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

From Fun to Responsibility: Inspiring Young Gamers to Embrace Ethical Hacking and Cybersecurity

Video games have evolved significantly since their rise in popularity in the 1970s, leading to a remarkable surge in players. Today, there are around 3 billion gamers globally, with estimates indicating that over 90% of Gen Z engage in gaming for more than 12 hours a week. Contemporary gaming blockbusters are vibrant and imaginative, immersing young people in dynamic and expansive worlds they can explore and influence.

This burgeoning creative talent has caught the attention of criminals, who target children and teenagers within popular online games, transforming them into skilled hackers.

The financial and societal repercussions of cybercrime are staggering. It is predicted that global costs of cybercrime will reach: 12 trillion dollars by 2025. Moreover, research indicates that 69% of youth in Europe report having engaged in some form of cybercrime. In the UK, the last statistics released by the National Crime Agency in 2015 revealed that the average age for cybercrime suspects is 17, which is notably younger than for other criminal activities like drug offenses (37 years old).

“If you’re facing arrest at 17, it likely began around age 11,” states Fergus Hay, co-founder and CEO of The Hacking Games, an initiative aimed at helping young individuals channel their coding talents into legitimate paths. “This transition doesn’t happen instantly. Games are often the gateway that enables skill development and experimentation in a controlled setting. These young hackers are continually modifying and hacking games to exploit vulnerabilities.”

He further noted that social media platforms are integral, offering tools and steps for hacking while also fostering a desirable lifestyle and community belonging.

This challenge coincides with a notable uptick in serious cyber-attacks within the UK. The National Cyber Security Center (NCSC) recently reported a historic surge in large-scale cyber assaults. In the year leading to August 2025, GCHQ categorized 204 incidents as being of ‘national significance,’ an increase from 89 the prior year.

In response to these threats, Hay initiated the Hacking Games and collaborated with John Madeline, a cybersecurity expert, to realize a vision of “cultivating a generation of ethical hackers who will enhance global safety.”

“This is a generation of inherent hackers. They can either serve society positively or become a liability. If we can engage them, we can guide them towards becoming ethical rather than criminal hackers,” Madeline emphasizes.

The Hacking Games recently unveiled the HAPTAI platform, which assists in creating hacking aptitude profiles for youths by evaluating their performance in popular games and aligning those results with psychometric data. Subsequently, candidates are matched with suitable job roles and teams where they can flourish.

The projected global average annual cost of cybercrime is $23 trillion by 2027, fueled by threats from state entities and organized crime groups worldwide. These groups often seek out young individuals, steering them towards criminal activities.

For youths approached by these “cyber Fagins,” there is a lure of significant financial gain. Initial payments often come in the form of virtual currencies for gaming but can escalate to tens of thousands in real money or its virtual equivalent.




They approach young hackers and offer payment for their abilities, often using cryptocurrencies. Composite: Stocksy/Guardian Design

“When they identify talent displaying genuine hacking or game modification skills, they engage them under the guise of another youth, asking, ‘How would you utilize cryptocurrency?'” Hay explains. “Many are exceptionally bright, sometimes neurodivergent, employing games as a medium to push creative boundaries. They do not inherently possess a criminal mindset.”

The scale of the cybercrime issue in the UK has become increasingly evident over the past year, with businesses experiencing significant disruption and monetary loss. Major corporations, including Co-op, have reported losses amounting to millions due to hacking incidents, one of which saw four arrests as part of an ongoing investigation by the National Crime Agency.

Social Issues Behind Crime

As a socially conscious organization, Co-op is dedicated to community enhancement and has partnered with The Hacking Games to mitigate future cyber threats and foster opportunities for vulnerable youth.

“When they experienced a cyberattack, Co-op sought to understand the nature of the issue. Upon discovering underlying societal factors, they recognized their responsibility to grasp the root causes impacting youth and to collaborate with us to address these challenges, not just the technical aspects,” Madeline clarifies.

The Co-op has a longstanding tradition of community initiatives addressing issues like social mobility and isolation. Together, Co-op and The Hacking Games aim to establish a pilot program within the Co-op Academies Trust across Northern England. Sponsored by Co-op Group, the Trust encompasses a network of 38 academies with around 20,000 students, including primary, secondary, special schools, and universities, dedicated to guiding aspiring hackers towards legitimate career trajectories.

For this pilot, students will be selected based on their interests in gaming and technology. Through interactive and creative sessions, participants will delve into the principles of ethical hacking and understand its crucial role in cybersecurity. The program will also highlight career education, with reputable industry partners introducing talented youths to the vast prospects available in this rapidly expanding domain.

“Our academy students’ curiosity about technology-related roles is on the rise, yet there is scant data regarding their home gaming environments and whether these interests extend to hacking,” remarks Joe Sykes, careers director at Co-op Academies Trust. “As educators, we must confront these challenges directly—this initiative will undoubtedly provide fresh perspectives and foster insights for students eager to explore these pathways.”




Hay and Madeline aspire to bridge the cybersecurity skills gap by showcasing the potential of gifted young developers. Composite: Stocksy/Guardian Design

A Path to a Legitimate Career

Young gamers may find themselves simply altering game experiences without authorization or creating cheat codes to sell them on the dark web.

Some parents associated with The Hacking Games have only discovered their child’s online activities when asked about tax implications after their digital wallets reached $400,000 (£298,000).

“For the youth unsure about further education, many are starting to realize that substantial earnings can come from just a few keystrokes,” explains Madeline.

According to Hay and Madeline, it’s essential to engage young individuals before they stray too far, to identify their skills, recognize their potential, and integrate these into an educational framework that aims to fill the cybersecurity skills gap in the UK and globally—a concept Hay refers to as “intergenerational opportunities.”

“Many of these youths have felt marginalized in school and, at times, victimized. They possess a deep disdain for wrongdoers and bullies. If you understand their motivations, you can channel that into something positive,” he concludes.

Learn more

Source: www.theguardian.com

Gamers as Hackers: Discovering the Next Generation of Tech Talent in Unexpected Places | Bridging Fun and Purpose

For numerous young individuals in schools and universities, a solid understanding of digital skills is essential for future learning and employment prospects. Nonetheless, teachers face a considerable challenge in ensuring these skills are utilized effectively.

