Makers of Switch emulator Yuzu quickly settle with Nintendo for $2.4 million

Tropic Haze, the popular Yuzu Nintendo Switch emulator developer, appears to have agreed to settle Nintendo’s lawsuit against it. Less than a week after Nintendo filed the legal action, accusing the emulator’s creators of “piracy at a colossal scale,” a joint final judgment and permanent injunction filed Tuesday says Tropic Haze has agreed to pay the Mario maker $2.4 million, along with a long list of concessions.

Nintendo’s lawsuit claimed Tropic Haze violated the anti-circumvention and anti-trafficking provisions of the Digital Millennium Copyright Act (DMCA). “Without Yuzu’s decryption of Nintendo’s encryption, unauthorized copies of games could not be played on PCs or Android devices,” the company wrote in its complaint. It described Yuzu as “software primarily designed to circumvent technological measures.”

Yuzu launched in 2018 as free, open-source software for Windows, Linux and Android. It could run countless copyrighted Switch games — including console sellers like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, Super Mario Odyssey and Super Mario Wonder. Reddit threads comparing Switch emulators praised Yuzu’s performance compared to rivals like Ryujinx. Yuzu introduces various bugs across different titles, but it can typically handle games at higher resolutions than the Switch, often with better frame rates, so long as your hardware is powerful enough.

A screenshot from Yuzu’s website, showing The Legend of Zelda: Breath of the Wild
Tropic Haze / Nintendo

As part of an Exhibit A attached to the proposed joint settlement, Tropic Haze agreed to a series of accommodations. In addition to paying Nintendo $2.4 million, it must permanently refrain from “engaging in activities related to offering, marketing, distributing, or trafficking in Yuzu emulator or any similar software that circumvents Nintendo’s technical protection measures.”

Tropic Haze must also delete all circumvention devices, tools and Nintendo cryptographic keys used in the emulator and turn over all circumvention devices and modified Nintendo hardware. It even has to surrender the emulator’s web domain (including any variants or successors) to Nintendo. (The website is still live now, perhaps waiting for the judgment’s final a-okay.) Not abiding by the settlement’s agreements could land Tropic Haze in contempt of court, including punitive, coercive and monetary actions.

Although piracy is the top motive for many emulator users, the software can double as crucial tools for video game preservation — making rapid legal surrenders like Tropic Haze’s potentially problematic. Without emulators, Nintendo and other copyright holders could make games obsolete for future generations as older hardware eventually becomes more difficult to find.

Nintendo’s legal team is, of course, no stranger to aggressively enforcing copyrighted material. In recent years, the company went after Switch piracy websites, sued ROM-sharing website RomUniverse for $2 million and helped send hacker Gary Bowser to prison. Although it was Valve’s doing, Nintendo’s reputation indirectly got the Dolphin Wii and GameCube emulator blocked from Steam. It’s safe to say the Mario maker doesn’t share preservationists’ views on the crucial historical role emulators can play.

Despite the settlement, it appears unlikely the open-source Yuzu will disappear entirely. The emulator is still available on GitHub, where its entire codebase can be found.

This article originally appeared on Engadget at https://www.engadget.com/makers-of-switch-emulator-yuzu-quickly-settle-with-nintendo-for-24-million-203204698.html?src=rss

X walks back its misgendering policy after right-wing complaints

X has, once again, quietly changed its rules around deadnaming and misgendering without an explanation. With the latest change, it seems that there will be no penalties for misgendering or deadnaming people on X after al, except in cases when it may be “required by local laws.”

The update, which was first spotted by Mashable, comes after X appeared to reinstate some aspects of Twitter’s former policy, which fell under its hateful conduct rules. Prior to Elon Musk’s takeover, Twitter had barred targeted deadnaming and misgendering. That section of the company’s rules then disappeared last April. Then, last week, ArsTechnica noted that the policy was quietly updated to indicate that X would “reduce the visibility of posts that purposefully use different pronouns to address someone other than what that person uses for themselves, or that use a previous name that someone no longer goes by as part of their transition.”

