlistment in the increasingly militarized Immigration and Customs Enforcement (ICE) agency. The accompanying message, “Stop the Flood,” suggests a troubling analogy between America’s immigrant community and the parasitic aliens that Master Chief battles.

When I sought an official comment on this post, White House Deputy Press Secretary Khush Desai stated in an email: “Another war has concluded on President Trump’s watch. There’s only one leader who is dedicated to empowering his players, and that leader is Donald J. Trump.” “That’s why he enjoys significant support from the American public and gamers alike.” (Microsoft did not respond to requests for comment.)




The White House has shared an image of Donald Trump as Master Chief from the game Halo. Photo: @WhiteHouse on X

Though this string of video game imagery may seem bizarre, Trump and his associates have been integrating gamer culture for almost a decade. Since his initial election, Trump has been appealing to gamers, a constituency that includes a significant segment of disenchanted youth. Media executive Steve Bannon joined the campaign in August 2016, acting as chief strategist and senior advisor, bringing extensive insight into video game culture and the online behavior of its most ardent enthusiasts.

Bannon had previously collaborated with the Hong Kong firm Internet Gaming Entertainment to secure funding. This firm paid low wages to Chinese laborers to collect gold in the multiplayer game World of Warcraft. According to Joshua Greene’s book on Bannon: (The Devil’s Deal: Steve Bannon, Donald Trump, and the Assault on the Presidency), Bannon recognized, “These rootless white men wield immense influence.” In 2014, Bannon observed GamerGate, a murky online force in the dark recesses of the web, consistently targeting women and other marginalized individuals in the gaming industry. He noted that the movement’s actions prompted tangible events such as sustained harassment and doxxing (the public release of personal data).

Upon joining the Trump campaign, Bannon utilized his grasp of gamer culture to propel Trump into new political realms. “You can mobilize that force. They are engaging via platforms like Gamergate and transitioning into politics and Trump,” Bannon informed Greene.

Their ranks were primed for meme warfare at a moment’s notice, and indeed, they were. Throughout the campaign, Trump’s meme battalion monitored and disseminated every move of then-candidate Hillary Clinton. They circulated fabricated health-related claims using the hashtag #HillaryHealth. Pro-Trump memes were frequently produced based on internet humor and niche pop culture references. It was perhaps owing to this brigade that Trump secured victory over Clinton in the 2016 presidential election.

Following his defeat to Joe Biden in the 2020 election, Trump turned to his social media platform, Truth Social, where he persistently critiqued Biden and the Democratic Party throughout Biden’s four-year tenure. He continued to attract gamers and the online reactionary right until he regained the presidency. The second Trump administration remains reliant on the strategies and framework established by online agitators (or trolls), but this time, there is one crucial difference: Elon Musk.




The U.S. Department of Homeland Security’s X post features Halo visuals as part of an ICE recruitment campaign. Photo: @DHSgov on X

The South African entrepreneur acquired Twitter in October 2022 and swiftly reinstated Trump’s banned account alongside many others. Musk, who frequently engages with gamer culture and shares memes on his platform, has further facilitated this trend.

Since President Trump assumed office in January, the White House and various federal agencies have begun disseminating memes. Last month, both the official Department of Homeland Security X account and the official White House TikTok account released a video of an ICE raid set to Pokémon theme music, interspersed with arcs from the animated series and clips of agents making arrests, accompanied by the slogan, “We’ve got to catch them all.” Following this, The Pokémon Company International informed the BBC that “permission was not granted to use our intellectual property.” Nonetheless, the video remains available as of this writing.

The video game industry has often remained silent about the reactionary politics and ideology that are prevalent in its community. For the millions of Americans engaged in gaming, who are disheartened by an administration that discourages pregnant individuals from taking Tylenol and promotes the narrative that immigrants are parasites while suggesting that the diversity, equity, and inclusion movement produces incompetent workers, it is deeply frustrating to witness these events. As the administration increasingly embraces video game iconography and internet memes, video game companies will inevitably find themselves, whether they like it or not, linked to the polarizing and reactionary politics of the right.

Source: www.theguardian.com

Review of The Séance at Blake Manor: An Engaging Gothic Detective Game Brimming with Mystery and Intrigue

A A quirky group of misfits and a sharp-dressed investigator harboring their own secrets reside in an isolated mansion on Ireland’s west coast. A seance at Blake Manor may seem like the perfect setting for a cozy evening, but this folk horror drama delivers far more than mere entertainment for Agatha Christie enthusiasts.

Set in October 1897, you step into the shoes of private detective Declan Ward. Tasked with uncovering the fate of Evelyn Dean, a guest who has mysteriously vanished, you find yourself in a once-grand mansion turned into a luxurious hotel. Inside, a host of eccentric characters await: from a camera-wielding medium to a voodoo practitioner named Ungan, and a Brazilian woman searching for her family’s history. They’ve gathered for a grand seance on the eve of All Hallows’ Eve, when the veil between the living and the dead is at its thinnest. As you explore the intricately designed rooms and gardens from a first-person perspective, you soon realize that every attendee harbors dark or tragic secrets and knows more about young Miss Dean than they let on.

A captivating experience…the séance at Blake Manor. Photo: Spooky Doorway/Raw Fury

What ensues resembles a classic detective adventure, presented in a graphic novel style, with art that draws inspiration from the likes of Mike Mignola (Hellboy) and Eduardo Risso (The Hundred Bullets). Engage in conversations with suspects, rummage through rooms for hidden clues and valuable items, and gradually compile a list of potential culprits. The game features a real-time clock and a schedule of events that must align with your investigation. Time only advances when you are actively exploring or interrogating guests, compelling you to apply your detective skills judiciously. Being at the right place at the right time to overhear clandestine conversations about spiritualism, mythology, and the mansion’s history in the Great Drawing Room is crucial.

All your findings can be meticulously organized through a set of graphical inventory screens, including a dynamic mind map of clues and actions. Though initially overwhelming, as you gather letters, keys, and hints, you quickly adapt and realize that taking notes is essential. While it may not exhibit the structural freshness of Blueprint, the game creatively guides you in certain directions, featuring a word game deduction mechanism that allows you to formulate theories regarding motives and backgrounds when approaching suspects.

As you delve deeper into the investigation, it becomes apparent that this is more than just a quaint mystery. The mansion, steeped in historical and religious significance, serves as a poignant reminder of colonialism, highlighting the stark contrast between the guests’ wealth and the struggles of the hotel staff. The narrative weaves themes of appropriation and cultural destruction alongside the enigma of a missing person, revealing the true implications of the mansion and its affluent owners, the troubled Blake family. Guests arriving from colonized regions, seeking answers to intricate family histories, enhance this diaspora narrative, while stories of addiction, trauma, and sorrow are thoughtfully interlaced throughout. There are chilling moments, where ghosts flicker just out of sight or unsettling events transpire during the night.

The outcome is a spellbinding detective tale—a well-researched interactive folk horror experience that stands alongside notable titles like Strange Antiquities and Wadjet Eye’s landmark The Excavation of Hob’s Barrow. Immersed in a world of cultural conflict and supernatural vengeance, it tackles profound themes of colonial trauma, identity, and spirituality all within the context of a singular location and event. For those eager to explore spiritualism, folklore, and ancient Irish history further, diving into a bookstore or library is essential.

Undoubtedly, The Séance at Blake Manor is a seasonal delight filled with eerie moments, but it is also an enlightening journey. Overall, it’s a game that challenges, engages, excites, and educates harmoniously.

Séance of Blake Manor is available now for £16.75

Source: www.theguardian.com

I Can’t Stop Playing This Addictive Game of Tumbling Down the Mountain

I
For the last week, I’ve been experiencing a bizarre hiking adventure instead of engaging in normal life activities, all thanks to a frustrating character known as Nate. In
Baby Steps, you control this hapless individual who has spent 35 years doing nothing but lounging in his parents’ basement and binge-watching anime. When he decides to put on an adult costume, he finds himself at the foot of a surreal mountain adorned with suggestive imagery. Your task is to guide him to the summit by manipulating his legs independently, using the controller’s triggers to lift and the analog sticks to place them.

The challenge level is off the charts. Occasionally, Nate moves down gentle slopes, but more often than not, he navigates narrow planks, ascends dunes in tiny steps, and clings to rocky ledges with his toes. He repeatedly stumbles and falls, whimpering as he slides down muddy slopes and sandy shores, while his onesie gets increasingly filthy. I keep getting up and attempting again, occasionally interrupted by an Australian man with wild eyes or a pants-less donkey character who mocks me but extends a hand of assistance—only for Nate to angrily decline.




Early in the game, Nate is presented with a pair of shoes. Will he accept them? Absolutely not. (To be fair, they’re a bit oversized.)
Photo: Devolver Digital

The moment you lose focus, Nate loses his as well. After three hours of this outrageous experience, falling off my board into a river, I trudged back to the campsite from where my hike began. All I managed to accomplish was locating a silly propeller hat, which only added to my burdens as I had to stop and retrieve it after each tumble. I rarely feel like crying while gaming, but the sight of that campsite nearly broke me.

Picture enduring these setbacks for hours, only to end up in a dimly lit space filled with a lantern that Nate inexplicably keeps dropping. It’s pitch dark unless you backtrack for it, and navigating the escalator has to be done flawlessly; otherwise, you’re treated to seconds of watching Nate’s backside as he slowly descends. Following that, the exit is a labyrinthine path on a sandy ledge where Nate’s feet continually seem to get lost. I found myself stuck there for so long, grappling with my thoughts, rising frustration, and Nate’s company. Every chapter of Baby Steps takes the sadistic challenge to new levels.

So why persist? Aside from the undeniable fact that I probably need to unpack my issues in therapy, I refuse to let this game defeat me. It’s more than just playful slapstick (watching Nate tumble down a mudslide is sheer comedy). The improvised dialogue and absurd scenarios are genuinely hilarious. The developers voice the characters themselves, and every cutscene offers a delightful break from the chaos. There’s even an optional desert challenge where players scale sandy slopes to collect icy trophies before they melt. As Nate continuously returns to the ice cream vendor in deepening despair, even the developer’s voice starts to waver.

While it may seem like a cruel game where we laugh at this unfortunate man’s misadventures, there’s a deeper meaning. Even though I often found myself frustrated with Nate and considered quitting to avoid witnessing his constant flailing, I gradually began to empathize with him. He’s the epitome of a societal loser, yet he’s trying. In spite of his intense social anxiety, masculine insecurities, and clear self-hatred, he attempts to put one foot in front of the other in a poignant metaphor for life.

Upon finishing a chapter, you encounter a melancholic 8-bit mini-game summarizing Nate’s past: his disheartened parents, successful sister, and lackluster romantic encounters. As I progressed, I could see how Nate arrived at his current state. Although I wasn’t as personally involved as some players might be, I developed a protective instinct towards him and didn’t want to abandon him, no matter the cost.

This game also elicited my worst tendencies. I cursed at Nate every time my foot slipped from what I thought was a secure situation. But among all the discouraging moments, there were instances where I painfully felt gratitude after finally mustering the patience to push Nate forward in his journey. “Baby Steps” is whimsical yet profound. Having played games for three decades, I can confidently say I’ve never encountered anything quite like this. For a game focused on failure, it prompted surprisingly deep reflection and emotion.

You’ll need a good dose of self-deprecation to fully appreciate all that this game has to offer, but that’s not a high aspiration. After about 10 hours, I was determined to finish it. Along the way, I encountered a vast spiral staircase reaching into the clouds. To the right: a perilous cliffside path, ominously referred to as “Manbreaker” by an Australian guide. “You can’t do it. You’re gonna fail miserably for the next five years… You’ll eventually get so exasperated that you’ll just ascend these damn stairs.”

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“I vow to never ascend these stairs,” Nate replied indignantly.

I gazed at the path ahead, rolling upwards into obscurity. I imagined potential slips and falls even before finding my footing. For the following days, I would hurl myself at this rock wall, envisioning my life progressing incrementally with each ticking hour. I pictured my partner and kids entering the living room, astonished and concerned, finding me once again playing Baby Steps and making no headway whatsoever.

Screw it. I’m climbing those stairs.

Baby Steps is available on PlayStation 5 and PC

Source: www.theguardian.com

Happy Birthday to the Beloved Childhood Friend of Millions: The Nintendo NES Game Console

TThe Nintendo Entertainment System made its debut in the United States on October 18, 1985—about a year after my arrival, marking 40 years today. It’s almost as if the company sensed there were individuals ready to drop significant sums on plastic contraptions and electronic games. Truly, the entire company seemed to anticipate that a new generation of enthusiasts like me was about to enter the scene. That was indeed the moment to launch. With birthdays and Christmas gifts in hand, we were primed to spend every dollar, even when my dad urged us to keep certain things from my mom. (Perhaps I was the only one uttering that last sentiment.)

Although I’m not much younger than the NES, it felt as though that console had always been part of my life, only now am I confronting its complexities as I type this out. My childhood memories are a blur, focused on mastering the coordination of my hands and eyes, but “Nintendo” was always synonymous with gaming in my world. If a friend inquired whether there’s a Nintendo in the house, it was akin to asking if there was Coca-Cola in the fridge—no additional articles needed.




Pac-Man for the Nintendo Entertainment System. Photo: ArcadeImages/Alamy

My sister and I relentlessly pleaded with our parents for two years to get us an NES. While my mom and dad weren’t overly concerned about the potential pitfalls of gaming—those would emerge later in titles like Doom, Mortal Kombat, and even Stardew Valley—they were wary of investing in pricey toys that required even pricier accessories to function. The Nintendo Entertainment System was touted as cutting-edge technology in the U.S., despite noticeably echoing the design of the VHS cassette player, which ultimately everyone understood it was meant to be. Played. Touching my dad’s home theater triggered quite a reaction, but this was finally a gadget we kids could enjoy.

It’s also important to note that I am part of the first generation to entirely miss the Atari home video game craze of the early ’80s. The Atari system still existed during my childhood, but kids my age recounted it with a historical lens similar to discussing World War II. Just looking at Atari felt like peering into a relic of the past that none of us could fully grasp and cherish. Watching my neighbor turn on an Atari was nothing short of eye-opening. In basketball, a square was practically represented as the ball. No, thank you. I need a moment to recuperate.