As reported by The Hacking Games, an organization focused on helping youth with hacking skills secure jobs in the cybersecurity sector, criminal groups are increasingly targeting talented teenagers within popular online gaming spaces.

This is a route that educators hope to steer their students away from, which is why Co-op, a sponsor of the Co-op Academies Trust, has collaborated with The Hacking Games. The Co-op Academies Trust serves over 20,000 students across 38 primary, secondary, and special needs schools, as well as one college in Northern England. The partnership aims to direct students with coding skills toward careers in ‘ethical hacking.’

Joe Sykes, Careers Director at the Co-op Academies Trust, comments: “In recent years, there has been a growing interest among students in technology, particularly gaming, and they are investigating how this passion might lead to future careers.

“Through our engagement with The Hacking Games, we discovered the transferable skills that exist between gaming and ethical hacking, particularly within cybersecurity. Our students found this link to be both exciting and motivating.”

“Students will find it engaging to learn about the transferable skills between gaming and ethical hacking in the technology sector, especially in cybersecurity.”

Adam Woodley, Head of Curriculum at Connell Cope College, agrees, noting that many young individuals view careers in the digital sector as a “very popular option.”

“Students have acquired highly sought-after skills through hobbies such as gaming, and they naturally desire to apply these skills in exciting career paths,” he states.

“Thus, it is crucial that they have the chance to explore the stimulating realm of ethical hacking and cybersecurity and utilize those skills to benefit society.”

Rob Elsey, Chief Digital Information Officer at Co-op, concurs. “There are numerous unfilled positions in cybersecurity,” he points out. “The more we can transform the bright, skilled young individuals we have in the UK into defenders instead of attackers, and educate them about the available opportunities, the better. This will help us confront ongoing threats as a nation.”

Driving apprenticeships and internships

Fergus Hay, co-founder of The Hacking Games, emphasizes, “It takes a community to motivate, appreciate, and empower this generation to choose the right path.” The Hacking Games’ framework assesses young people’s digital aptitudes and skills against specific criteria to identify suitable careers for them in the tech industry.

The Hacking Games is actively working on creating formal pathways (apprenticeships and internships) to digital jobs within the government or private sectors in the future. Many experts believe this route is also accessible for neurodiverse youth. However, for both neurodivergent and neurotypical individuals, gaming serves as a common training ground for hacking, remarks John Madelin, a cybersecurity veteran and Chief Product Officer at The Hacking Games.

“Many hackers I’ve encountered are gamers,” he states, adding that most young gamers do not harbor criminal intentions, “but the distinction is significant.” For many young gamers, hacking revolves around discovering new and hidden aspects of gameplay, while for some, it involves creating and selling cheat codes to other players.


Hacking Games’ assessment framework aligns a student’s aptitudes with appropriate technical jobs. Composite: Getty Images/Guardian Design

These advanced technological skills are precisely what criminal organizations seek to exploit, particularly among students less focused on academic achievement. However, Madeline asserts she can guide young hackers toward more positive paths. “It’s essential to continuously challenge and engage them,” he states. “Instead of allowing them to remain inactive, we should utilize their talents.”

The Co-op Academies Trust has already identified careers in the digital sector as crucial components of its post-primary career program. Mr. Sykes believes it is vital for all children to discern their strengths as early as possible. “Our duty as educators is to optimize outcomes in these areas.

“Individuals with strong digital skills often possess a natural inclination to think logically and solve problems creatively,” she adds.

“Blessed with a talent for technology and gaming.”

The collaboration between Co-op and The Hacking Games comes after Co-op became the target of a cyberattack earlier this year. Focused on creating social value, Co-op (an organization owned by its members rather than shareholders) sought to address the underlying causes of hacking.

“We recognize that children possess talents in technology and gaming, and that these skills can lead to hacking,” Sykes states. “Initiatives like this allow us to discuss the ramifications and legalities surrounding hacking and help students recognize the opportunities these skills can present through their ethical application.”

Potential roles in cybersecurity for major firms and organizations may involve identifying weaknesses that malicious hackers could exploit. There are also opportunities within government departments working against hacking attempts directed at critical national infrastructure.

This is one of the primary reasons The Hacking Games recently launched its HAPTAI platform. The platform aids in developing hacking aptitude profiles for young individuals by analyzing their performances in popular games and matching them with corresponding psychometric profiles. Subsequently, candidates are paired with roles and teams suited to their strengths.


Our collaboration with The Hacking Games aims to encourage children to actively harness their abilities. Composite: Getty Images/Guardian Design

Protection today, career path tomorrow

“Children can be particularly susceptible to online dangers, thus we ensure they are educated about these risks, including the legal boundaries surrounding online safety and hacking,” Sykes explains. “I believe all schools need to stay updated with current issues. This presents a real opportunity for professionals to enhance their understanding of the risks and communicate them effectively to parents.”

In the future, she envisions a national computer science curriculum that incorporates lessons on ethical hacking and PSHE (Personal, Social, Health and Economic), helping all students recognize the potential harm at all levels of the economy.

Until that vision is realized, the partnership between Co-op and The Hacking Games will persist. The Co-op Academy Walkden will be piloted in the upcoming months to raise awareness of the issue and identify talented young individuals who can contribute to the solution before scaling it into a nationwide program.

“There are vast career opportunities in the digital arena,” states Sykes. “This ultimately aids students in understanding all the positive pathways available to them and how they can significantly contribute to creating a safer world.”

learn more

Keep children and young people safe online with Barnardo’s online safety guidance

Source: www.theguardian.com

Empowering Young Gamers: Harnessing Online Skills to Combat Cybercrime and How Parents Can Support Them

The rapid technological advancements can widen the gap between parents and teens. Gen

Moreover, a rise in cyberattacks affecting major companies has been frequently reported. Interestingly, many of those who face these hacks are young individuals equipped with advanced digital skills. In fact, the National Crime Agency reports that one in five children engages in unlawful activities under the Computer Fraud Act, which penalizes unauthorized access to computer systems or data. This statistic rises to 25% among gamers.