While it wasn’t a full reversal of the earlier policy — under the company’s previous leadership, intentional misgendering was grounds for a suspension — it seemed that there once again would be penalties for this type of harassment. Now, that section of Twitter’s rules is prefaced with “where required by local laws.”

As with so much of what happens at X, there is significant confusion about the policy as the company’s rules seem to change based on the whims of Musk rather than a considered process. This was on display over the last fewldays as Musk fielded several complaints from right-wing personalities about last week’s change. On Thursday, Musk told one such account that the update “is just about repeated, targeted harassment of a particular person.” But by Saturday, Musk was offering a new explanation. “Turns out this was due to a court judgment in Brazil, which is being appealed, but should not apply outside of Brazil,” he said.

X didn’t respond to a request for comment about the policy or why it was changed twice in a matter of days. But Musk is known to be sympathetic to people who regularly engage in anti-trans harassment. One of his first moves after taking over the company was to reinstate a number of accounts banned for violating the company's previous hateful conduct policy. He has also repeatedly mocked people who specify their pronouns and publicly criticized X staff for attempting to apply the company’s “freedom of speech, not reach” policy to a transphobic documentary.

This article originally appeared on Engadget at https://www.engadget.com/x-walks-back-its-misgendering-policy-after-right-wing-complaints-202433498.html?src=rss

The M3 MacBook Pro is getting multi-display support, just like the Air

Apple revealed some new M3 MacBook Air laptops today and one of the marquee features is that they can drive two external displays while the lid is closed. It’s pretty weird when the Air line gets a feature missing from the beefier MacBook Pro line, but Apple’s on top of it. The company just announced that this feature is also coming to standard M3 MacBook Pro laptops via a software update, as reported by 9to5Mac.

There’s no details as to which software update would include the new tool, though macOS Sonoma 14.4 is in active development, so that’s a possibility. The feature should work exactly how it does with the forthcoming M3 MacBook Air, as the two lines share a processor and a similar architecture.

This update is going to be for 14-inch MacBook Pro laptops with the standard M3 chip. The more powerful versions with the M3 Pro and Max chips can already do this, so the 16-inch model doesn’t require a software update. Prior to this, you could only use the regular M3 MacBook Pro to drive a single external monitor with the lid closed. 

Apple Silicon MacBook Pros have been able to drive multiple external displays all the way back to the M1 Pro chip, but never with standard M-series chips. Apple hasn’t offered up a reason as to why this took so long to get going on chips without Pro or Max in the name. In any event, this is going to be huge for current M3 MacBook Pro owners looking for more screen real estate. 

This article originally appeared on Engadget at https://www.engadget.com/the-m3-macbook-pro-is-getting-multi-display-support-just-like-the-air-193844930.html?src=rss

Pixel phones just got next-gen call screening

Google just announced that some Pixel phones are getting next-gen call screening. This improves on the pre-existing Call Screen feature by implementing a new Hello button. Once tapped, the system will deploy Google Assistant to speak on your behalf.

The digital assistant will ask the caller why they’re trying to reach you, and you’ll be able to hear the response in real-time. If it sounds important, you can interrupt and begin the call. If not, you can kick them to the curb and go back to watching TV.

Google Assistant already worked to screen calls in a similar way, but the Hello button gives the user ultimate control as to when to begin the screening process. There’s even an option to tell the caller to wait a little bit, if you can't get to the phone quite yet. In addition to the real-time element, the tool still captures transcripts of these screenings to peruse at your leisure. The new Call Screen update is only available for the Pixel Fold and Pixel 6 phones and newer.

This is part of a larger March features drop for Pixel phones. Google’s smartphones will now be able to share 10-bit HDR videos directly to Instagram, with no processing required. This is similar to the approach Samsung recently took with its Galaxy S24 native camera update.

The features drop also expands the company’s recently-launched Circle to Search tool to Pixel 7 smartphones. As the name suggests, this lets people search for stuff by simply drawing a circle around the object. The tool was previously only available for Pixel 8 and Galaxy S24 users.