But the NES—oh, the NES!—actually showcased graphics reminiscent of arcade games. Was it flawless? Certainly not! Some visuals appear quite rough by today’s standards. Yet, even at five years old, a somewhat blurred version of Pac-Man still felt like Pac-Man. My parents never let me engage in shooting games at carnivals (the reasoning remains a mystery), but duck hunting was the next best thing. No, it was even better! We quickly discovered that all we needed to do was press that silly plastic gun right to the screen and hit the target every single time. It’s a close-range approach you only learn from four-decade-old video games or by becoming a mafia hitman.

NES games also felt much more expansive. Super Mario Bros. seems unusual at present, but do you recall the first moment the plumber stepped through that pipe? My heart melted into something finer and purer. It was a game featuring a vibrant world brimming with surprises and mysteries. While secrets had been part of games before, it felt as though they were there to be discovered. They were not frustration meant to poke fun at developers but instead aid your exploration. We were traversing a fictional kingdom, something akin to a living cartoon, soaring around in quest of a hidden, unobtrusive “?” box.




“Games felt more open”…NES. Photo: Gary Heider/Alamy

Let’s also remember that the NES introduced us to the Mario we so fondly recognize today. Yes, he began as a construction worker confronting Donkey Kong. Luckily, he transitioned to a plumber, becoming the face that adorned every folder, backpack, lunchbox, flask, and bedsheet of mine and most of my friends’. Long before every gaming reference became a viral internet meme, it was part of Nintendo’s internal dialogue. We often quoted the line from the original Legend of Zelda: “It’s dangerous to go alone! Take this with you!”

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Each generation encounters its own cultural landmarks. Yet, the Nintendo Entertainment System played a pivotal role in solidifying gaming culture, particularly in America, where the ZX Spectrum and various home computers didn’t capture the same popularity as they did in Europe. It became a shared language, a toy allowing us to unleash our imaginations, and surely a way for my parents to take a momentary break from their children. I still possess the NES they gifted me, and regardless of what the Man says, you still need to blow into the cartridge to make it work.

Source: www.theguardian.com

Keeper Review – A Dazzling Eco-Fantasy Born from Imagination

TThe world of the Keeper flows from the screen like a vivid dream painted with psilocybin hues. It’s an intricate land filled with bubblegum blues, soft pinks, and bizarre glowing creatures, where evolution seems to happen in an instant. The stunning visuals evoke the charm of a 1980s fantasy film, complete with lovingly crafted practical effects. Keeper is the newest creation from Double Fine, known for their quirky platformer Psychonauts 2, the Kickstarter sensation Broken Age, and various other unique titles. This action-adventure game highlights the beauty of life’s imperfections, resembling a scene sculpted from papier-mâché instead of polished digital designs.

The main character is even more peculiar—the player embodies a lighthouse, illuminating this enchanting ecological landscape. Long shadows trail behind glowing objects, revealing the outlines of colossal plants and tiny creatures. Light projection serves as your means of interaction with the environment, often causing flora to sprout right before your eyes while some rare inhabitants stay nourished by it. As you explore serene lagoons or sunlit canyons dotted with cacti, you’ll find delight in simply observing, embracing the oddity, and nurturing it into even more extraordinary life.




Solve the mystery…Keeper. Photo: Xbox Game Studios

Your role as a life-giving lighthouse develops when you find a companion—a bird named Twig with a driftwood beak. You assume dual responsibilities, having your feathered friend assist in various tasks (on this distant future Earth, the organic blends with the mechanical, reminiscent of a steampunk Henry David Thoreau). However, these puzzles fall short of matching the visual creativity and don’t resonate with the game’s biological themes; early on, you merely rotate the analog stick to align gears.

Often, puzzles feel like barriers to exploration rather than facilitators. Yet, gradually, Keeper embraces the surreal elements of its world to unveil surprises. At one point, a cotton candy-like substance envelops the lighthouse, rendering it weightless. Instead of stumbling awkwardly, it gracefully leaps, gliding through the air.

Soon, the Keeper taps into an evolutionary rhythm as the lighthouse transforms into a fish-inspired boat. The thrill of swaying and swirling in azure waters is delightful! However, the gameplay takes a darker, more abstract twist, as players become disks of red-hot metal, slicing through tangled underbrush like a primitive Sonic the Hedgehog.




Surreal setting…keeper. Photo: Xbox Game Studios

Marketed as “a story told without words,” Keeper communicates most vividly through its expansive visuals. However, this claim is misleading. Throughout the game, button prompts intermittently appear, instructing players on actions like pressing X to “peck.” This clarity detracts from the world’s intended ambiguity.

A similar issue arises towards the game’s conclusion, albeit from a different perspective. Without revealing too much, players confront the profound and unfathomable essence of existence. How can we engage with such transcendental depth? Unfortunately, some puzzles rely on memorization of shapes, including a kaleidoscopic crystal and a black hole. In essence, Keeper struggles with a limited interactive vocabulary to fully harness the extraordinary imagery crafted with such vivid imagination.

Source: www.theguardian.com

Battlefield 6: Just Another Standard War Game? We Think Otherwise | Games

And Battlefield makes its return. The iconic military shooter franchise, renowned for its large-scale online multiplayer battles featuring countless troops, tanks, and aircraft, is here with its sixth major installment. It’s exciting, monumental, and potent.

While I appreciated the single-player campaign mode, I found the overall experience lacking. The narrative follows familiar territory: extraordinary soldiers on a quest to safeguard global freedoms against a nefarious private military group, a terrorist faction, or an undercover CIA agent. This storyline could easily fit into any military shooter or modern war film featuring a Hemsworth. Unfortunately, it’s a standard 7-hour artillery campaign that demands constant player engagement.

The issue lies in the fact that players don’t typically buy Battlefield for its campaign. In reality, many titles in the series lack a comprehensive single-player mode. This provided the developers with a chance to innovate and take risks. While mainstream cinema has been criticized for transforming patriotic depictions of the military-industrial complex into entertaining action dramas, it has also given us classics like Paths of Glory, M*A*S*H, and The Deer Hunter. Battlefield 6 occasionally hints at the challenging realities of modern hybrid warfare, but it’s hard to care about the characters, who lack depth and are forever spouting military jargon.

There have been memorable games that scrutinize the narrative of a heroic soldier acting in the name of a mostly benevolent military. Titles such as Metal Gear Solid firmly address the tragedies of nuclear conflict, while Ubisoft’s Valiant Hearts offers a poignant reflection on love amidst war. Yet, a key example remains Yager Development’s intriguing 2012 title, Spec Ops: The Line. In this tale, you embody a commander of a covert Delta force dispatched to a devastated Dubai in search of a rogue U.S. military unit. As the plot unfolds, the characters spiral into fatigue and trauma, encountering increasingly surreal hallucinations. The intention was to illustrate warfare’s detrimental psychological impacts while still providing an engaging experience. This mission was indeed accomplished.

A profound narrative about war… Spec Ops: The Line stands out as a meaningful military game. Photo: Jaeger

In the ever-consolidating gaming sector, where major corporations invest fortunes to capture millions of players, narrative innovation appears increasingly unlikely. The same trend applies to any form of political commentary. However, today’s players have a plethora of shooter options. The success of unconventional films like Atomfall and Megabonk illustrates that it’s beneficial to venture off the beaten path.

Could Battlefield 6’s campaign have transformed into a tense, claustrophobic thriller reminiscent of Alex Garland’s Warfare, or drawn players into survival narratives akin to Until Dawn? Might it have been a sandbox-style adventure filled with diverse tasks, items, and enemies to uncover?

In recent years, we have seen numerous multi-million dollar projects axed and employees laid off. The “greenlight-only” approach, competing fiercely with the perpetual nature of Fortnite, Call of Duty, and Marvel Rivals, creates a zero-sum environment: win or perish. While some may deem this optimism misguided, it feels unsustainable (even considering the fact that these mega titles are faltering). Additionally, the human cost of widespread layoffs raises ethical concerns. Clichés cannot sustain games any longer. Our modern world, rife with shifting allegiances, unpredictable climates, and uprooted societies, presents a strikingly relevant backdrop for a new war story that carries significance. If only someone dared to share it.

What to Play

A heartfelt tribute to the instant messaging era… VideoVerse. Photo: Kinmoku

Originally launched on PC in 2023, VideoVerse serves as a touching homage to the age of instant messaging. It tells a clever and delightful tale of love and friendship between users on a fading social media platform. You step into the shoes of Emmett, a young gaming enthusiast who spends his days chatting with friends online. This changes when a new user stirs deeper feelings within him.

Scheduled for release on PS5, Switch, and Xbox on November 14th, it incorporates all the enhancements made since the initial launch. For those revisiting the game and yearning for the nostalgia of MSN Messenger, this title is essential.

Available: PC, PS5, Switch, Xbox
Estimated Play Time:
10 hours or more

What to Read

Console yourself… Discover news about the future of PlayStation and Xbox. Photo: Kazuhiro Nogi/AFP/Getty Images
  • It appears that Microsoft and Sony are on track to release a new generation console in 2027. VGC has compiled the latest rumors. Check out this captivating article for discussions from NeoGaf threads and gossip from tech news outlets.

  • An industry initiative titled Palestinian Voices in Games invites volunteers, including artists, coders, and designers, to contribute their expertise to upcoming projects while supporting developers from the region. This feature delves into this endeavor, sharing insights from several developers.

  • The exhausted remnants of the harassing Gamergate group seem to have resurfaced, with renewed interest surrounding the acclaimed historical adventure Ghost of Mt. Yotei, particularly due to its female protagonist and subtly progressive themes. For further details, read this comprehensive article.

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What to Click

Question Block

For Kids… Shigeru Miyamoto showcasing the Nintendo DS at launch. Photo: Yoshikazu Tsuno/AFP/Getty Images

This week’s questions come from Peter:

“My 4-year-old daughter has started showing interest in video games. I want to purchase her an affordable handheld console instead of an iPad. What do you suggest?”

There are many options available. Leap Frog, known for children’s electronic toys, offers a range of devices. The Leapster is a handheld console typically available used with 2-3 game cartridges for around £20-30. It’s robust and safe for play. However, I would focus on the Nintendo DS or the newer, sturdier 2DS, both available for about £10-£50 depending on condition from eBay.

These systems boast a vast library of children’s games (original DS titles are compatible with both formats, and new 3DS games can be played on the 2DS, albeit not in 3D), and games can be found in charity shops or local CeX locations for as low as 50p. The original DS has a hinge connecting its screens that can be a weak point, depending on how carefully my daughter uses it. Both models include a stylus, which poses a choking hazard, so supervision is essential during its use. My sons have lost countless styluses! Fortunately, many games don’t require them. Any titles featuring Mario, Wario, Kirby, as well as Animal Crossing, Pokemon, or Lego are perfect choices.

If you have questions for the question block or any feedback regarding the newsletter, feel free to reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Battlefield 6 Review – A Grand Symphony of Thunderous, Immersive Warfare | Game

BJust moments into the first round of the expansive multiplayer mode Conquest, you can’t help but feel the thrill of battle return. Fighter jets zoom overhead, tanks thunder by, and buildings crumble under the impact of rocket-propelled grenades. While Call of Duty has traditionally emphasized close-quarters combat in online matches, Battlefield 6 immerses you in a colossal military engagement that’s both bewildering and ear-piercing. Even in the quieter moments, you’re jolted back to reality by the distant sounds of rifle fire, urgent shouts for orders, and calls for medics.

EA’s legendary FPS series has faced significant challenges in recent years, and its futuristic installment Battlefield 2042 is widely regarded as a letdown. In response, the development team—comprising various studios including the original creator DICE—has returned to the stellar Battlefield 4 for inspiration. This time, the focus is on contemporary military warfare, delivering an authentic experience across expansive maps with numerous players involved. Similar to previous titles, Battlefield 6 offers four distinct classes: Assault, Support, Engineer, and Recon. Each class comes equipped with unique weapons and gadgets, which you can upgrade and customize as you gain experience and level up your soldiers. It’s a hybrid system that blends elements from earlier Battlefield games with features from modern Call of Duty titles, notably the Gunsmith system, which has revolutionized weapon customization in online shooters.




Brooklyn at war…Battlefield 6. Photo: Electronic Arts

The standout online modes are the large-scale ones like Conquest and Breakthrough, which concentrate on capturing objectives and seizing territory from rivals. There are also smaller modes such as King of the Hill and Domination, but for seasoned Battlefield players, these options feel like a different approach altogether. Since the groundbreaking Battlefield 1942 in 2002, the series has promoted strategic gameplay, encouraging teamwork among allies to infiltrate enemy bases, synchronizing assaults with helicopter cover, and gradually breaking through defenses. In a good game session, you may find yourself stealthily navigating the map or inching toward a heavily fortified structure. The rapid-fire nature of Call of Duty, characterized by quick skirmishes and instant respawns, seems worlds apart.

Yet, engaging in combat here feels invigorating. Whether you’re navigating the bustling streets of Brooklyn or the shores of Cairo, debris cascades, bullets ricochet, and tanks detonate in fiery explosions. The graphics and audio design are remarkably well-executed, channeling the gritty, camera-shaking documentary style of Generation Kill or Warfare rather than the polished action-movie mayhem typical of CoD. If you’re fortunate enough to join a solid team (I strongly recommend playing with one or two friends), you’ll forge genuine camaraderie.

However, the game does stumble with its lackluster campaign mode. The storyline is a standard techno-thriller set in a near-future world where a private military firm seeks global domination, and only a rugged team of American special forces stands in their way. This narrative feels clichéd and uninspired. By portraying the antagonist as a fictional military corporation, the developer sidesteps political controversy and avoids addressing the game’s potential market dynamics or its investors at Electronic Arts. Additionally, staying engaged with the cast of tough guys, who consistently deliver lines like “There’s no bureaucracy here” or quip, “I don’t know what’s more impressive, the scenery or the firepower” while staking out an enemy base in sunny Gibraltar can be a challenge. When Murphy, the protagonist, states, “There’s no one I want to join in this fight,” I seriously wished that defection had been an option.

Don’t let that discourage you. Overall, Battlefield 6 marks a triumphant return to form, delivering a thrilling, almost operatic shooter experience that masterfully blends explosive combat with tactical finesse. It remains to be seen how it will fare amidst the contemporary landscape of hero shooters and battle royale games, but it is undoubtedly worth your time.