To combat this, co-ops adopt a unique preventive strategy. As part of our long-term mission to empower young people to harness their technology skills, Co-op has teamed up with a hacking game aimed at helping talented gamers secure positions in the cybersecurity sector.

This collaborative model is crucial because, as Greg Francis, former senior officer at the National Crime Agency and director of 4D Cyber Security, puts it, “A digital village is necessary to nurture digital natives.” Early intervention is essential, and parents play a pivotal role. “Parents are vital as they wield significant influence, but they shouldn’t remain passive. They should grasp the fundamentals of the hacker universe,” notes Francis, who also serves as Hacking Game’s Cyber Ambassador. So, where to begin?

Show Interest Without Judgment

First and foremost, having an interest in hacking isn’t inherently negative.

“Ethical hacking is an exhilarating and rapidly evolving domain, making it completely understandable for children to find it intriguing,” says Lynne Perry, CEO of children’s charity Barnardo’s. The organization collaborates with co-ops to generate funds to support young individuals in forging positive futures.

Maintaining an open dialogue is just as critical as beginning discussions early. “The ideal moment to start is now,” states Perry. “Once your child shows an interest in online technology, it’s time. Frequent, age-appropriate discussions are essential to keep the lines of communication open.”

Activities that seem innocuous can lead to a path towards cybercrime. Composite: Stocksy/Guardian Design

Perry advises involving children in online activities from a young age. “Explore technology together and discuss what to do if something unusual or concerning occurs. As kids mature, they may seek more independence, but regular interaction allows them to steer conversations, ask questions, and express concerns.”

For parents who grew up in a simpler digital age, grasping the complexities of today’s online gaming, dominated by franchises like Roblox, Minecraft, and Call of Duty, might seem daunting. However, both Francis and Perry emphasize that you don’t need to have all the answers to provide support.

Parents should check game age ratings and utilize parental controls, such as friend-only features, to enhance the security of in-game chats. For online resources, check Ask About Games for detailed information on popular games and guides to setting up safety measures.

It’s also beneficial to inquire if your young gamer has ever experienced being “booted” offline. Booting refers to a DDoS (Distributed Denial of Service) attack, where someone hacks another gamer’s IP address and floods it with data, causing an Internet outage. While booting may seem innocuous among gamers, it is a serious issue. Francis clarifies: “They may not realize this infringes on the Computer Misuse Act.” In fact, booting is identified as one of the initial steps towards cybercrime, as noted during Francis’s work with various prevention programs.

Asking questions aligns with observing potential warning signs like excessive gaming, social withdrawal, unexplained tiredness, unusual purchases of equipment or technology (especially if you’re unaware of how it was paid for), and multiple email addresses. While one sign alone might not be serious, a combination of them can be concerning.

Mary* faced these warning signs firsthand. “I had a son engaged in hacking on the darknet. He isolated himself and avoided sleep. I truly had no clue about his activities,” she shares. “After consulting a cybersecurity expert and discussing my challenges, I discovered he was attempting to delve into the cryptocurrency world on the darknet at just 13 years old.”

Guidance from trusted sources inspires talented young individuals to utilize their skills positively. Composite: Getty Images/Guardian Design

A Transformative Path for Neurodivergent Youth

Particularly for neurodivergent youth, engaging with games and spending time online can yield significant advantages in terms of socialization and emotion regulation. Yet, it’s crucial to recognize that with these benefits come potential drawbacks, including the considerable risks of internet or gaming addiction and the associated allure of cybercrime.

However, over 50% of technology professionals identify as neurodivergent, according to the Tech Talent Charter, indicating vast opportunities for neurodivergent young individuals in this sector. This is why The Hacking Games directly targets “digital rebels” showcasing “raw talent” and “unconventional thinking,” matching them with cybersecurity job opportunities, mentors, and fostering community through Discord group chats.

As Mary can confirm, mentorship and career awareness can be life-changing. “Cyber experts supported my son as a credible source of information and ultimately coached him on my behalf,” she states. “They helped him realize that he could channel his skills for impactful purposes. Consequently, he began assisting others.”

While this situation may seem alarming, there are numerous ways for parents to intervene positively. Approaching the subject with curiosity and care, rather than judgment, is paramount for guiding your child in the right direction. Here are some suggestions for parents who are concerned about their kids.

1 Begin conversations regarding online gaming safety early, approaching the topic with sensitivity rather than judgment. Remaining calm fosters open communication.

2 You don’t need to be fully informed, but a genuine interest can lead to insightful discussions. Ask your child about their games and online activities. Just as you would inquire about who they play with at a park, ask the same about their online friends. Be vigilant for warning signs like strangers trying to befriend them, offering freebies, or inviting them to unfamiliar worlds or games, as these could indicate grooming.

3 Take proactive measures. Pay attention to age ratings for games, which are significant. The best way to ascertain what is suitable for your child is to play the game together or at least observe them while they play. Remember, just like in Call of Duty, children can also be recruited in games like Minecraft. Games with community or “freemium” options can entice young players seeking extra income through in-game purchases or upgrades.

4 Monitor for warning signs such as social withdrawal, excessive gaming, lack of sleep, unusual tech purchases, and multiple email accounts.

5 Engage with your child’s school. Consult their computer science teacher to learn how they promote digital responsibility. Teachers often have insight into which students may require specific support to enhance their skills. This could serve as an early opportunity to channel their talents positively through initiatives like Cyber First and Cyber Choices or coding communities such as Girls Who Code.

*Mary’s name has been changed to protect her family’s anonymity.

Discover more

Ensure online safety for children and young individuals with Barnardo’s online safety guidance

Source: www.theguardian.com

Why Do Some Gamers Reverse Their Controls? Scientists Reveal Surprising Insights | Games

fA few years ago, just before the first Covid lockdown, I wrote an article exploring a rather niche query. Most gamers press down on the controller, gazing at the characters on their screens as they look up. However, controlling avatars like pilots represents a significant minority who handle their characters as if they were piloting, returning to control the plane and ascend. In many modern games, this necessitates diving into settings to adjust the default controls. Why has this practice persisted?