Battlefield 6 is available now, priced at £65

Source: www.theguardian.com

Introducing Anamanaguchi: The Band Behind the Soundtrack for the Latest Scott Pilgrim Game and More

S
Canadian author and cartoonist Brian Lee O’Malley’s graphic novel series,
Scott Pilgrim, weaves a narrative rich with pop culture. It explores the
themes of teenage angst, love, redemption, hubris, and pride, all while
providing a distinctly Canadian perspective on emo, indie rock, and shounen manga.
This coming-of-age tale follows an initially unlikable teen navigating
the 2000s across six graphic novels filled with clever nods to everything
from Japanese manga and Western superheroes to video games and Tintin.
Notably, it has also inspired a hit movie, a Netflix animated series in
2022, and a video game released in 2010, both of which featured music
by Anamanaguchi, an indie rock band based in New York City.

“My favorite scene in the Scott Pilgrim cartoon is when Knives and Kim
are just jamming in a room together and not much happens,” laughs
Peter Berkman, one of the band’s lead songwriters and guitarists.
“It really touched my heart. It’s not a joke.”




Netflix’s Scott Pilgrim Sex Bob Omb takes off.
Photo: Album/Alamy

Anamanaguchi first gained recognition for their instrumental music
utilizing video game hardware, solidifying their place as pioneers in the
chiptune genre
while still in college. During their inaugural self-funded tour, Berkman
received an unexpected email from someone at Ubisoft.

“We got an email from someone working at Ubisoft about a video game for
a Universal IP tie-in, but they didn’t elaborate. We thought, ‘Maybe a
new Alien vs. Predator game or something along those lines?’ Regardless of
the particulars, we knew we’d want to take it to the band and say yes.
I’ve always loved game and movie soundtracks.” It turned out to be an
offer to compose music for the first Scott Pilgrim video game, released in 2010.

Currently, Anamanaguchi is experiencing a resurgence. When the game
was re-released as a complete edition in 2022, the band launched the
Scott Pilgrim vs. the World: Game Soundtrack Tour. Last year, they
composed and performed music for Scott Pilgrim Takes Off, a Netflix
spinoff that offers a meta-commentary on Scott’s life. This year,
they supported Hatsune Miku at the Fortnite Festival, showcasing their
long-standing connection to the realms of video games and live music
while releasing their first album in six years, titled Anyway, in August.
This album presents an intriguing alt-rock interpretation of their signature
synth bass sounds, still echoing their 8-bit influences. They are also
in the process of creating the soundtrack for the upcoming Scott Pilgrim
game, another engaging fighting game set to launch next year.


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Peter Berkman of Anamanaguchi performed in 2015.
Photo: Gary Miller/Getty Images

One segment of the band is delving into analog sounds and alternative rock angst,
while another group is rejuvenating their connection to Scott Pilgrim.
“Working on the soundtrack for the new game Scott Pilgrim EX revealed how we can adjust
our record world, further embracing the soundtrack style suited for the game,” Berkman shared.

Berkman noted that in the 15 years since their last collaboration, the band has
evolved in how they approach music. They’ve gained experience as producers,
become “listeners of music,” and have an even broader appreciation for the
diverse styles within video game music.

“It’s vital to establish a connection between the player’s experience and the
narrative unfolding at that moment, even as an adversary,” Berkman elaborated.
“If the moment demands something dark, gothic, or industrial, we can deliver it.
The freedom to blend these elements in a way never done before is crucial.
[Scott Pilgrim EX developer Tribute Games] actually let me experiment with audio mixing.
The musical cues we desire are paramount to us. The way the music flows, the rhythm…
with video game soundtracks, it’s where you can truly feel the authorship.”




At the beach at Scott Pilgrim EX.
Photo: Tribute Games Inc.

After experiencing the Scott Pilgrim EX demo, it’s evident that Tribute Games’
trust in the band has paid off. The music is lively and playful, cleverly bending
norms, creating prompts and expectations. The sound effects and motifs meld seamlessly
into the level’s texture. It evokes feelings reminiscent of Sea Power’s contributions
to Disco Elysium, despite the starkly different tones—pixel art, neon colors, and
the spirit of joyful adolescence.

“Tribute Games has afforded us a degree of freedom that is usually only granted
to companies that are still finding their footing,” Berkman chuckles. “Our involvement
in the development process has been refreshing compared to last time. Nightly builds
allow us to ask, ‘Is this stagnant? Do we need to add segments here?'” This level of
collaboration has deepened our understanding of arrangement and atmosphere.
This is the soundtrack we aspired to create.”

Source: www.theguardian.com

A Non-Profit Empowering Aspiring Game Developers Worldwide

Gamescom is an extraordinary video game convention that takes place each year in Cologne, Germany. Each year, hundreds of thousands of gamers converge to fill large convention spaces, alongside industry professionals who have the chance to distribute games to fans and present their resumes to developers. For companies located outside the United States, this is the premier event of the year. This marks the first year for the International Game Developers Association (IGDA) Foundation, and Executive Director Alyssa Walles is eager about the opportunities it presents.

The IGDA Foundation focuses on providing professional development for underrepresented and marginalized individuals seeking to enter the video game industry. This initiative is vital, considering the numerous obstacles faced by aspiring producers, developers, and writers. While Ms. Walles has been with the IGDA Foundation for just three years, she brings a wealth of experience from her long-standing career in the video game industry. She understands the importance of supporting those who do not have the advantages of privilege, those who lack the means to travel globally for competitions, or those without formal training in computer design and coding.

Gamescom will welcome video game enthusiasts and industry professionals. Photo: Imago/Alamy

“I was part of the launch team for PlayStation in Europe, and most of the time I was the only woman in the room,” Wallace recalls. “So I’m thrilled to witness this change.” Nevertheless, she recognizes that more effort is needed.

The IGDA Foundation initially began by sponsoring a select number of individuals to attend the annual Game Developers Conference in San Francisco. This costly endeavor often prevents hundreds of developers from marginalized communities and remote regions from participating. When the COVID-19 pandemic altered the landscape of video gaming events, the IGDA Foundation had to innovate. This led to the creation of Virtual Exchange by former executive director Nika Noor—a six-week online initiative that connects grantees with experienced gaming industry mentors. Each year, the IGDA Foundation reviews hundreds of applications and selects grantees based on three main categories: gaming career professionals aspiring to advance, individuals looking to transition into gaming, and recent graduates.

Alyssa Wallace of the IGDA Foundation. Photo: Provided by IGDA Foundation

Walles shared: “A standout example from our network is a young man from Nigeria who has experience in home building and project management. He constructs houses daily and also programs. He hopes to leverage his project management skills to transition into becoming a video game producer.”

For Wallace and other seasoned industry veterans leading the IGDA Foundation, the mission is about channeling their experiences to foster a robust and diverse future for the industry. “I’m 65 years old and I’m not shy about it…I’m nearing the end of my career, so I’m here to give back,” she states.

However, the IGDA Foundation, like many initiatives aimed at improving equity within the video game and technology sectors, has faced significant hurdles recently. Following rapid growth during the pandemic, the industry saw unprecedented layoffs. Companies inform Wallace that funding for the foundation is nonexistent, a claim she finds hard to believe (“I know you have $5,000”). Although the IGDA Foundation does not receive government support, there have been attacks from the Trump administration and Elon Musk’s Department of Government Efficiency (Doge) against diversity, equity, and inclusion initiatives, compelling organizations to reassess their marketing strategies and donor outreach.

“Some nonprofits in our sector have been forced to shut down, but thankfully, we’re not close to that point. Still, I worry about it constantly,” Wallace confesses. “How can we connect with individuals wanting to earn a substantial income in the gaming world and nurture the upcoming generation?”

The virtual exchange program for 2025 is now operational. Photo: Provided by IGDA Foundation

Yet, under Wallace’s direction, the IGDA Foundation is unafraid to innovate. Last year, she found an article in a newsletter about an independent developer making significant profits from a single downloadable content (DLC) in a Steam bundle. “We reached out to the IDGA Foundation’s alumni network and proposed organizing a Steam event featuring DLC,” she explains. Someone from the network volunteered to run it. This led to the initiation of an event called Download for Charity, held in May, which included 24 participating games and raised $24,000,” says Walles. She also organizes game jams in collaboration with diverse partners and recently launched a porting initiative to assist developers in adapting their games for Android devices.

This relentless pursuit of funding exemplifies Wallace’s commitment to the program and the marginalized communities it supports. Wallace’s aspirations for the IGDA Foundation are straightforward. “We simply want adequate funding to sustain our efforts so we can deliver these programs to individuals in need across the globe.”

Source: www.theguardian.com

Xbox Game Pass Price Increases: A Discussion on Growing Gaming Expenses | Games

IIn the realms of music, television, and film, the emergence of streaming has dramatically revolutionized the traditional business model. Instead of purchasing an album or movie, most of us now opt for a few subscriptions based on our viewing preferences, occasionally supplementing this with unique records or special Blu-ray editions. This shift poses significant challenges for musicians, as they earn roughly $0.004 per play on Spotify. In contrast, Spotify itself has achieved a billion dollars in profit (after years of operating losses). On the television side, customers are increasingly frustrated; in my household, we juggle five different TV subscriptions, based on our series interests, just to manage costs effectively.

This subscription model has not gained the same traction in video games. Apple’s Arcade service provides premium mobile games for £6.99 per month, but the free-to-play model prevails on mobile devices, generating massive profits primarily through advertising and in-game purchases. (Fun fact: approximately 85% of the gaming industry’s total revenue predominantly comes from free-to-play games in regions like China.) While Netflix offers games included in its subscription, user engagement remains low. PlayStation and Nintendo have their own subscription services, but these mainly feature older titles rather than new releases. Xbox Game Pass stands out with over 200 games available, but purchasing new exclusive games still comes with a hefty price tag—until now.

Recently, Microsoft revealed that the price of its Game Pass Ultimate subscription would rise from £14.99 to £22.99 per month. (This tier includes all the latest releases, with more affordable options still available.) Additionally, subscribers in certain countries (primarily Europe) received emails notifying them about a delay in the price increase, while those in the UK and US face the additional cost. Price hikes had long been considered unavoidable given the millions of dollars invested in blockbuster game development, alongside payments to developers for hosting on its services. A Bloomberg estimate indicated that Microsoft spent $300 million on revenue by including Call of Duty in Game Pass.

Does this imply that Game Pass isn’t achieving the success Microsoft anticipated? We consulted Christopher Doling from the Game Business Newsletter, who provided invaluable insight. “Game Pass is profitable,” he noted. “However, it affects premium game sales. Notably, titles like Halo Infinite and Starfield have not performed as well on the charts as anticipated. Microsoft’s acquisition of Activision Blizzard for $70 billion is under scrutiny by company leaders, including Chief Financial Officer Amy Hood. It’s not just about profitability; it’s about growth. Microsoft expects a significant return from the Xbox division on this investment. This isn’t excessive,” he added, simplifying matters. Thus, Xbox is cutting costs, projects, and even studios, while raising prices across the board.

With sluggish console sales for Xbox in recent years, the company is depending on Game Pass for growth. Microsoft has ceased reporting Xbox migrations, preferring to discuss revenue and engagement. However, sales of the Xbox Series S/X are estimated to be substantially lower than those of the 2013 Xbox One, putting it in a competitive third place behind Nintendo and PlayStation. Xbox executives themselves have acknowledged that console sales are no longer a priority. This is likely why Microsoft has started to release many of its games on PC and PlayStation, while heavily investing in studio acquisitions to create more content for Game Pass.

Call of Duty Warzone promotional images. Photo: Activities

However, the broader question remains: what does the future hold for subscription-based video games? Furthermore, what implications does this have for developers? One potential trajectory may mirror trends seen in the television industry where subscription costs gradually increase, and streaming services proliferate, forcing gamers to pay substantial amounts annually for the latest titles. Meanwhile, developers may feel the impact of decreased direct sales, making it harder for them to financially support ambitious projects, which could stifle the emergence of original art. Despite this, millions of gamers are still willing to spend £70 on games upon release. Titles like Mario Kart World and Assassin’s Creed Shadows were among the top-selling games in Europe the first half of this year. Why then are major companies attempting to undermine this?

“For the [smaller] developers, right now, Game Pass serves as a vital discoverability tool in an industry where that’s genuinely a concern. It also enables players to access games more economically (well, that used to be the case) and is crucial in today’s economic environment. Nonetheless, there are valid worries about what the future may hold.”

Certainly, diverse business models can coexist within the gaming landscape, with video games currently finding a balance between free-to-play and premium formats. These categories cater to different audiences, and data indicates they do not cannibalize one another’s revenue. Some consumers prefer investing in high-end consoles and premium game titles, and the market has remained relatively stable over the past decade. As more casual gamers flock to free-to-play titles, the overall gaming landscape has expanded significantly, leading to enhanced viewership. If managed effectively, subscription services like Game Pass could provide intermediary solutions that do not completely erode traditional industry business models. However, given precedents in other arts sectors and the profit-driven ambitions of large corporations like Microsoft, this may be overly optimistic.

Despite rising costs, Xbox Game Pass continues to deliver substantial value for the most engaged players. “Xbox is asking the most active players to shoulder higher prices. Game Pass Ultimate caters specifically to these individuals,” Dring points out. “Statistics show they receive considerable value, so if they can afford it, a good portion of these players will likely accept the cost. The average Game Pass Ultimate user is expected to play around $550 worth of games annually.”

Editor’s Notes: Due to an editorial oversight, last week’s issue incorrectly referred to the new president of Nintendo of America, Devon Pritchard, using the wrong pronouns despite her being the first woman to hold the position. I apologize to Devon and appreciate those who brought this to my attention.

What to play

Baby Steps. Photo: Devolver Digital

September had a host of exceptional games, and I’m still catching up on them (and engrossed by Silksong). One game I’m particularly excited about is Baby Steps, a surreal slapstick comedy experience I’ve been eagerly anticipating forever. The narrative kicks off with a not-so-promising scenario where a sluggish man and woman, Nate, are dragged from their parents’ basement and plunged into the unforgiving wilderness. Using the triggers to lift your hesitant feet and the control stick to balance, you stumble out of the cave, bound for the camp at the mountain’s base.