I figured some hardcore gamers might find this topic intriguing. To my surprise, the article resonated with over a million readers, drawing the attention of Dr. Jennifer Corbett (cited in the original piece) and Dr. Jap Munneke.

At that time, the two were investigating vision science and cognitive neuroscience, but the lockdown meant they could no longer conduct lab experiments with volunteers. The issue of controller inversion presented an ideal chance to analyze the neuroscience behind human-computer interactions using remote participants. They reached out to gamers who contributed insights into the motivations behind their controller preferences, garnering hundreds of responses.




Microsoft Flight Simulator… Many believed that being a pilot would affect control retention. Photo: Microsoft

Interestingly, it wasn’t just gamers who were engaged. “Machinists, equipment operators, pilots, designers, and surgeons — individuals from diverse fields reached out,” Corbett noted. “The variety of responses signaled a wealth of scientific literature to examine for structuring optimal research. The feedback from readers prompted us to refine how users customize their controllers.”

This month, the duo released their findings in a paper titled “Why Axis Inversion? Optimizing the Interaction Between Users, Interfaces and Visual Displays in a 3D Environment.” Why do some people choose to invert their controls? It’s a complex issue.

The study commenced with participants completing a survey detailing their background and gaming experiences. “Numerous individuals indicated that their preference for flipping controls stemmed from their early experiences with flight simulators or the first console games they played,” Corbett explained. “Many reported changing their preferences over time, prompting us to include an entirely new section in our research based on this input.”




Mental rotation… Subjects engaging in the controller inversion study. Photo: Jen Corbett

However, Corbett and Munneke, currently based at MIT, were convinced that critical cognitive aspects of inversion could only be assessed through behavioral reactions. They developed a sequence of four experiments, in which participants were monitored via Zoom. Corbett elaborated, “They had to mentally rotate random shapes, adopt the perspective of the ‘avatar’ in the scenario, judge the tilt of an object against a differing background, and navigate the typical ‘Simon effect’ when responding to targets while using a machine. These varied tasks clarified whether an individual tends to invert.”

The outcomes of the cognitive evaluations revealed that many assumptions surrounding controller preferences were indeed incorrect. “There was no discernible reason provided by participants [for inverting controls],” Corbett stated. “It was linked to their actual inversion habits. The quicker participants were, the less inclined they were to invert. Conversely, those who identified as occasional invertors were significantly slower in these tasks.” Does this imply that non-inverters excel at gaming?

In essence, gamers believe they are inverters or non-inverters based on their initial exposure to game controls. Many flight simulators from the 1980s may have conditioned players to instinctively turn themselves around. Conversely, gamers raised in the 2000s might assume they are inherently non-inverted, given that non-reverse controls became the norm. Yet cognitive testing suggests otherwise. Depending on how your brain perceives 3D objects, you may be predisposed to either invert or not.

Consequently, Corbett suggests that trying out a controller configuration you’re not accustomed to might enhance your gaming skills. “Non-inverters should experiment with inverting. Inverters should consider giving non-inversion a fair shot,” she suggests. “You might want to commit to it for a few hours. People have learned one way, but that doesn’t necessarily mean they can’t excel with the alternative. A parallel can be drawn with left-handed children who are compelled to write with their right hand, potentially leading to long-term handwriting difficulties and learning challenges.”

Through their research, Corbett and Munneke established that complex, often subconscious cognitive processes govern how individuals utilize controllers, affecting not just gaming hardware but also human-computer interfaces across various fields, from aviation to surgical technology. They crafted a framework for assessing how to optimally tailor controls for individuals, now detailed in their published research.




Learning curves… Corbett and Munneke’s research can also influence surgical practices. Photo: Oksana Krasiuk/Alamy

“This research has significant potential for optimizing inverted settings to enhance human-machine collaboration,” Corbett stated. “Many technologies blend human capabilities with AI and various machines to amplify performance. It allows individuals to tailor a specific configuration for tasks—whether aiming for a target or avoiding a mistake—such as in laparoscopic surgery.”

What began as a casual, almost nerdy inquiry has evolved into a published cognitive research document. One scientific publication has already referenced it, and interview requests have surged from podcasts and YouTube channels. What’s my takeaway? “The most remarkable discoveries for gamers [who don’t invert],” Corbett remarked:

Source: www.theguardian.com

Relax and Unplug: Gamers Embrace Nostalgia with Retro Console Resurgence

nThe original Donkey Kong Arcade machine, Mint Condition Outrun Race Simulation Game, Esterified between Gamer Cube and Nintendo 64-wired booths, Luke Malpass, engineer dismantling a broken Nintendo Wii.

I brought old game consoles to the house for repairs and fixes, and there was a steady stream of people, a retro gaming arcade of elephants and castles, transformed into a gaming clinic for two days.

Gabriella Rosenau, 35, brought in a broken Wii that had been in the garage “for years.” “I'm still playing my older brother, my older Nintendo 64, and I love it, but I really want to get it [the Wii] Repaired. “

“I've done something weird about Call of Duty and PlayStation, but I'm more interested in retro games,” she adds.

Rosenau is part of a growing community that has abandoned modern video games and picked up consoles since or before childhood. According to a Pringles investigation, Gen Z Gamers are proceeding with lawsuits, with 24% owning retro consoles.

What began as a Malpas passion project, restoring the consoles of its former glory quickly evolved into a full-time business. During the peak during lockdown, his company Retrosix hired 16 people to deal with demand. He places this, in part, on people stuck at home. “People were bored, they were finding things at home and looking for things online.

“We originally only sold on eBay and didn't even have a site. eBay was limiting sales because they thought it was fraudulent,” he says. “It literally took over.”

Luke Malpass modify consoles from the 80s to the 2000s. Photo: Teri Pengilley/The Guardian

Retrosix receives hundreds of requests each month from people who want their console to be fully functional, playable or upgraded. This is “stable,” says Malpas, but the community is still expanding.