However, the ensuing experience is among the most exasperating in gaming history. Expect to slip, stagger, and slide down areas you’ve painstakingly navigated for 20 minutes. I once stumbled Nate’s foot into a wooden beam and plummeted down, necessitating a lengthy trek back to the campsite I had just left an hour prior. Yet, astonishingly, I was glued to the screen until 2 AM, drawn in by its bizarre humor and the persistence required to maneuver Nate’s clumsy body. It truly embodies “painful beauty in art,” and if intriguing challenges appeal to you, give it a whirl.

Available: PS5, PC
Estimated play time:
10 hours

What to read

EA Head Office. Photo: Terry Schmidt/UPI/Shutterstock
  • For those interested in the ethical implications surrounding Saudi Arabia’s Public Investment Fund – as noted last week, EA is set to co-own a part of EA – Euro Gamer highlighted, “This is the Saudi national wealth that should be harnessed to advance the economic and social rights of the Saudi populace. Instead, it’s being directed towards lavish mega projects both domestically and internationally… This appears to be a deliberate tactic to distract from the human rights situations in the country.”

  • This summer yielded an animated Netflix film, K-POP Demon Hunter (if you know, you know), which has achieved notable popularity taking over Fortnite with new modes and character skins added. This sparked some lively discussions between me and my partner, who believes young kids shouldn’t play Fortnite. I’m more okay with it since it appeals to them. Either way, I will be engaging with it.

  • Pour one out for Rock Band, the once-famous plastic instrument game and the soundtrack of my college years. Its final installment, Rock Band 4, was delisted last Sunday, marking its 10th anniversary as the music licenses for the songs have expired. If you still own a copy, make sure to beef up your track library before all songs are taken off the market. As for developer Harmonix, they’ve shifted to creating music for Fortnite, thus signaling the end of new Rock Band games.

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What to click

Question Block

“We work in the dark to serve the light.” Photo: UBISOFT

A couple of weeks ago, I asked readers for thoughts on video game quotes that resonate with them. The responses were abundant. In no particular order:

“I’ve always believed if life hands you lemons, don’t just craft lemonade! Return those lemons and get angry! You don’t need those stinking lemons right now! What should I do with this? I’m calling for an emergency meeting with my life advisor!” – Portal 2, Submitted by Helen

“We work in the dark to serve the light” – I resonate with this phrase from Assassin’s Creed. It often echoes in my job as an assistant director in the film and television sector, where I spend a fair amount of time working in both literal and metaphorical darkness as a lighting manager. – Submitted by Stephen

“Please make your determination.” Undertale submitted by Kelly

“‘Comment is never forgotten, so there’s no need to remember it'” – this quote from Breath of the Wild holds a personal significance for me. A non-gamer friend wanted to give me a baby gift, so she printed this quote alongside a baby blanket and sent it to me. I still have it on my fridge. Loving everything her about Zelda, I named my daughter after the game. This line strikes me as particularly poignant during the final battle when Link confronts the dark beast Ganon, and his wise companion encourages him: it captures the essence of our journey as new parents. – Submitted by Kelly

“‘We’re not going to Ravenholm.'” – I often recall this quote from Half Life 2 whenever I am hesitant in my job and personal spheres—iykyk.

“Okay. This won’t cease until I die, but I yearn for pain when that moment comes. As friends depart and when I must let go, even when all hope collapses, I crave to feel it all. It is daunting. I embrace loss. I want to face challenges and rise above until it all concludes. Can I express that? I wish to find light again, even through hardship. Because feeling pain signifies meaning. It confirms my existence.” …at least, at least…” From May Borowski in Night in the Woods, submitted by Keira

If you have inquiries regarding the Question Block or anything related to the newsletter, feel free to reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com

Cold War Tactics: The Stasi’s Involvement in a Video Game | Games

In 2019, researchers at the Berlin Computer Game Museum uncovered a remarkable find made from salvaged electronic gear for joysticks and plastic containers. The beige rectangular tupperware, containing wires, will display a functional version of Pon when connected to a TV.




Arcade Fire… A notable attraction from Cold Wargames in East Germany. Photo: Dora Csala/Alliiertenmuseum

Initially, they believed that these homemade devices were an isolated testament to creativity behind the iron curtain. However, earlier this year, they stumbled upon something else: seifendosen-pong (“Soapbox Pon”), accompanied by a national magazine called Funkamateur, featuring various DIY diagrams for Atari’s 1970s gaming hits.

This discovery contradicted the notion that the emergence of computer games was merely tolerated or heavily suppressed by socialist East Germany. Evidence arose suggesting that gaming received a degree of official backing from the regime’s notorious Secret Service.

A new collaborative exhibition from the Union Museum and the Computer Games Museum in Berlin aims to uncover the intrigue surrounding Cold War-era games from both sides of the iron curtain. This includes East Germany’s sole arcade cabinet, Polyplay, which visitors can experience. Featuring honey-colored wooden panels and vibrant signage, only 2,000 machines were produced. In the late ’80s, youth flocked to these cabinets in clubs and holiday retreats, enjoying games that were largely clones of Western originals.

However, Polyplay was developed “with assistance from national security,” explains Veit Lehmann of the Alliance Museum. Due to a lack of programming expertise, the manufacturer Veb Polytechnick turned to the Stasi, who provided personnel “with expertise and computing capabilities” to code games.

PAC – In place of Man, there was Hase und Wolf – a rabbit dodging a dog, while Namco’s infamous ghost from Pac-Man was replaced. Games included Hirschjagd (“Deer Hunt”), a reimagined version of the sci-fi shooter Robotron: 2084, and Schießbude, a carnival shooting game, along with titles like Schmetterling (butterfly collecting), memory puzzles, skiing games, and other racing contests.




Tame… Game featuring rabbits and wolves. Photo: Veb Polytechnik Karl-Marx-Stadt

For many in East Germany, Polyplay marked their first exposure to computing, “opening up an entirely different world,” states Regina Sewald of the University of Birmingham. “It was seen as a family-oriented machine.” Families would spend weekends enjoying leisure activities together. While perceived as innocent entertainment, it subtly encouraged technical skill development.

However, Polyplay eliminated themes of violence, contrasting with Western arcades that showcased tanks in combat scenarios and dragons targeting players propelled by jetpacks. The GDR aimed to present itself as a peaceful nation, viewing media law as a means to suppress any portrayal of violence. “The GDR’s approach to technology reflected a desire for a harmonious self-image, coupled with a fear of the unknown,” remarks Seiwald.

Despite the family-friendly concept of Polyplay, self-proclaimed “freaks” gathered at computer clubs to challenge the regime’s limits. East Germany identified technology as a critical economic focus by the late 1970s, but Western tech was often smuggled into the country as trade embargoes restricted access, with devices like the ZX Spectrum being disguised in car seats or hidden inside chocolate boxes for cross-border smuggling.




Long arms of the state… Displayed at coldwargames. Photo: Wikimedia Commons

State-run factories produced some of their own gaming devices, including the Bildschirmspiel 01 Pong clone and the Veb Robotron series of microcomputers, but accessibility was limited. High costs made it difficult for most citizens to obtain them.

As early enthusiasts began forming clubs at universities and youth centers across cities like Berlin, Dresden, and Leipzig, officials speculated whether this youthful engagement would help mitigate technical challenges. “They believed that if young people engaged with games and computers, it could lead to better outcomes,” notes Lehmann. Perhaps the regime hoped this interest would nurture a new generation skilled in microelectronics, ultimately developing a necessary homegrown industry.

A phrase often echoed among GDR officials was expressed by Martin Görlich, managing director of the Computer Games Museum: “Learning from the Soviet Union means learning how to win.” Thus, computing was embraced as mirroring Soviet dynamics, blending physical action with screen engagement in arcade games.




Eastern block…coldwargames. Photo: Dora Csala/Alliiertenmuseum

The Soviet Union also birthed Tetris, a dynamic puzzle game created by software engineer Alexey Pajitnov to test computer performance. Initially exchanged among engineers, it led to fierce competition for distribution rights involving Dutch game designer Henrogers and Kevin Maxwell, son of the disgraced media tycoon Robert Maxwell.

In East Germany, citizens often depended on bootleg versions to bypass restrictions and shortages. Fashion enthusiasts crafted their garments, musicians repurposed audio gear, and underground board games like a twist on Monopoly flourished in exchange for communist-themed titles.

This DIY ethos aligned with the state’s self-reliance policy, encouraging citizens to craft, build, and repair. Official publications such as Funkamateur and Jugend Und Technik advocated for “computer sports” and published programming guides. “The GDR was acutely aware of technological constraints,” affirms Sewald. “People became proactive in educating themselves and pushing the boundaries of available technology.”

For young enthusiasts, some clubs boasted advanced computing systems like the Commodore 64, far superior to state alternatives. Most members were young males, their primary interest often lying in gaming.

Some learned to program their own games on machines like the KC 85 from Veb Mikroelektronik, while others like René Meyer, who joined the Computer Club at the University of Leipzig at 16, explored this new digital realm.

“GDR’s home computers were compatible with various systems and cultivated a unique computing ecosystem in the East,” recalls Meyer, particularly one game called Bennion Geppy, which involved navigating dungeons while avoiding monsters and collecting keys.

Paradoxically, while the state seemed to endorse these groups, club members often found themselves under the close scrutiny of Stasi informants, and their computing activities were frequently viewed with suspicion. One Stasi report detailed the games circulating in Young Talent’s House, highlighting acceptable choices like Super Bowl and Samantha Fox Strip Poker, alongside more controversial titles reflecting violent themes.

As internal tensions within East German society escalated, Stasi grew increasingly paranoid about war-related themes in software, computer viruses, and anti-socialist messages. Their fears may have been exaggerated. Notably, in neighboring Czechoslovakia, underground game developers created titles like the Adventures of Indiana Jones, a text adventure where a fedora-clad hero could face peril from bloodthirsty authorities.

East Germany’s relationship with technology was complex. In 1984, West Germany penalized children for playing arcade games, viewing them as gambling hazards. Consequently, they imposed stringent age restrictions on violent games like Activision’s River Raid. This skepticism extended into the 21st century, with publishers altering titles to sidestep censorship, as seen in the German version of Call of Duty: Modern Warfare 2, where players faced penalties for actions during the controversial “No Russian” mission.

While East Germany advocated for decentralized computing, the state maintained strict control over communications, criminalizing home networking and hacking activities. In response, activists in West Germany founded the Chaos Computer Club, still active today, known for crafting DIY modems as a form of protest, referred to as Datenklo (“Dataloo”).

“The West has been very harsh on hackers and crackers,” observes Seiwald. “It surprised many to find that the GDR exhibited a degree of surprising tolerance.”

Source: www.theguardian.com

Consume Me Review: A Game That Offers More Than Just Empty Calories

IIf you accept the notion that the Game Awards serve as an interactive industry Oscar, then it’s reasonable to liken the Independent Game Festival to Cannes, with the Sumas MacNary Grand Prize being the equivalent of Parmedollar. Hence, one might expect that this year’s winner would receive significant attention upon release. Surprisingly, that’s not the case. Apparently, it’s an overwhelmingly early sale and I’m astonished by the absence of reviews. This highlights ongoing challenges regarding discoverability and the issues faced by critics during the busy fall season, rather than focusing on the game itself. Truly, it’s an absolute delight.

It’s certainly easy to sound like you should play this game rather than expressing a desire to want to play it. Crafted over a decade by Jenny Ziao Fusia in collaboration with Ap Thomson, Jie en Lee, Violet WP, and Ken Snyder, this semi-autobiographical narrative follows an Asian American high school student navigating weight loss amid the challenges of adolescence. It’s infused with effective energy and time management mechanics. Content notifications inform players of themes such as bullying, fat phobia, and dietary restrictions. Notably, it’s also one of the most humorous games of 2025.




The pizza date leads to watching her eat for the rest of the week… consuming me. Photo: 66

Consumes adeptly navigates a complex emotional landscape. The main character, Jenny, experiences meal times interpreted as puzzles. Reminiscent of Leon’s attachment case in Resident Evil 4, groceries shaped like Tetris blocks must fit into a grid symbolizing Jenny’s stomach. L-shaped kale and S-shaped tomatoes help her stay within her daily targets (notably, she focuses on “bites” instead of calories). Junk food, with its appealing form, can lead to regret as filling it results in precious time being consumed and potentially using up one of her limited cheat days. Any gaps in her stomach notification mean she might need a snack later.

Beyond merely managing her hunger, Jenny must also oversee her energy and mood levels, which is initially simple. Participating in chores, studying, and applying makeup turns into an enjoyable mini-game akin to Nintendo’s Warioware series, though it rarely presents a challenge. Items created or purchased with in-game currency help maintain Jenny’s happiness and health. However, time is relentless, making it increasingly tough to balance needs against wants. For example, reliance on energy drinks often leads to caffeine headaches. This creates unhappiness during activities other than resting.




A contest on the sinkside with an overwhelming mother… consumes me. Photo: 66

Regardless of whether things are going smoothly or not, the observations are artfully portrayed. The foreboding music accompanies weekly weigh-ins, physically pulling Jenny towards the scale. After cleaning the bathroom, her critically evaluating mother is there to inspect her work, even pressing a finger on the sink to confirm cleanliness. When Jenny first meets Oliver’s affluent parents, even the simple introduction of anxiety meters raises the heart rate, especially as she imagines her own mother as a detective in a trench coat. During their first outing, their awkwardness on-screen guides players toward a sweet kiss.

Love quickly transforms into another responsibility, creating tension that evolves in each chapter. Jenny must prioritize potential dates in her calendar, yet a visit to a pizzeria forces her to strictly monitor her meals for the week ahead. As Oliver heads off to college, their long-distance relationship means that every night brings the potential for “poison damage” as she struggles to prioritize valuable text messages or video calls. (By night, she presses her face against the glass, tearfully observing the rose petals falling from inside, brilliantly encapsulating the path of all adolescents during such times.)

Although it’s a game centered on routines, the continual repetition never makes me feel fully settled. It continually finds creative ways to utilize the system to convey themes without sacrificing humor. If you grapple with food-related issues or fitness, there are moments that resonate deeply. It’s about more than just what you consume or how much you exercise; life’s essentials often take precedence over personal desires.

Again, I’m cautious about framing this as a mere obligation to consume. This thought-provoking, engaging, and boldly original game provided an evening filled with laughter and tears, leaving me with lasting memories.