“There are a lot of people who are obsessed with this right now. The older generations than me tend to be PC-based for Amigas and Commodores, in their late 40s and early 50s. And then my age, so 30 People in the world are very interested in Game Boys, Mega Drive, Super Nintendo's entertainment system, such as.

“And there's a younger generation that's either one. [the] Nintendo DS, what they've played is beginning to be retro or really hooked on the whole retro. So you get people in their 20s who are more obsessed with than we do.

Malpass has gained massive supporters on social media, with 44,100 followers and 61,700 subscribers on its YouTube channel, Angelsix and Tiktok on Retrosix.

Young people engaged online say they reach for retro games for unique gameplay, and for the opportunity to “switch off,” Malpass says.

“You're turning on the console at the top and playing games. No stress. There's no internet. You're not competing with the world. You have your own in the game, you're going to go I feel a sense of accomplishment in, and that was what you used to do,” he says.

“I think the younger generation is feeling more stressed they are now. Growing up in the world of social media is very mentally challenging. [Retro video gaming] It's their safe place. It's like their escape,” he says.

Matthew Dolan, a software developer in his 40s, brought some of his game gear consoles. His passion for retro games and technology comes from nostalgia and childhood memories, playing games his father wrote for him at BBC Micro. “It was a great introduction to technology,” he says.

“You get all that joy from playing it literally. You go through the battery and plan a long, long car journey,” he says. “They don't rely on equally flashy graphics. [as contemporary games]. ”

Going it a step further, Dolan says he revised and adapted the console, spending £7,000 on his hobby last year. “We've regained some of it from selling things, but it's not cheap.”

He got stuck trying to repair some of the game gear chips and needed Malpas' expertise. Retrosix's repaired Prestige Edition Game Gear Console is £298.80. The LED edition costs £334.80, and mods or services on the console start at £36.

game boy

A handheld game console developed and manufactured by Nintendo. It was first released in Japan in 1989 and in Europe in 1990. It is estimated that over 118.7 million Game Boys and Game Boy colors are available for sale all over the world, making it one of the most successful handheld consoles of the era. Its compact design and affordable price.

SNES

Super Nintendo's entertainment system, also known as Super NES, was Nintendo's second home video game console to release internationally. It was first released by Nintendo, Japan in 1990 and arrived in Europe in 1992. It is estimated that SNES sold 49.1m units worldwide when it was cancelled in 2003.

Xbox Original

The Xbox console was Microsoft's first gaming console offering and the first installment payment for the consoles of the Xbox series, which was first released in Europe in 2002. The second generation Xbox 360 was released in 2005.

Amiga

A series of personal computers created by Commodore International from 1985 to 1994. Other companies continued to produce Amiga after this. The Amiga 1000, also known as the A1000, was the first personal computer released by Amiga Line's Commodore International. It was known for its advanced graphics and sound. Popular games include Alien Breed, Syndicate, Wise Football, and Eye viewers.

Game Gear

A handheld game console was released by Sega in Japan in 1990 and released in Europe the following year. Game Gear competed mostly with Nintendo's Game Boy, Atari Links and NEC's Turbo Experez. In 1991, around 520,000 game gear was sold in Europe, of which over 130,000 were sold in the UK.

Source: www.theguardian.com

Gamers inundate with complaints after PlayStation Network shutdown

The PlayStation Network (PSN) is currently experiencing technical difficulties, causing online gamers worldwide to be unable to access weekend events.

PSN is a service utilized by Sony PlayStation console users to connect to online gaming networks, enabling them to play with other gamers globally.

The outage started in the UK late on Friday night, affecting approximately 71,000 gamers who have reported the problem on the PlayStation website, with many losing access to the online game lobby, PlayStation store, and their online accounts.

PSN offers subscriptions at different price points, ranging from £13.49 per month to £119.99 per month for a premium subscription. Users have been expressing their frustration over these costs when addressing Sony.

During weekends, specific games hold special tournaments and events, such as Electronic Arts’ FC 25 with its “weekend leagues” on the ultimate team platform. Additionally, Call of Duty fans will miss out on promotional weekends and Double XP events in Black Ops 6 and Warzone due to the ongoing PSN disruption.

Many disgruntled PlayStation users have taken to social media to voice their displeasure with the outage through memes, jokes, and complaints.

One user wrote, “Let’s be honest. Everyone should get free PS Plus this month. Paying a monthly fee only for the network to go down over the weekend is unacceptable.” Another user expressed frustration about missing out on gaming time due to the server issues.

Sony is actively working to resolve the problem and has advised users to check their digital services for updates. The Guardian has reached out to PlayStation, Electronic Arts, and Activision Blizzard for comments on the situation.

Source: www.theguardian.com

Is the Nintendo Switch 2 announcement worth the upgrade? Exciting news for gamers!

Nintendo recently announced the Switch 2 right after releasing its newsletter last week, accompanied by an unexpected revelation. A brief trailer (watch here) provides the only known details at this point. While the appearance of the device is revealed, other significant aspects remain undisclosed. It is speculated that Nintendo plans to host a more substantial announcement event in April. The trailer’s premature release follows numerous leaks about the console, omitting the release date and game specifics.

Given the lack of detailed information, analyzing the Switch 2 feels speculative. It is noted that this is a refined model of the original Switch, boasting improved size, power, and new features. Unlike groundbreaking releases such as the motion-controlled Wii or the original Switch in 2017, which featured hybrid functionality, the Switch 2 lacks innovative gimmicks like the 3DS’ augmented reality camera. However, a surge in hybrid consoles from other companies since 2017, such as Steam Deck and PlayStation’s Portal, suggests a competitive market.

Nintendo’s challenge lies in enticing existing console owners to upgrade. Despite the company’s extensive game library catering to families, Nintendo may not hinge its success on selling millions of new consoles within the first year. With ventures like Mario movies, Universal Studios tie-ins, a new museum, and the enduring popularity of the Switch, Nintendo’s influence in the industry continues to burgeon, reducing its reliance on core hardware sales.