Consume Me is available now for £12.79

Source: www.theguardian.com

Why Random Video Game Dialogues Get Stuck in Our Heads | Gaming Insights

Similar to iconic movie quotes, fragments of video game dialogue are instantly recognizable to many fans. From Street Fighter’s “Hadouken!” to Call of Duty’s “Remember, there’s no Russian,” and Bioshock’s “Would you kindly?”—these phrases often leave a lasting impression, making them perfect for social media memes.

Yet, some odd phrases from lesser-known games linger in our minds. I can recall most of the vocal barks from Commandos: Behind Enemy Lines, despite it being over two decades since I last played. Why do I misplace my headphones, wallet, and phone daily, yet Samuel Brooklyn’s quotes are etched in my memory? Why do I find myself humming “Finally, some action,” “It’s done, think of the boss,” or the timeless “Okey Dokey”? What is wrong with me?

Thankfully, I shared this on Bluesky and discovered I’m not the only one. Many gamers reached out about random game quotes that stuck with them. Some were lesser-known lines from famous titles: comic book writer Kielonghillen recalled the line, “I have never seen such courage” from Gauntlet, while gaming academic Cat Brewster mentioned the phrase “Oh, nutrition!” from the same game. Matthew Castle of the Game Podcast Back Page still can’t forget the infamous beedle exclamation, “Thank you” from The Legend of Zelda: Wind Waker. “Whether it’s a hot trot or a cold cat in my dad’s shop, I can’t escape the voices of random Pokemon trainers,” she shared. “It’s been looping in my head, driving me crazy.”

Some titles resurface frequently in conversations. Games like Worms, Grand Theft Auto, House of the Dead, and Monkey Island often provide hilarious yet odd quips. A fan of Bungie’s Shooter Marathon confessed he couldn’t shake the phrase “Frog Blast the Vent Core!” Its peculiar origin has made it memorable. Many gamers integrate these quotes into their daily lives, with some saying they recite “Wizards need food badly” every time they open the fridge.




In my head… Commandos: Behind Enemy Lines. Photo: Pyro Studios

So why do certain obscure lines stick with us? One reason is sheer repetition. In a lengthy action-adventure game filled with NPCs, you might hear the same “bark” (a brief piece of NPC dialogue that conveys surprise or context) repeatedly. This is why so many players remember every vendor line from Resident Evil 4; by the end, you’ve heard “What will you buy?” countless times. Additionally, the phenomenon of echolalia—repeating comforting words and sounds—serves as a coping mechanism. Since games are crafted with rhythm and repetition, it’s natural for us to internalize these elements into our daily habits.

Video game dialogue can also create inside jokes among friends, strengthen bonds, and evoke shared memories, much like quoting movie lines. On Bluesky, user Steve O’Gorman shared thoughts on F-Zero GX. In video games, our personal experiences are often as memorable as the stories crafted by developers. The realization that you might be the only one who encountered a peculiar character or heard a specific line can forge a deeply personal connection to the game.

Despite the many times I’ve sent him to his demise while he uttered his epic lines, I doubt I share a profound connection with the indomitable Samuel Brooklyn: “No problem, man.” Clearly, I was experiencing something while engaging with that game, or perhaps I simply found humor in the contrast between my serious battles with Nazis and the repetitive quips accompanying each mouse click. We may never fully understand why certain moments or lines from classic shows like Gilmore Girls or Twin Peaks linger in our memories, but it’s comforting to know we’re not alone in our quirky mental collections.

What to play




Scoundrel’s Tale…The Outlaw from Star Wars. Photo: Ubisoft

Originally overlooked, this title now shines with the delightful Nintendo Switch 2 version. Star Wars Outlaws has quickly become one of my favorite Star Wars experiences. It pivots away from the mysticism of Jedi lore, embracing instead a story of a scoundrel turned resistance hero, embarking on a thrilling escape across familiar planets against the Empire’s antagonists.

The environments you traverse and the various spaceship designs are stunning, evoking the slightly tarnished futuristic kingdoms reminiscent of early Ralph McQuarrie concept sketches. The dialogue is often engaging, with the protagonist, Kay Vess, being an original character in the Star Wars universe, which aligns beautifully with the narrative’s themes and resonates with the essence of the original films. Given its expansive storyline, the Switch 2 display is a fantastic platform to carry this galaxy wherever you venture.

Available on: PC, PS5, Switch 2, Xbox
Estimated playtime:
Over 25 hours

What to read




Bugout… Hollow Knight: Silksong. Photo: Team Cherry
  • Eurogamer has released a feature discussing controversial elements in video game design, particularly focusing on Boss Runbacks—the intervals and gameplay duration between checkpoints and boss encounters. Silksong posed quite a challenge (frustrating?) with its lengthy and often arduous runbacks after failing the 56th boss fight. But do they genuinely enhance the game’s rhythm? Personally, I consider them the worst—but that’s a debate for another day.

  • I never anticipated this newsletter would link to the United Nations, but they’ve shared insights on video games and democracy in commemoration of International Democracy Day (September 15th). The article reviews the history of advocacy and persuasive games developed by charities and ponders whether gaming can effectively enlighten players about their democratic rights and civic engagement.

  • A delightful retro gaming magazine, A Forgotten World, has just released a new issue dedicated to Sega—a nostalgic look back at the company’s “blue sky” era during the late 80s and early 90s when arcade and home console games dominated play. The issue includes interviews with Sega pioneers and journalists, alongside snippets from gaming magazines as well as contributions from Gary Cutlack of the prominent Sega fan site British Resistance. It’s a nostalgic treasure!

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What to click

Question block




On the shelf… a book about video games, politics, and culture. Photo: Aleksandr Volkov/Alamy

This week’s questions came via email from Amanda S.

“Given the surge of video games in the news lately, are there any books that explore the relationship between video games and politics?”

Indeed, there are, though not a plethora. Some titles delve into the themes we often encounter. Recommended readings include I Got Lost in a Good Game by Pete Etchell and Extra Life by Tom Bissell. For a more overt socio-political narrative, check out authors like Angelanagle with Kill All Normies, Silaches with Play Like a Feminist, and Marijam with Everything You Play.

Also noteworthy are Empire of Games by Nick Dyer-Witheford and Greig de Peuter, along with Blood, Sweat, Pixels by Jason Schreier, which illuminate the sometimes murky economics of the industry. Lastly, be sure to look for Power Play by George Osborne, which investigates how businesses and governments wield gaming’s influence for political gain (and leveraging clickers). That one’s out next year.

If you have a query for the question block or have feedback about the newsletter, feel free to hit reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Hollow Knight: Silksong Launch Causes Crash in Online Game Store | Games News

The enigmatic three-person game development team based in Adelaide has stirred up a storm on the global online gaming scene.

On Friday, major platforms like Steam, Nintendo’s eShop, PlayStation Store, and Microsoft Store all experienced crashes as they struggled to keep up with the demand for Hollow Knight: Silksong, the eagerly awaited sequel to the acclaimed 2017 indie sensation, Hollow Knight.

The game’s launch resulted in widespread outages, with thousands of players reporting difficulties in purchasing the game during the initial hours of its release. Many faced persistent error messages for almost three hours post-launch, preventing them from completing their transactions.


The spike in demand was evident on down detectors across troubleshooting platforms, which recorded a surge to 3,750 users immediately after the game’s launch, slowly diminishing thereafter.

Social media erupted with complaints about error codes and shared screenshots as frustrated gamers expressed their disappointment over the absence of pre-order options. Some labeled the situation as “absurd,” while others criticized the lack of measures to prevent such congestion.

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Another digital retailer, Humble Bundle, indicated that the game was momentarily unavailable due to high traffic, although this notification was later removed once the situation stabilized.

Regardless of these technical challenges, Steam noted over 100,000 active players within just 30 minutes of launch, implying that many managed to secure their copies.

Hollow Knight was crafted by Ari Gibson, William Pellen, and Jack Vine, along with music from Christopher Larkin, representing the Adelaide-based indie studio, Team Cherry. Set in a vividly imagined realm of insect warriors, the game has garnered a passionate following since its debut in 2017, selling over 15 million copies globally.




Hollow Knight: Silksong screenshot. Illustration: Team Cherry

The New York Times recently hailed the original Hollow Knight as a “Modern Metroidvania Classic,” praising its “engaging and detailed hand-drawn animations, challenging boss encounters, and twists with secret pathways.”

The original has achieved cult status, largely through word-of-mouth recommendations. Anticipation for a sequel focusing on Hornet, the sword-wielding princess who served as a supporting character in the first game, has grown, as highlighted by a recent New York Times report that discussed at least seven new game developments avoiding past conflicts and employing gaming demons in baby steps and tactical roles in Walking Sims.

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The development of the game was financed independently, though a South Australian film company celebrated Team Cherry’s global success on Friday, stating, “This small team of combat developers in Adelaide showcases world-leading talent and the creative excellence that emerges from South Australia.”

In a recent Bloomberg interview, Gibson mentioned that the seven-year development timeline of Silksong is entirely attributed to the team’s choice of project.

“We’re a small team, and it takes us considerable time to create the game,” he explained. “There wasn’t any significant controversy surrounding it.”

In a previous discussion with ABC, Pellen attributed the original Hollow Knight’s lasting appeal to its blend of classic inspiration and modern aesthetics.

“What was gratifying about Hollow Knight was that we crafted something according to our tastes, leading to a slightly unique product,” Pellen stated in the ABC interview. “We hope Silksong can achieve something similar.”




Source: www.theguardian.com

Mythmatch: Aiding the Ancient Greek Technicians in Restoring a Shattered World | Game

oThe most captivating trend in game design is NE’s approach of utilizing familiar mechanics and genres to delve into real power systems and challenge them. Future deck-building games are set to engage players interested in political activism. No compensation is guaranteed. Additionally, these games aim to educate players about Southeast Asian politics. Mythmatch, while appearing as a puzzle game rooted in ancient Greece, also offers a charming and accessible take on community-building and challenging capitalism.

You embody Artemis, the goddess of hunting, who must navigate the ingrained sexism of Mount Olympus, all while confronting a company encroached upon by the High Tech Brothers. In a rebellious spirit, she chooses to assist the people of Ithaca in constructing a new, more progressive world. You achieve this by traversing a compact environment and merging items with animals to forge new creatures and tools for aid. For instance, if you land on Earth, an accidental mishap could crush a tank belonging to the moon goddess Serene, prompting you to combine moon fragments to reconstruct the celestial vehicle. However, one shard may fall into a greenhouse, requiring you to solve a puzzle for access.




Ithaca…mythmatch. Photo: Team Artichoke

The game combines storytelling adventures, social simulation elements, and match-3 puzzles. “Ultimately, we’ve drawn more from automation games like Factorio, but here, automation happens through connections with NPCs rather than machinery construction,” explains Moo Yu, founder and creative director of Artichoke. “At Mount Olympus, we find inspiration in various arcade-style games, from money puzzle exchangers to Overcooked, and even Super Autopet.”

Featuring a diverse cast of characters and engaging scripts, the game emphasizes the importance of building friendships and creating supportive communities. “The theme of belonging really resonated with me,” Yu shares. “Having struggled with friendship and finding my community, I realized there weren’t many games addressing rejection and the quest for family, so I started with a concept that explored shifting goals and the perpetual rejection by the gods of Olympus.”

Team Artichoke, a small studio comprised of 10 staff members, most of whom are part-time, is led by Yu, a veteran previously with Media Molecule and Mind Candy, who co-developed bikes with Hit Adventure Knights. When asked about the key influences behind Mythmatch, he mentions three films: Kung Fu Panda, Amelie, and particularly Legally Blonde, the Reese Witherspoon comedy that, while visually styled as a rom-com, cleverly critiques the legal profession. “We aimed to build a caricature world that provides breathing space to tackle more serious topics,” he explains. “[On the surface, it’s cute, but there’s a gritty layer throughout.] So while the game may not literally resemble a Legally Blonde world, I aimed to encapsulate the atmosphere created by a vibrant color palette, ensuring there’s also a layer of complexity.”

Hence, Mythmatch employs a core gameplay loop found in casual genres like match-3 and merge games, but with a fundamental message around power and belonging. Yu views this blend as vital to the indie gaming landscape in 2025. “We aspire to develop a small game that melds fresh narratives and mechanics, showcasing how creative storytelling can thrive even with limited resources,” he states. “I hope funding constraints become less significant, yet I remain inspired by what creators can achieve with what they have at their disposal.”

Mythmatch is currently in development for PC, and a release date has been announced.

Source: www.theguardian.com

Four Wheels Are Fun, But Why Not Add Thrills with a Cycling Game? | Games

I dedicated a week to the quest of saving the universe. Leading a quirky team of seasoned veterans, I launched an assault on an intergalactic tyrant’s base, while also tackling a series of well-crafted tasks aimed at enhancing my warrior magician to vanquish the ancient, malevolent god of hope.

I accomplished this through a straightforward bike race. Sounds absurd? Welcome to Wheel World.

When your joy comes from saving the world by leaping on mushrooms or watching a chatty sneaker-wearing hedgehog, critiquing the absurd plot of video games becomes a mere reflection of the game’s essence. After all, he even led Arbroath FC to the final match of the Championship Manager’s European Cup. Yet, the narrative of Wheel World feels awkwardly jumbled. I suspect 10% of the code could simply be Blu-Tack.

Your bike is accompanied by a spirit resembling a skull, aptly named Skully. That’s just how this game rolls. You must defeat the cyclist who possesses them to recover seven missing pieces of his legendary bike. This allows Skully to access Soul Sewer, ascend Mount Send, conduct a grand ritual, and venture to the moon to save the cosmos. Just entering this plot makes my fingers tingle with its clumsiness; it’s like a lo-fi hipster rap trap. It didn’t have to turn out this way.

10% Blu-Tack…Wheel World. Photo: Annapurna Interactive

The original storyline, initially dubbed ghost bike, featured a roadside memorial commemorating a fallen cyclist. It sounds far more compelling, but was abandoned for a lighter narrative. Now, Mark Essen, the head of Messhof Studio states, “There’s some silly lore out there, the creation myth, and people pray, but it’s take it or leave it.”

What would I think if the game developers didn’t care about the story?

But who even cares? This is a racing game: does it require a plot? It’s all about thrilling excitement and keeping the audience on edge.