Nintendo’s pragmatic business approach, characterized by its substantial cash reserves, sets it apart from many Western counterparts accustomed to high-risk product launches. Holding significant assets worth billions, Nintendo’s long-term outlook ensures its sustainability in the face of occasional setbacks. This strategic resilience contrasts with analysts’ predictions of the company becoming a mere third-party game publisher, securing Nintendo’s relevance in the market.

Despite the uncertainties surrounding the Switch 2’s debut, Nintendo remains resilient against existential threats. By refining existing concepts rather than radically innovating, Nintendo can explore unconventional projects like the Alarmo alarm clock and retain creativity in its game development. As the industry thrives on compelling gameplay experiences, the success of the Switch 2 hinges on upcoming releases like Breath of the Wild and potential new entries in classic Nintendo franchises.

For updates on gaming trends, click here. Explore exciting titles like Lonely Mountains: Snow Riders, a challenging skiing game, and stay informed about industry developments in our news section. Engage with fellow gamers in our interactive polls and share your thoughts and suggestions with us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Gamers Uncover Traits of Human Gut Microbiota

Scientific research revolves around solving complex problems, and so do computer games. In 2008, a group of scientists developed the first video game that allows non-scientists to aid research by solving puzzles based on real scientific data. That’s what they called the game foldit.

Since then, other scientists have developed similar games and contributed to fields such as genetics and physics. These games are collectively called: citizen science games Or CSG. Traditionally, researchers designed CSG games to focus on science elements rather than game elements. However, they report that this approach limits user engagement and primarily appeals to participants who already have a strong interest in science.

To overcome this challenge, a group of researchers from Switzerland, Canada, and the United States developed a CSG using game-first design principles. This means that they prioritized the entertainment aspect of the game before incorporating any scientific questions into it. They used this approach in their next game. borderlands science or BLS. The scientific objective of this game is to help researchers analyze the genome sequences of one million microorganisms from the human digestive system to understand their relationships and functions in human health. Scientifically, the analysis that the player was assisting with is called: Multiple sequence alignment.

The researchers used 953,000 sequenced fragments of genetic material called . 16S rRNA From human stool samples provided by participants. american gut project. These fragments are part of specific regions within the genome that are used to identify and compare different microorganisms. They first grouped the sequences into over 10,000 clusters, then removed outliers, and finally focused on a final set of 9,667 clusters for the game.

They designed puzzles for the BLS game based on sequences within these clusters. Players saw a grid of colorful bricks, each representing a DNA base such as A, T, C, or G. Their goal was to insert gaps between bricks based on unique patterns to improve matching and alignment of different colors and arrangements. – Matching skills used by humans when playing the game. Players had a limited number of moves, each level of the game had a score to clear before moving on to the next level, and players were challenged to find the best placement with as few moves as possible.

The researchers explained that they were not recruiting people to play the game. Instead, they released the game through an existing commercial video game called Borderlands 3. They noted that the game was released in 2020 and the data reported in the paper represents the first 16 months after release.

Researchers collected over 1.4 million puzzle solutions and filtered them based on how well they were ordered and how well they matched other players' solutions to keep only the highest quality ones. Ta. They combined the filtered solutions to create a composite alignment, which they used to construct a family tree showing the evolutionary relationships among gut microbes.

The team validated the results by comparing the alignment and tree to the results of existing alignment and tree construction methods. They showed that player-generated solutions outperformed these existing methods and improved their ability to infer microbial relationships. The researchers also investigated how BLS results can help detect meaningful biological patterns from these microorganisms. relationship. They reported that the BLS alignment grouped gut microbes based on several lifestyle factors, such as diabetes and alcohol intake, that influence the host's digestive health.

Researchers reported that more than 4 million participants have completed real-world scientific tasks since the release of BLS. This is a high retention rate compared to previous CSG efforts. They proposed that this BLS performance demonstrates that scientific tasks can be embedded within video games and achieve high levels of player engagement.

Additionally, the researchers sought feedback from players as part of the game's quality assurance. Players cited curiosity about science as the most common reason for participating. The team argued that a game-first design approach to developing citizen science games like BLS has benefits, including increasing scientific literacy among the public.

The researchers reported that BLS outperformed traditional sequence alignment methods in terms of scientific output without compromising data integrity. They concluded that the results showed that video games can provide the human resources needed to analyze vast amounts of genomic data that would otherwise be completed by small teams of scientists. Ta.


Post views: 143

Source: sciworthy.com

Navigating the Climate Crisis: Ghost Gamers Guide the Tides of Tomorrow | Games

aBlue skies, crystal clear waters and a fleet of boats bearing the words “Welcome to Pleasureland” – it sounds like a dream vacation, but in reality it’s a dystopia: after a great flood, the continent is submerged and diseases caused by toxic plastic are affecting all living things.

Tides of Tomorrow is nothing less than unsettling climax fiction, but its tone is lighthearted, blunt and irreverent rather than gloomy and unsettling. It’s set on the fictional planet Elynd, and lead game designer Adrien Poncet says he and his colleagues had free reign to play with the science and technology they depicted. At one point, a character inhales “ozen” from a container, an oxygen-like substance that helps keep people alive. At other times, players witness shocking and unsettling imagery, including tons of floating plastic that resemble the Great Pacific Garbage Patch.




Tomorrow’s trends. Photo: Deep Silver/PLAION

Fans of DigixArt’s previous project, the border-crossing adventure Road 96, will be pleased with the amount of challenge in Tides of Tomorrow’s gameplay. Players will navigate the oceans of Erind, encountering pirates, religious cults, and deep-sea trawlers loaded with junk, sprinkling in first-person exploration, mini-games, and scripted action sequences (including, predictably, a boat-driving sequence and, unexpectedly, the odd bit of parkour). But Poncet stresses that at its core, the game is a thrilling, branching narrative. Kill a crime boss or attempt an escape? The choice is yours. You may live or die by the consequences.

It’s a new and particularly ambitious twist on this long-running “choose your own adventure” formula. Playing as a so-called Tide Walker (name subject to change), you share what Poncet calls a “strange connection” with other Tide Walkers. They appear to you as apparitions, out of time but not out of place. The catch here is that these apparitions aren’t pre-programmed encounters, but other players connected to you over the internet, already playing out the same events. Think of it as an asynchronous multiplayer system, like Elden Ring’s ghosts, except here your ghosts have a tangible impact on the game, perhaps leaving behind important items like a knife to stab the aforementioned unsuspecting kingpin.

You’ll follow in the footsteps of one player at a time, getting to know them through their decision-making impulses. Who is that player? “It could be a stranger on the internet, a friend, or even your favorite streamer,” says Poncet.

Soon, a chain reaction of decisions made by both you and your bound partner begins to pile up. Testing a game with such a dizzying narrative structure proves to be extremely difficult.[Tides of Tomorrow] “The Elder Scrolls V: Skyrim is the first game to really push the idea of ​​asynchronous multiplayer narrative,” Ponsetto said. “We didn’t approach this game with any blueprint or preconceived ideas. This is uncharted territory.”

Despite the novelty of this component, the lead designer claims that it speaks to the game’s deeper themes. Indeed, the mechanic doubles as a carefully considered metaphor: after all, what could survive the all-encompassing climate crisis and mitigate its worst effects other than a massive collaborative effort involving people spread across a vast continent?

Skip Newsletter Promotions

“Tides of Tomorrow asks players to question our world,” Poncet says, “but especially about holding on to hope in a world where all seems lost, and helping each other in a common effort to make things better.”

Tides of Tomorrow is in development for PC, with a release date yet to be determined.

Source: www.theguardian.com

Creating a New Competitor to EA Sports FC: Exciting News for Gamers from FIFA

TTwo years ago, Electronic Arts’ long and lucrative relationship with FIFA fell apart, leading EA to create a new brand called EA Sports FC for the soccer simulation series. FIFA president Gianni Infantino grumpily declared the search for a new developer, stating, “the only real game that bears the FIFA name will be the best for gamers and soccer fans.” Given EA’s extensive experience in producing mainstream soccer simulations over two decades, the challenge for FIFA to find a competitive studio seemed daunting.

News now surfaces that the world soccer federation has teamed up with 2K Games for a new FIFA game, potentially launching later this year. A tweet from Ghanaian retailer MohPlay claims they have signed a deal with 2K Games, confirming earlier rumors about FIFA’s partnership with 2K.

This collaboration makes sense as 2K has significant experience in sports games like NBA 2K, NFL 2K, WWE 2K, TopSpin 2K, and PGA Tour 2K. Moreover, the PGA license was acquired by 2K after EA’s relationship with them ended a few years ago, showcasing their track record in this space.


PGA Tour 2K23. Photo: 2K Games

However, a new FIFA game this year seems unlikely. Even if 2K were to start immediately in May 2022 when EA’s FIFA relationship ends, they would have only two years to build the team, develop the game, digitize players, motion capture, and model stadiums.

Player reactions vary, with many welcoming competition from EA’s franchise, especially considering Konami’s Pro Evolution Soccer brand’s decline. On the other hand, 2K Games has faced criticism for heavy monetization in its games, particularly in the NBA series where players can buy advantages with real money.

It’s exciting to see a new independent contender emerge in the market, reminiscent of classic soccer games like Sensible Soccer and Kick Off 2, or even early 3D titles. Games like Sociable Soccer are interesting, but the hope for something entirely new, fun, fast, and quirky remains, much like the unique concepts introduced in golf simulation games by What the Golf and Desert Golfing. The future of soccer gaming holds promise for innovation and creativity.

Could the revival of classic soccer game ideas like the ZX Spectrum classic Subbuteo or licensed games by retired pros become a reality? Fans of nostalgic and unconventional soccer games eagerly await what the future holds beyond the realm of multi-million dollar tournament licenses and microtransactions.

What to Play


Galactic Care. Photo: Brightrock Games

If you’re longing for the days of humorous resource management games, Galacticare by Brightrock Games will bring you nostalgic joy this summer. Acting as a space-themed hospital, the game challenges you to build a hospital to care for extraterrestrial patients with unique ailments. The game’s forgiving learning curve and cartoonish style prioritize enjoyment over strict business practices.

Available on: PC, PS5, Xbox
Estimated play time: 30+ hours

What to Read


Helldivers 2. Photo: Sony Computer Entertainment
  • Helldivers 2 has been a major success this year, with GamesIndustry.Biz featuring an interesting interview with Arrowhead Games, the creator of the game. The interview sheds light on the challenges faced by the company, particularly in handling the repercussions of immense success on its staff’s wellbeing. CEO Johan Pyllestedt expresses concerns about the threats and disrespect received by the studio, highlighting the darker side of the gaming community.

  • Another interview delves into the vision of Neil Druckmann, the head of Naughty Dog Studios, who aims to redefine mainstream gaming with his next project. The interview corrects misconceptions about his previous statements, emphasizing the intent and context behind his words.

  • Activision has confirmed the title for this year’s Call of Duty game, Black Ops 6. Details will be unveiled at the Xbox Games Showcase on June 9th, followed by an in-depth stream.

  • An upcoming book titled Playing with Reality: How Games Shape Our World by neuroscientist Kelly Clancy offers a comprehensive exploration of the role games have played throughout history. From medieval games to modern-day simulations, the book promises an intriguing perspective on the impact games have on society.

What to Click On

Question Block


Genshin Impact. Photo: HoYoverse

A reader named Ants poses an interesting question:

“We often hear that the video game industry is bigger than the movie and music industries, driven by higher unit costs of video games compared to movies or music albums. As a video game journalist, have you come across reports that validate this claim?”

While the argument has some merit, it overlooks important factors. Each video game sale can translate into multiple players, amplifying the financial impact per copy sold. Additionally, the rise of free smartphone games like Candy Crush and Genshin Impact, catering to billions of gamers worldwide, challenges the notion of high unit costs for games. The media’s focus on gaming revenue versus film or music earnings oversimplifies the rich diversity and cultural value of games into a financial lens, lacking depth and nuance.

It’s hoped that the industry coverage will evolve beyond revenue figures towards a more holistic understanding of the gaming landscape, emphasizing creativity, innovation, and cultural significance over financial metrics.