Yet, this isn’t the case.

It’s not a dreadful game by any means. While it could easily be likened to Tony Hawk, placed on two wheels with a Jet Set Radio aesthetic, it’s decent and “free” with an Xbox Game Pass. It passed the “sitting and thinking when I’m not playing it” test. However, each time I returned, my enthusiasm was palpably low, not high. There are no weapons or outrageous power-ups, no multiplayer mode, and you can’t force other cyclists off their bikes (it doesn’t involve crashing like in a car). I finished the game, briefly captivated, but it was just gripping enough. It utilized 14 bicycle parts—out of over 170 games available.

Get your skates… Tony Hawk’s professional skater. Photo: Activision

It doesn’t provide enough escapism for me since much of what you can do in this game can be duplicated in real life. Right now, I’m cycling and racing another cyclist, ringing my bell, saying, “Hey, lonely wolves, I challenge you to a race,” just like in Wheel World. In reality, things could be even more exhilarating; other cyclists might retaliate if they feel provoked.

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I’m yearning for a game that lets me experience things outside the realm of reality.

I never owned a bike but reveled in Road Rash on the Mega Drive. I can play soccer, yet I can’t replicate the players and tricks seen in FIFA. Apologies for my lack of ambition, but I’ll probably never be a spaceship captain—I cherished games from Elite to Mass Effect.

Of course, not all games revolve around smart bombs and dragons. I grasp the allure of farm, train, and bus simulators. They provide engagement and interactivity. While many people may aspire to be rail operators in real life, spending two hours a day doing so might seem fair play. Just as long as you don’t mind wearing a special hat.

I can’t shake the feeling that we’re overdue for a fantastic bike game. Pedal mechanics can feel inadequate and unrealistic on consoles, but spinning the thumbstick to boost speed, as seen in track and field games, can be quite frustrating (and painful).

What I crave is a Cycle Courier version of Crazy Taxi, or a game that captures the joy of riding a bike as a child. Until then, I’ll have to settle for reminiscing about Dave Mirra Freestyle BMX on PlayStation.

Source: www.theguardian.com

Microwave Technology: A Game Changer for Mining Operations

Nickel West, Australia, is among various mines that can use microwaves for CO2 storage in waste.

BHP

Mining produces billions of tons of waste rock annually. By reacting these unused rock piles with carbon dioxide, we can potentially eliminate considerable amounts of greenhouse gases from the atmosphere. The current technique, however, involves burning fossil fuels to heat rocks to high temperatures. Our findings suggest that activating carbon removal could allow these rocks to require less energy when reacting with CO2.

“It’s akin to microwave popcorn,” says Shawn Laurie, a technology developer at Arca, Canada. Instead of heating the entire rock, microwaves target specific molecules. This mechanism differs from how kitchen microwaves pop corn by heating water within the kernel.

Rocks serve to absorb CO2 from the atmosphere, mitigating emissions from fossil fuel combustion. Some projects enhance rock weathering by spreading crushed volcanic rocks on farms, which mineralize CO2 as they dissolve. Others inject CO2 into similar underground rocks. Numerous companies, including ARCA, are focused on utilizing mine tailings from extracting metals like nickel and chromium.

These metals frequently arise from ores rich in magnesium-bearing serpentine, which reacts with CO2. According to an analysis by ARCA, approximately 28 billion tons of such tailings exist globally, with 3 billion tons produced each year. They estimate that current tailings can store up to 8.7 billion tons of CO2, roughly equivalent to two years’ worth of U.S. emissions.

However, serpentine does not react quickly under normal surface pressures and temperatures. Heating rocks to elevated temperatures significantly enhances their reactivity and accelerates CO2 mineralization. Yet, this process usually necessitates the burning of fossil fuels to generate heat.

Utilizing microwaves to heat the rocks brings various advantages, asserts Peter Schuman from Arca. Instead of burning fuel for heat, this method relies on clean electricity, using less energy than conventional heating. Additionally, the treatment time for rocks is significantly shorter. This potentially enables mining companies to incorporate microwave processes into tailing treatments or even utilize them as standalone systems, he notes.

An application for a patent from the company reveals that Schuman and his Arca colleagues have successfully treated serpentine with microwaves for several minutes, enhancing their reactivity to CO2, inducing chemical changes, and consuming less energy than traditional heat treatment.

“By energizing the rock, you break the bonds within that structure and release magnesium,” states Scheuermann, which then reacts with CO2. Treated serpentine has been shown to react with significantly higher amounts of CO2 than untreated rocks, mineralizing the gas at an accelerated rate.

“The improvements they demonstrate are quite remarkable,” comments Raphael Santos, who reviewed the patent application at the University of Guelph, Canada. However, he notes that it’s challenging to ascertain from the documentation alone the exact quantity of serpentine treated by microwaves and how these results might translate to practical scenarios.

Scheuermann has not specified the exact amounts expected from microwave treatment in terms of CO2 capture in serpentine but mentions, “It’s a tremendous increase—by several orders of magnitude in both reaction rate and capacity.”

Currently, the company is only testing its approach in the lab and has yet to sell any of its 700 tons of CO2 removal. However, Scheuermann indicates that the scaled-up process would include supplying rocks through a chute or conveyor belt. Additionally, they have developed an autonomous rover designed to mix the tailings for optimal air exposure. Once the reaction concludes, a fresh layer of tailings is applied.

“This preprocessing using microwaves significantly enhances the likelihood of CO2 storage,” states Quin Miller from the Pacific Northwest Research Institute in Washington. “It’s promising,” he adds, noting that the treatment process also aids in extracting nickel, an essential metal for battery production, from the rocks.

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Source: www.newscientist.com

Tax Relief and Carmen Sandiego: Boosting Australia’s Former Video Game Industry

The perception that video games lack seriousness fails to recognize the benefits they provide to gamers who often feel disconnected.

“During the Covid pandemic, I realized that games serve as a vital means for people to connect and maintain relationships.”

Ross Simmons, CEO of Big Ali Studios, a Melbourne-based game development firm, recalls Tony Abbott’s dismissal of the national broadband network in 2010 when he referred to it as merely “internet-based television, video entertainment, and gaming.”

Simmons asserts that the industry’s marginalization has not endured over time.

Data from the Interactive Games and Entertainment Association (IGEA) indicates that Australians invested $3.8 billion in video games in the past year. Although this sector remains smaller compared to major development countries like Canada, it is gradually evolving.

In 2023, the Australian government introduced the Digital Game Tax Offset (DGTO), enabling local developers to claim a 30% refundable income tax offset for creating or porting games in Australia. This policy is applicable to companies that spend a minimum of $500,000 on development in Australia, with a cap of $20 million per company.

Ron Curry, CEO of IGEA, reports that the Australian gaming industry employed approximately 1,300 individuals between 2020 and 2021.




Industry experts believe that the government’s tax offsets and rebates are drawing international developers and fostering local talent.
Photo: Assanka Brendon Ratnayake/Guardian

The Game Development sector in Australia now employs 2,465 full-time staff and generated $3399.1 million in revenue for the fiscal year 2023-24. “This reflects nearly a 100% rise in employment and an approximate 85% increase in revenue,” he notes.

“The DGTO has activated numerous avenues. Previously, Australia was one of the most expensive places to develop games and the only developed nation lacking rebates or offsets. We have corrected this to align ourselves with other developed nations.”

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Curry expresses confidence in the industry, indicating that government support, along with state and territorial grants, has signified Australia as a “healthy environment for operation,” fostering trust among investors, game publishers, and prospective employees.

Interstate Competition and Legacy Building

Serge Xebian, a partner at Playlight Consulting which advises gaming firms on financial matters, states that the offset has substantially benefited companies hiring in Australia, spurring momentum in the sector.

“International studios are increasingly aware of this, particularly those with existing ties to Australian vendors. Now, many are actively looking toward Australia. My clients’ suggestions are rapidly moving up the agenda.”

Xebian notes that while New South Wales was once a film haven, Victoria now stands out as a game development center, although competition is intensifying. Queensland offers a 15% rebate in addition to the federal benefits, with a threshold set at $250,000, while Victoria’s rebates range from 10% to 15%, based on investment level, with a $500,000 threshold.

“We are seeing many independent game studios relocating to Queensland,” observes Xebian.

French game developer Gameloft inaugurated a studio in Brisbane in 2014, responsible for reviving the famous character Carmen Sandiego on Netflix, Xbox, PlayStation, PC, and Nintendo Switch this year.

Manea Castett, head of the Brisbane studio, reminisces about playing Carmen Sandiego games with his father, describing the character’s persona as both thrilling and adventurous. He appreciates the opportunity to reimagine the game and provide players with a “fun twist” on Sandiego’s adventures.

Castett mentions that their Brisbane studio stands out within the company for its rapid growth, expanding from 55 staff two years ago to 217 today. He highlights their ability to develop two games simultaneously, enabling a more comprehensive approach to game design, technology, audio, quality assurance, and marketing.

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“Globally, the landscape is shifting… there remains significant revenue potential. The Australian video game industry is on the rise.”

Development challenges

Big Ali’s studio became the center of a controversy during the launch of Rugby League 26 in July when users reported game bugs, which included incorrect jersey numbers and server issues that hampered gameplay.

Simmons described the day patches were deployed to enhance the game as “very satisfying,” explaining that the near deadline for release aligned with the NRL season forced hasty changes.




Simmons noted that Big Ant Studio’s latest rugby title temporarily overwhelmed its online servers, achieving sales over six times their anticipations. Photo: Assanka Brendon Ratnayake/Guardian

“In the week prior to the release, we implemented 1,200 changes, many of which involved alterations due to sponsorships related to betting, alcohol, and other elements,” he explains, describing the challenges involved.

Logos of gambling and alcohol companies present on player jerseys in real life were removed from the game due to increasing concerns about promoting these products to underage audiences. Simmons believes that they underestimated the game’s demand on launch day, which sold six times their initial projections, causing server issues they eventually addressed.

Before the tax offsets were introduced, Big Ant had around 50 employees; now, with the growth fueled by these initiatives, they expanded to 147. Simmons states, “This enables us to compete globally.”

The tight job market, wherein game development skills are sought after across diverse sectors including artificial intelligence, further complicates their growth trajectory.

Curry notes that while the industry boasts transferable skills that participants take pride in, it must vie for talent. Ensuring safe jobs, competitive salaries, and an immigration framework that attracts skilled professionals will aid in recruitment, he adds.

“Integrating senior talent into the country serves as an accelerator for the people they mentor,” he remarks. “In Canada, you can bring developers into the country in as little as two weeks. We’ve witnessed instances of individuals taking over two years to enter Australia.”

“In a fast-paced industry, such delays are problematic.”




Source: www.theguardian.com

Not Just Another Football Game: Fear FA 98 – A Spooky FIFA 98 Mashup

sBacon with ice cream, pilchards and custard, Elm… Allison Hammond alongside Dermot O’Leary—these bizarre combinations prove that the oddest pairings can be delightful. However, no one seems to have imagined merging Silent Hill with FIFA 98 before.

Dubbed the “world’s first online survival horror football game,” Fear FA 98 (pronounced horror-FA, akin to FIFA), utilizes knives, rusty scissors, syringes, summons demons, and turns severed heads into footballs, allowing you to perform like Diego Maradona with his infamous “handball.”

The world’s intestines are ignited with insatiable fear… Fear FA 98. Photo: Celery Emblem/Jacob Jazz

“I claim it’s just football, but it’s more than that,” says Jacob Jazz, a 55-year-old solo developer. “I’ve blended survival horror games like Silent Hill and Resident Evil with FIFA and Efootball’s Eleven gameplay. [Pro Evolution Soccer in the UK]. You must play soccer to progress in the storyline of this classic survival horror game.”

The storyline unfolds as follows: the Earth’s core transforms into a massive, twisted snake nest due to an event called Transmaylet, marking the onset of a monster invasion from a forbidden civilization. Now, the world’s insides are fueled by endless terror—just like the atmosphere at Old Trafford, with the Manchester Derby on the horizon. Various game modes will include single-player, third-person horror, story, competitive, and online. In any mode, you can equip your team with serial killers, sectorians, and psychotic nurses to compete in stadiums such as Backroom, Sematary Hill, and Chainsaw United. This is certainly no ordinary kickabout in the park.

Fear FA 98 took a year to develop, achieving its Kickstarter goal of €5,000 (£4,300) ahead of its anticipated Halloween 2025 release on Steam. If Jazz can secure further investments, ports for Switch, Xbox, and PS5 may follow. The standalone tie-in, Nike Mare 98—featuring zombies playing soccer in Nike trainers—is already available for download on PC.

With 17 years of game development under his belt, Jazz has previously created the Baobabs Mausoleum Horror series and the 8-bit retro adventure Flamingo’s Creek, which can be found on Steam, Xbox, and PS4. His upcoming project, the horror game Tamarindos Freak Dinner, is set to release soon. Fear FA 98 could elevate his presence in the gaming industry significantly.

Horror FA 98 is set to launch on PC this fall.

Source: www.theguardian.com

Boost Your Mathematical Creativity with This String Art Game

“Like any other mathematical concept, this idea is open to exploration.”

Peter Rowlett

As a child, Mary Everest Boole discovered several cards adorned with evenly spaced holes along the edges. By tightening threads from each hole to its opposite, she created a line that gracefully crossed the center. This exercise allowed her to form a symmetrical curve and fostered her intuition for formal geometry.

A few years later, in 1864, she found herself a widow with five children. Despite the academic establishment’s disregard for women’s contributions, she persevered as a librarian and math tutor in London.

Boole believed that engaging children with mathematical objects, like her curve stitching activities, could deepen their understanding. She connected mathematical imagination and creativity in various ways, using fables and history to elucidate logic and algebra.

Now you can explore by creating a “string art” image inspired by her work. Begin with a pair of horizontal and vertical axes, each 10 cm long and marked with numbers 1-10 spaced 1 cm apart. Create a straight line from point 1 on the horizontal axis to point 10 on the vertical axis. Continue connecting points 2 to 9, 3 to 8, and so forth. While all lines are straight, the intersections will form curves.

You may have used drawing software to control the path’s shape via two endpoints. These represent Bezier curves, crucial in computer-aided design, reminiscent of Boole’s early stitching curves fixed to the axes and their intersection points.