If you have a question for Question Block or feedback on the newsletter, feel free to reach out by clicking “Reply” or emailing us at pushingbuttons@theguardian.com.

Source: www.theguardian.com

Press the button: The Fallout series is a true gamer’s creation in both appearance and gameplay | Games

I I've been watching the last few episodes of the Fallout series on Prime Video. It's funny and gory, sometimes sentimental, and sometimes silly. In other words, it's exactly the kind of game that oscillates between quiet, tragic moments in which you explore traces of America and scenes in which you run out of ammunition and are chased down a hill by an irradiated scorpion.

Fallout's ensemble cast – highlighted by Walton Goggins' near-immortal ghoul and Ella Purnell's wide-eyed vault-dweller – deftly compartmentalize the different facets of the game's personality. As director Jonathan Nolan pointed out in an interview last week with Bethesda's Todd Howard, game director, this is a common device in television storytelling, but rare in games. Grand Theft Auto V does it well. Each of the three main characters represents a different part of his DNA in GTA (Trevor of violent chaos, Michael of authoritative crime drama, and Franklin of Compton realism).But in most games we play One Or we shape the character so that it becomes unique to us.

It makes it difficult to adapt the game to the screen. But instead of trying to convey the experience of playing a game, Fallout takes a step back to let the broken yet strangely optimistic world of Fallout take center stage, with each character exploring different aspects of that world. is showing.

“Even if you say you're adapting Fallout 3, whose Fallout 3 are you talking about? Because the way you play that game is very different from the way I play it. Because it could have been different,” Nolan told me. “That's the beauty of this kind of game.” [Bethesda] I'm drawn to the types of games that make the most of the medium and decide who your character will be within that world. Obviously, it doesn't lead directly to the series. ”

I was interested: how did Will Nolan play Fallout 3? “I always play as a Boy Scout first because I think my parents are watching,” he said. “So I'm going to make the smart decision and try again and play as a complete heel. But then I get weird, I get uncomfortable, I end up falling into a morally compromised middle ground.” It's a little pitiful.




Aaron Moten, right, one of the stars of Fallout. Photo: Jojo Wilden/Prime Video

I can relate. chaotic good In most games where it's allowed, I'm willing to cause chaos wherever I go, and happily align myself with characters and factions in power, but I’d never do anything to hurt people. I know it’s a game, but Assumption I want it to be a no-consequences place where I can experiment with morality, but I can’t bring myself to play the villain. This is in contrast to many players I know. They immediately start causing chaos in the game world just to see what happens. The kind of person who shoots horses in Red Dead Redemption.

“Every time I get a game and test it, I immediately think, “What will this game be able to do?” No matter what we do, every time we hand the player a weapon, the first thing they see is I’m going to shoot anyone who does,” Todd Howard said with a laugh. “It could be their mother. They’ll shoot whoever it is. Then they’ll be like, ‘Well, I’ll reload.’ ”

Trying to design a choice-based game based on the random whims of the players must be a nightmare, but Howard and Bethesda have decades of experience with it. When I interviewed him over the years, he talked about how players and systems interact to create new stories, and how games make what they do in-game real and meaningful. He spoke eloquently about the unique mechanism that makes you feel as though you are in the dark. You can’t do that with TV or movies. But as the Fallout show proves, if it’s made by people who really understand it, can We tell unique stories that still capture the essence of the games people love.

Fallout is great because, while this is also true of other successful game-to-movie adaptations in recent years, Appearance Yes, the sets are perfect, and they nail the game’s retro-future, nostalgic aesthetic. That’s because Nolan and screenwriters Geneva Robertson-Dworet and Graham Wagner actually played Fallout, understood it, and felt the power of its storytelling for themselves. Rather than trying to clumsily adapt the game’s story into a TV script, they wrote an amazing game expansion fan fiction on a very high budget. I’m all for this approach. Now that we have a generation of TV producers and filmmakers who grew up with games and truly understand them, I would like to see more of them.

Source: www.theguardian.com

Unsure of possibility, gamers rush to conquer 80,000 levels in Super Mario Maker

On March 14, Team 0% was on the verge of finishing their seven-year mission to conquer all 80,000 incomplete levels of the 2015 Nintendo game Super Mario Maker. They only had two challenging maps, “Herb Trimming” and “The Last Dance,” left to conquer. But as time ticked away, Nintendo dropped the bombshell that they would be shutting down the game’s servers on April 8th. Any level unfinished by then would remain that way forever. Unfortunately, Team 0% fell short at the final hurdle.

When Super Mario Maker was released for the Wii U, players discovered the thrill of creating their own levels and sharing them online. However, to upload a level, players had to beat it themselves first. Little did they know that one of the remaining levels was a hoax.

From its launch, Super Mario Maker inspired players to create incredibly difficult levels with inventive designs. A website called Super Mario Maker Bookmarks tracked every uploaded level, generating stats on completion rates. In 2017, a Reddit user named the0dark0one compiled a list of levels yet to be beaten, unknowingly sparking a journey.

Jeffie, the founder of Team 0%, launched a Discord server in December 2017 to tackle the backlog. They faced technical challenges due to the volume of data but persisted, clearing the initial list after eight months. However, new levels kept pouring in, each more challenging than the last.

Super Mario Maker allows players to craft levels using the Wii U’s touchscreen, resulting in a range of creative challenges. Photo: Nintendo

The team developed training levels within Super Mario Maker to teach newcomers the unique skills required to ace tricky levels. As they sharpened their skills, the task became more daunting with the deadline looming, requiring nearly 100 levels to be completed daily.

As the team neared the finish line, they faced suspicions regarding the legitimacy of the last level, “Trimming the Herbs.” Some speculated it might have been completed using cheats like TAS (Tool-Assisted Speedrun). Ultimately, the creator admitted to using TAS, tarnishing the victory moment.

Despite the disappointment, players continue to tackle “Trimming the Herbs” before the shutdown. The accomplishment lies not just in completing every level in Super Mario Maker, but in preserving the efforts of all creators in the game’s history.

Source: www.theguardian.com