With practice, you should be able to draw lines without numbering them—experiment with different colors as well. She recommended it as a stitching exercise rather than a drawing, which can also be approached using threads. Simply substitute the dots with holes.

Like other mathematical concepts, this idea invites exploration. For instance, alter the axes to meet at varying angles, or examine what occurs when the distances between dots differ, such as 1 cm for one line and 2 cm for another.

Consider drawing a circle or another shape, distributing dots evenly around it, then systematically connecting them. For example, connect all dots in a clockwise fashion for ten dots. You can even recreate the boat-like image shown above (center, right). What else can you create?

For more creative projects, visit newscientist.com/maker

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Source: www.newscientist.com

Shire Stories: A Review of the Lord of the Rings Game – Cozy or Just Too Cozy?

A
In the picturesque fields of Hobbiton, it finally started to dawn on me why two generations of Bagginses felt compelled to embark on perilous adventures. Indeed, the Shire offers a small slice of comfort, with an abundance of unique food in the valleys and many friendly faces to greet you. However, as the initial charm starts to fade, this seemingly blissful haven reveals itself to be quite mundane.

“Tales of the Shire” is set in the Third Age of Middle-earth, a few years before the events of “The Lord of the Rings.” Therefore, there are no Nazgûls or Uruk-hai here. Instead, the “action” is centered in charming towns where the most urgent matter is the local governance. In this game, you play as a newcomer from the nearby Burie settlement, striving to elevate the town’s status to an official village by developing infrastructure and building friendships with locals, one quirky task and homemade meal at a time.




Fluffy comfort… a story of the Shire. Photo: Private Division

This high-fantasy life simulator, naturally, is equipped with numerous Tallkienia tools. I discover three tidying stones on the hillside and stroll through the cozy Green Dragon Inn. Moreover, you’ll encounter plenty of familiar names—from the likes of Tuck to Cotton and Brandybuck. The rich art style brings these iconic environments and characters to life, dressing the world in appropriate charm. While the map may not be vast, it feels alive, adorned with swaying lanterns and roaming wildlife.

As a budding hobbit, your primary objective is to cultivate every facet of your daily life influenced by this essential activity. In the wild, you’ll find a bounty of vegetables, nuts, and fruits. The river boasts numerous fishing spots, securing you a satisfying catch. You can also visit artisan shops with food stalls offering seasonal saplings and special items like flour. With a timer ticking daily, the main challenge lies in how efficiently you can collect and manage your resources before night falls.




There are many fishing spots… The Shire of the Story

It’s a familiar routine for anyone who has dabbled in rural life simulators like Stardew Valley or Harvest Moon. Yet here, the rhythmic cycle of button clicks and minor tasks functions more as comforting mental signals than as any real challenge.

If you can tolerate the repetitiveness and engage with the relationships formed, the game will gradually reveal its depth, offering a satisfying skill progression. Gathering materials is just part of the experience; you’ll also need to prepare them into delightful meals for breakfast, second breakfast, elevenses, and beyond. A mix of “Cooking Mama” and “The Legend of Zelda: Breath of the Wild,” “Tales of the Shire” requires you to balance flavors and textures to create the perfect dish. You can chop, mix, and fry ingredients while keeping an eye on the flavor compass at the corner of the screen. Ultimately, by serving the right dishes to the right people, your kitchen will expand, unlocking further opportunities for culinary mastery.

However, beyond its somewhat familiar mechanics, the central question of “Tales of the Shire” lies in its naïveté and tranquility. When interpersonal conflicts arise among your new friends, they are usually resolved quickly and amicably. Much of your time is spent attending to the minor grievances of the halflings.

Not all cozy games need to delve into heavy emotions, but it feels somewhat lacking, especially when juxtaposed with the dry humor, tragedy, and intricate social dynamics that make Tolkien’s writing so impactful. Without the emotional stakes to tug at your heartstrings, “Tales of the Shire” risks becoming a series of never-ending fetch quests. Dedicated Tolkien fans and die-hard Stardew Valley enthusiasts might find themselves seeking a cozier thrill elsewhere.

“Tales of the Shire” is currently priced at £34.99.

Source: www.theguardian.com

Game Developers Aim for Reliability and Inclusivity Amidst AI Challenges

For those interested in gauging the atmosphere of the UK gaming industry in 2025, this week’s focal point was undoubtedly the DoubleTree bar at the Hilton Hotel in Brighton. This venue hosts the annual Develop a meeting, which has been uniting developers, publishers, students, and journalists since 2006. Over three days filled with lectures, roundtables, and keynote sessions, attendees engaged in discussions, sharing insights and concerns regarding the current state of the industry.

Given the string of cuts and closures throughout the year, I approached the event with caution. On Tuesday, I connected with numerous developers, artists, and studio heads. Many senior developers indicated that recent layoffs and project cancellations might result in significant gaps in the release schedules for several major publishers during late 2026 and into 2027. While Grand Theft Auto VI will undoubtedly be a massive hit, it appears to be the only game generating buzz in the near future.

However, there was a sense of optimism permeating the event. A standout panel discussion titled “Why Cultural Awareness Is Important for the Future of the Game Industry” hosted by UKIE shed a more positive light on the industry among politicians and policymakers in Westminster. “Three years ago, my understanding of gaming was minimal, but awareness has grown significantly lately,” one panelist noted. “Suddenly, politicians are engaging with us regarding the educational impact of gaming and its potential for self-expression among youth. We’ve even witnessed evidence that gaming can serve as a therapeutic avenue for anxiety and depression. The cultural significance of gaming now outweighs its economic benefits.”




A narrative exploring a diverse and marginalized character… unpacked. Photo: Witch Beam

Cassia Curran, founder of Curran Games Agency, remarked, “The development of AI has unlocked a treasure trove of content,” despite the concerns surrounding AI, especially large-scale language models. “For a developer to succeed, leaning into genuine human experiences is crucial. AI cannot replicate your emotions or cultural background; these elements can and should be mirrored in your game.”

There was also a captivating narrative shared by developers about their quest for authenticity. In the day’s opening talk, Jens Anderson and Pete Ward from Machine Game, famous for their Indiana Jones adventure, discussed traveling deep into northern Sweden to record whip experts executing various techniques to perfectly replicate Indy’s iconic accessory sounds in the game. Additionally, the creative team behind the procedurally generated Detective Adventure Shadows presented a captivating 1950s-style noir thriller.

A recurring theme throughout the day was the emerging concerns regarding the diversity of gaming experiences and broader representation. Lydia Cook, a doctoral researcher specializing in queer game studies, moderated an inspiring roundtable named “President of Games: Beyond the Surface.” Cook addressed the challenges to expression faced in mainstream gaming, where nontraditional characters often get labeled as commercial risks. Simultaneously, the audience highlighted recent games showcasing compelling narratives around marginalized characters, ranging from narrative puzzle-solving and lesbian romance bosses to unique portrayals, including the beloved character from the cult classic Sim Monster Prom. The key takeaway from the session was that identity need not dominate a game. The representation of diverse characters as integral parts of the story can be immensely valuable for players who don’t often see themselves reflected in the media they consume.

Outside the bar area, I had the pleasure of meeting some of my favorite indie developers who shared intriguing insights into the innovative projects they were engrossed in. The presence of talented small teams is crucial, as their engaging and creative games continue to enrich the landscape. The rest of the event featured discussions from renowned Finnish developer Housemarque, celebrating 30 years in the business, and Sam Lake from Remedy Entertainment, reflecting on three decades of storytelling. Developers exchanged experiences ranging from creating side quests in Marvel’s Spider-Man 2 to how they made players weep through narratives in indie games. In essence, the creative process remains vibrant, with people continuously crafting and playing; it’s a culture and art form that thrives beyond the grasp of CEOs and shareholders.

What to Play




A captivating twist… an angry bird bouncing off. Photo: Rovio

Angry Birds has become the Pac-Man of mobile gaming, a franchise that seemingly adapts to an infinite array of genres. Its latest version, Angry Birds Bouncing, merges the iconic bird-launching mechanics with classic block-breaking gameplay reminiscent of breakout and puzzle bobble. Players select their favorite bird, aim at the screen, and eliminate as many pigs as possible. Each character bears unique abilities and tactics, with new characters providing exciting challenges. Developer Rovio’s commitment to this franchise is evident, and this delightful iteration is sure to brighten up your commute, dull films, or tedious meetings.

Available on: Apple Arcade
Estimated playtime:
All your free hours.

What to Read




What is the price? Nintendo Switch 2. Photo: Michelle Mengsu Chang/Toronto Star/Getty Images
  • In a recent Q&A with shareholders, Nintendo President Shuntaro Furukawa defended the price of the Switch 2 console, stating that the price of £395.99 ($449.99) reflects the gaming experience it provides. He also addressed concerns regarding the use of game key cards: cartridges that store game data but provide players with download codes. More details can be found on GamesIndustry.biz.

  • For those interested in Nintendo, IGN has an article that could spark some heated discussions among fans: All Ranked Nintendo 3D Platformers, where I strongly believe number 4 deserves a higher spot!

  • Raphaël Colantonio, founder and former president of Arkane Studios, criticized Microsoft’s Xbox Game Pass service. In response to recent layoffs at Microsoft, the co-creator of the renowned Dishonored series stated that the subscription model has led to significant disruptions in the industry. Read more about this on VGC.

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What to Click

Question Block




Good ink… magazine. Photo: Game

We received this question from reader Jason:

“I grew up A deep waste of time today, and I thought that pressing a button might have suggested a new publication similar to yours. Could you please share it with others so I can spread the word?”

This topic is one of my absolute favorites, so thank you, Jason! Keza and I contributed to Above magazine, which features beautifully designed publications focused on video games. Second problem is now in its third edition.

I’m also fond of stylish publications like Lock-on from the Lost of the Cult, and the beautiful Devil’s Blush, Controller Rebellion, and Heterotopia all reflect a punk DIY spirit infused into gaming with their handcrafted aesthetics and passionate writing. A Forgotten World offers a unique selection and provides a really helpful list of independent print publications for gaming enthusiasts. It’s wonderful to see so many exciting and carefully curated gaming magazines making waves in 2025.

If you have a question for the Question Block or anything else to discuss regarding the newsletter, feel free to reply or email us at butingbuttons@theguardian.com.

Source: www.theguardian.com

Donkey Kong Bonanza: Gorilla Grooves with Mariah Carey on the Shoulder | Game

While searching for gold in the murky depths of Ingot Isle’s mines, a fierce storm whisks Donkey Kong, the guardian of Dungaree, into a sprawling underground realm. You might presume he’s upset, but deep in the earth, where banana-shaped treasures are plentiful, DK is energetically using his furry fists to carve out a path toward wealth. This marks the first Donkey Kong platformer since 2014, taking players on a gritty adventure to the center of the Earth.

Echoing the classic battlefield games, Bananza thrives on demolishing its destructible surroundings. What seems like a typical exit area? You can pass right through the ground. Tired of leaping across chasms? Simply smash through the walls. The exhilarating joy of grinding down every bit of terrain beneath you pushes the limits of physics technology, as you discover hidden collectibles and pathways along the way.

To bring a touch of humanity to the mayhem, a young girl named Pauline (familiar to fans of the classic DK title) accompanies Donkey Kong, perched on his shoulder, singing melodiously like a parrot trained at a prestigious school.




Just like a parrot trained in a prestigious school… Pauline joins DK in Donkey Kong Bananza. Photo: Nintendo

With a delightful nod to the jazzy tunes of Super Mario Odyssey, Pauline triggers an exciting frenzy in DK, as she belts out notes reminiscent of Mariah Carey. Donkey Kong sways to the beat, and as Pauline grabs the microphone, she elevates him to new heights — quite literally reshaping his Bananza form. As DK’s adventure unfolds, players can unlock various animal-themed transformations. Throughout subsequent levels, DK gets to soar like an ostrich, albeit with a quirky appearance.

In this 2025 installment, a skill tree allows players to upgrade DK’s abilities, enhance his health, and learn new attacks and tricks. Continuing the RPG-lite approach, collectible fossils are cleverly scattered in each level; these serve as currency to acquire stylish outfits that boost stats. Most importantly, these outfits bring a wave of fun, transforming DK’s signature crimson fur into a striking Gothic black coat.

The 3D hub world, coupled with innovative projectiles and quirky transformations, embodies the whimsical charm reminiscent of Rare’s N64 Donkey Kong platformer. Think of a blend of Banjo Kazooie, some incredible Hulk-like simulations, and chaos driven by destruction, standing in stark contrast to the pristine environments of Super Mario Odyssey. When feeling the need to unleash chaos, Donkey Kong can throw nearby objects at foes or even hurl special glowing materials to demolish enemies, walls, and other obstacles — a true force of destruction and creativity. Some NPCs are crafted from gemstones, allowing players to engage in delightful grinding and slowly piecing together the magical lore, making the experience visually captivating.




Experience the evolution of eye-catching interactions… Donkey Kong Bananza. Photo: Nintendo

The development team clearly relished the opportunity to create unique, formidable adversaries for DK. From facing off against swarms of small furious creatures to dodging golden skeleton foes and escaping from the heads of hopping stone warriors, the gameplay diverges from typical Mario fare, matching Bananza’s eccentric tone.

Boss battles promise significant challenges in Bananza. DK confronts the sinister Boydko, a menacing crew of malicious apes who purloin his coveted Banandium gems. For instance, Grumpy Kong pilots a gigantic concrete mecha, requiring players to topple it to bring it down to ground level, all while DK does his utmost to reclaim his treasures.

The Mining Cart segment is a welcomed addition. Here, you can leap between rails to evade obstacles and toss glowing rocks to explode and eliminate foes and barriers. The visuals may occasionally be a bit underwhelming; however, maintaining a solid frame rate makes the overall experience smooth as you dynamically alter the surroundings. Character models shine, while many areas move quickly enough that their slightly bland aesthetics become a minor concern. Starting in a dreary mine, players will traverse lush lagoons and battle through a treacherous river filled with toxins in a swamp of poison.

Similar to Odyssey, Bananza features a half-hearted cooperative mode. With Pauline’s grumpy boots, a second player can interact with the environment using the Joy-Con controller. Each click allows you to manipulate or destroy portions of the environment, causing both players to engage in an eye-filling, chaotic adventure. This engaging twist promises endless fun for younger audiences, though warning bells might ring for sustained chaos.

Donkey Kong Bananza is quirky, slightly chaotic, and likely more perplexing than traditional Nintendo platformers. It feels akin to the musical stylings of Limp Bizkit — big, bold, and destructively fun. Although some may criticize the Switch 2 for being somewhat repetitive instead of innovative, this debut of the iconic ape seems to carve out a unique path toward a thrilling new experience.

Donkey Kong Bananza is set to launch on Nintendo Switch 2 on July 17th.

Source: www.theguardian.com

The Arrival of the First Commercial Space Station: A Game Changer for Space Exploration

In 2026, a group of astronauts is floating inside a gleaming white cylinder, positioned hundreds of kilometers above the Earth.

They gaze down at our planet through a 1.1-meter dome window and rest in an inflatable bed engineered for zero gravity, while conducting experiments focusing on human physiology, plant development, and protein crystallization.

Yet, this isn’t the International Space Station (ISS). It’s not managed by NASA, Roscosmos, or the China National Space Administration. This is Haven-1, the world’s inaugural commercial space station constructed by a private company named Vast.

Set to launch in May 2026 aboard the SpaceX Falcon 9, Haven-1 signifies transformative shifts in how we live and work in space.

“If you can achieve this prior to securing a NASA contract [to replace the ISS], using our funds, we have numerous CEOs,” says Max Haot to BBC Science Focus. “We will not only be the first commercial space station but also the sole predicted bidders to accomplish this.”

Minimum viable space station

Vast’s strategy is quick, concentrated, straightforward, and practical. Rather than constructing an extensive orbital laboratory, they designed a carefully constrained system that prioritizes safety and quality.

With a volume of 45m3 (1,590 feet)3, Haven-1 provides roughly the interior space of a small tour bus. Its life support system operates on a simpler “open loop” model, adapted from previous NASA technology and utilized during the space shuttle era.

The crew will stay for shorter durations compared to the ISS. Instead, four astronauts will visit for approximately 10 days, arriving aboard the SpaceX Dragon spacecraft. Over Haven-1’s projected three-year orbital lifespan, only four such missions are planned.

“As a demonstration of a minimally viable product space station, safety is our top priority,” Haot states. “The second priority is achieving this within an unprecedented timeline. A swift timeline leads to reduced costs.”

Simplifying processes enables Vast to accelerate progress. The main structure is already assembled and will undergo testing this summer after completion in July. By early next year, the entire system should be integrated, and final tests will commence.

Haven-1 hosts four crew members at a time on a 10-day mission. – Extensive

Stations that look like the future

Aesthetically, Haven-1 is a remarkable departure from its predecessor. While the ISS is an engineering marvel, it often resembles a floating plumbing workshop. Haven-1 is designed with a science fiction aesthetic. Its interior is clean, functional, and sleek for space habitats.

This aesthetic reimagining is not solely for show. It’s about functionality. “We go to space to work,” Haot explains. “It’s straightforward to understand that better rest, well-being, and communication lead to increased productivity.”

Here, Vast’s Human Factors team plays a crucial role, led by veteran NASA astronaut Drew Feestel.

For instance, sleep is facilitated using an inflatable bed that applies gentle pressure, mimicking the physical sensations astronauts crave in microgravity.

“Astronauts have various preferences for sleeping on the ISS,” says Haot. “Many opt for pressure against their bodies while they sleep.”

read more:

What occurs aboard the ship?

Each mission to Haven-1 will be shorter yet packed with activities. Scientists can engage approximately 40 crew members throughout the station’s lifespan, given the limited opportunities for human time in orbit.

“Humanity has limited time to learn about space habitation and test technology,” notes Haot. “We believe that you can be incredibly productive within that time.”

Already lined up are research projects addressing human biology, drug screening, plant development, and protein crystal formation. Vast has established partnerships with Redwire Space (USA), Yuri (Germany), and Exobios Fair (Luxembourg).

A French company, Interstellar Lab, is investigating plant growth in microgravity.

Between missions, the station will be utilized to experiment with artificial gravity systems. This is an early step toward enhancing safety and feasibility for long-duration space travel.

https://www.youtube.com/watch?v=vqrgo8pgnhc

Strategic moves in the post-ISS era

Haven-1 is more than just a research platform; it’s a strategic maneuver in a much broader competition.

NASA intends to retire the ISS around 2030 and is currently reviewing bids for the next-generation orbital platform. Haot aims to secure that contract, and launching Haven-1 early with private funding is a bold way to leap ahead of competitors.

“Our goal is to present the most compelling strategy among all contenders,” Haot explains. “We’ve already achieved this by being ahead in technology development, teams, facilities, and certification processes.”

However, winning the race is not guaranteed. A competing spaceflight company, Axiom Space, has already secured a $140 million contract from NASA to connect at least one module to the ISS. Work is ongoing at Axiom, with the inaugural launch slated for late 2026.

Other companies, including Blue Origin, Northrop Grumman, and Starlab, are also in the running.

If successful, the Vast team will be well-positioned when NASA makes its decisions in 2026. If NASA’s objectives do not come to fruition, they may explore opportunities with foreign governments and private entities interested in utilizing the station.

“We remain optimistic about the future of Vast, but our primary focus is internally,” affirms Haot. “Winning this opportunity is of pivotal significance—it’s the largest market opportunity currently in the space station sector.”

Despite shorter time frames, astronauts onboard will conduct hundreds of experiments. – Extensive

From Haven-1 to a comprehensive orbital hub

Haven-1 is just the beginning. Vast’s subsequent venture is Haven-2, a more advanced module adhering to the same philosophy. Starting in 2028, the company plans to launch new modules every six months, ultimately assembling a complete commercial station by 2032.

This modular future facilitates more frequent crew missions, civil research programs, and, ultimately, a broader orbital economy.

Thanks to a partnership with SpaceX, Haven-1 will also become the first space station connected to Starlink, providing ORBIT Gigabit Speed Internet.

“If you want to operate Haven-1 and communicate continuously, you can,” Haot asserts. “This will significantly change how the public and crew interact.”

Redefining space

Haven-1 may not be the largest or the most sophisticated station in orbit, but it will be the first entirely constructed, funded, and operated by private enterprises. That’s the crux of its significance.

Vast aims to reshape the landscape of low Earth orbit, illustrating that space infrastructure can be efficient, elegant, and commercially viable. Whether in science, exploration, or industry, HAOT believes the future of space belongs not to nations, but to those who reach the stars first.

“The goal isn’t to erect luxury hotels in space to attract tourists,” emphasizes Haot. “The aim is to create a robust environment that supports exploration.”

“It’s not without risks. We need to observe what transpires in reality.”

read more:

About our experts

Max Hat is an entrepreneur with a background in aerospace, appliances, and the internet. He currently serves as the CEO of Vast.

Source: www.sciencefocus.com

Alters: The Most Unexpected Parenting Game I’ve Played

oI often feel unprepared for parenting. During that wonderful time when they could enjoy games and vampire movies, they hadn’t yet turned into rebellious teenagers. As a new parent, I often felt superfluous and ineffective. I’ve found myself reminiscing about those days, and that’s alright. Nobody excels at everything. I can read texts upside down and backward, yet I consistently misplace my house keys. I’m fantastic at dancing to The Cure’s “The Lovecats” in Dance Stage Megamix, but I struggle with DIY projects.

Don’t get me wrong: my love for my child is immense. I enjoy social outings with them, as they’re both humorous and intelligent, but they’re always aware that I’m their dad.

Seizing the opportunity when they were away one weekend, I dedicated some uninterrupted father-son time to immerse myself in a new game without distractions. The game has changed my perspective.

I was captivated by the premise. You’re stranded on a planet and must clone different versions of yourself to build a base and survive. It’s incredibly clever. What’s even better is that you clone yourself by reflecting on your own life choices, selecting pivotal moments that shaped you into Jan Dorsky.

For instance, if you opt for studies instead of working in the mines like your father, you become January, the ace researcher. If you choose to work on an oil rig, you create Yang, the worker responsible for loading equipment. And should you decide to spend your days wordsmithing, you become a Yang Reiter. (Sadly, there isn’t a Yang Writer option. That clearly shows my struggle for survival.)




Choose from the fork paths of your life…change. Photo: 11 bit

The gameplay is thoroughly engaging, blending exploration, resource management, and problem-solving with philosophical musings about decision-making. It prompts you to consider how alternate choices might have changed your own life.

It’s somewhat unsettling and I wouldn’t recommend losing yourself in it. Focus on the game’s narrative, not your own.

The challenge escalates with each clone you alter; maintaining their health, hunger, and happiness proves daunting. Despite my best efforts—fresh food, captivating movies, or even intentionally losing at beer pong—my clones remained cranky. The Yang Miner was perpetually grumpy, while the Yang scientists fell into constant frustration.

Just when you feel you’ve managed your base well—setting up automatic production for essentials like radiation filters and assigning shifts to various clones—you realize the demands keep multiplying.

Can you guess where I’m going with this?

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Yand Doctor may be one of the most useful clones, but he is highly valuable. Photo: 11 bit

While Alterters is marketed as a sci-fi survival game, it feels more like a parenting simulation to me. Not exactly how I want to spend my leisure time. My failures in the game (and various aspects of life) feel like incessant screams from the flawed grass while resting for just five minutes. My neighbors might think my kids are still at home.

I’ve never felt so strongly that I was perhaps playing this game incorrectly. The script and narrative are striking, resembling an interactive version of Andy Weir’s “The Martian.” The philosophical themes, much like Camus’s, emphasize that true heroism lies not in grand achievements but in undertaking the ordinary challenges of life. The graphics, too, are stunning—akin to a futuristic rendition of “Howl’s Moving Castle.” The game raises profound questions about existence and what we ought to do within it, revealing the clones’ reactions to their new circumstances. Some admire you, while others despise you. Ultimately, we share collective memories ranging from whimsical childhood items to coping strategies for dealing with abusive parents.

The creative depth of this game is boundless, hinting at future novels and animated films filled with imagination and insight. If you’ve ever been childless and carefree in the 1990s, navigating interesting but demanding individuals (aka kids) may feel like a nostalgic but daunting game of life. While it was enjoyable as a board game as a kid, it becomes an arduous task when managing two squirming kids in the backseat. Perhaps “Alterters” is the ideal game for those contemplating parenthood. I wholeheartedly recommend that anyone of childbearing age try it out to gauge whether they are ready for real-life responsibilities, or if, like me, they discover parenting to be an incredibly challenging endeavor.

Source: www.theguardian.com

Real Concern: Video Game Developers Face Accusations of AI Usage Despite Not Implementing It.

In April, game developer Stamina Zero made a significant marketing move with the launch trailer for their game, Little Droid, available on PlayStation’s official YouTube channel. The developers were taken aback by the reaction; while many found the game intriguing, it was “smashed down” by claims of AI-generated art. However, the cover art, featured in its YouTube thumbnail, was indeed created by a person. Developer Lana Ro stated, “We know the artist and have seen her work, so this negative feedback was unexpected. Initially, we were unsure how to react; it left us confused.”

There’s validity in people’s concerns regarding AI in video games. It’s important to ensure that the media you support aligns with your values. Discussions surrounding generative AI often touch on environmental impact, art theft, and overall quality. Video game developers are navigating how generative AI influences their work. However, the unexpected issue is the strong aversion to generative AI now translating to “Please don’t use it.” Veteran game developer Josh Caratelli, Digital Director of Chess Plus, remarked, “I’m all for caution, but collateral damage can be painful.”

Karatelli and his game, Chess Plus, faced a similar backlash when he shared art on Reddit, explicitly stating it was created without AI assistance. However, he received comments and messages accusing him of dishonesty or suggesting he was deceived. “It’s clearly handcrafted,” he asserted. “We spent a substantial amount to hire an indie artist for the artwork; it was a worthy investment.”




Darth Vader will be appearing in Epic Games’ Fortnite. Photo: Epic Games/Disney/Lucasfilm

Increasingly, games are being scrutinized for instances perceived as AI replacing human labor. (Epic Games has recently faced criticism for AI-generated Darth Vader, as noted). Sometimes, this anger is misdirected at individuals and small businesses, where the assumption is made that AI has been utilized. For example, an artist for Magic: The Gathering faced false accusations about using AI, prompting Wizards of the Coast to issue a statement. Even Nintendo was implicated in using AI-generated images for in-game signs in Mario Kart World back in May, leading to a denial from the company.

Major companies like Wizards of the Coast and Nintendo may weather unfounded accusations, but indie studios with lesser visibility can find it challenging. Released in April, Little Droid features small robots traversing a lush, pixel-art landscape. On the other hand, the cover art showcases the droid in a distinct style, known for the glossy finish typical of AI-generated art. YouTube commenters pointed out details that “prove” the art was AI-generated due to symmetry issues, even though the robot itself is asymmetrical. Stamina Zero consistently maintained that AI was not utilized in creating their game or art.

The studio eventually shared a video claiming to demonstrate the art process, highlighting early art concepts and various layers in Adobe Photoshop to illustrate how the piece was created. “We contacted the artist and insisted on all available intermediate sketches and source PSDs,” Ro explained. “I quickly posted a collection of videos based on the files we had. It was a damage control strategy—a way to calm the situation and promote more productive conversations. We have nothing to hide.”

Some viewers accepted the video as proof that AI was not involved, while others remained skeptical. The video didn’t contain the actual drawings, making it impossible to share the artist’s entire process unless recorded. Some artists do this already, but it adds to their workload. As Stamina Zero knows, there will always be those who refuse to believe.

“Honestly, we don’t have a clear strategy for the future,” Ro admits. “On Reddit, some suggested we avoid creating art resembling AI outcomes, which has triggered various reactions. This piece of advice might be effective.”

Karatelli also shares the community’s ethical worries surrounding AI, such as plagiarism, environmental concerns, and the ramifications for human creativity. However, he’s aware of the accusations against Chess Plus. “It’s exceptionally difficult for AI to create something meaningful. It’s a thousand small complexities that make a game exceptional… [That] work is often undervalued,” he concurred.

Both games illustrate how generative AI can taint creative processes. It doesn’t just end there. We can’t definitively know whether we’re witnessing human creation or AI output. For creatives and gamers alike, it ultimately boils down to a matter of trust.

Source: www.theguardian.com