This article originally appeared on Engadget at https://www.engadget.com/pixel-phones-just-got-next-gen-call-screening-190034396.html?src=rss

Google updates the first-gen Pixel Watch with health monitoring features

Google is releasing new features for the first-gen Pixel Watch, and they include the health-monitoring capabilities that launched with its successor. The older wearables will now be able to detect whether you're working out and can automatically start tracking your activity and then stop when you're done. In particular, it works for running, walking, elliptical training, spinning, outdoor biking and rowing. 

You'll also be able to track the time you spend in different heart rate zones, which could help you optimize your workouts. Plus, you'll be able to set a goal pace for your exercise sessions to get a notification for when you're not performing up to par. In case you want your first-gen Pixel Watch to help you feel more relaxed instead, simply fire up the Fitbit Relax App on the device to guide you through some breathing exercises. 

For travelers, though, Google's most exciting update for watches isn't just for its Pixel line. The company has rolled out public transit directions for devices running Wear OS 3 and above, which means you can check what kind of public transportation you can take right on your wrist — it will even display your public transit options' real-time departure schedules. You'll now also be able to navigate an unfamiliar location without taking out your phone through a compass-enabled map view on your watch. 

The company is releasing features for different devices under its Pixel line, as well. Pixel phones will now be able to share 10-bit HDR videos directly to Instagram Reels and will be able to upload Ultra HDR Photos to the app. In addition, the Pixel 8's "Circle to Search" feature is coming to Pixel 7 and Pixel Pro phones, giving you a quick way to do Search queries without having to switch apps. All you have to do is draw a circle around or highlight an image, a video or a piece of text to look up the information you need. Finally, a "Call Screen" feature will give you access to a "hello" chip you can tap while a call is being screened. Google Assistant can ask the caller to speak, so you can get an idea of why they're calling, and it can also ask them to wait a bit longer if you can't pick up their call just yet. 

This article originally appeared on Engadget at https://www.engadget.com/google-updates-the-first-gen-pixel-watch-with-health-monitoring-features-190002033.html?src=rss

Instagram finally lets you edit DMs

Instagram launched direct messaging tools way back in 2013, but there hasn’t been a way to edit them after the fact. That changes today. Meta just rolled out a software update for the Instagram app that finally allows for DM edits, with one major caveat. You only have 15 minutes to make any changes.

Here’s how it works. Once you send a direct message and realize you made a huge blunder, like “accidentally” professing your love to an old college buddy, just press and hold on the sent message. This will create a dropdown menu. Look for “edit” and make the required changes. Nobody will ever be the wiser, as long as you got there within 15 minutes.

Meta

This isn’t the only change to DMs found with today’s update. You can also pin up to three of your favorite direct messages on top of the feed, which is useful in the case of ongoing conversations. This can be done with standard one-on-one chats and group chats. Just hold on the conversation tab, look for the dropdown and tap “pin” to make the move.

The update also makes it easier to toggle read receipts on and off, depending on personal preference. The rest of today’s new features are cosmetic. There are new DM themes, and some include unique animations. Finally, the update features a way to save your favorite stickers in your DMs for easy access. Just hold on the sticker and it’ll be there next time you want it.

Meta’s constantly making changes to Instagram. Back in January, it began testing a feature that lets users access a secondary photo grid that only close friends can see. Late last year, the app got customizable story templates.

This article originally appeared on Engadget at https://www.engadget.com/instagram-finally-lets-you-edit-dms-183412692.html?src=rss

Microsoft is running an Xbox partner showcase on March 6

Microsoft has announced its second games showcase of 2024 and this one is all about projects from its third-party partners. The second Partner Preview stream is set for March 6 at 1PM ET. It will run for around 30 minutes and feature more than a dozen new trailers from publishers including Capcom, Nexon and EA.

Three games have been confirmed for the showcase. We'll find out details about traversal and combat in Tales of Kenzera: Zau, an EA-published 2D Metroidvania game that's set to arrive next month. Abubakar Salim, who voiced Bayek in Assassin's Creed Origins, is the game's creative lead and will narrate the Partner Preview trailer.

In addition, we'll see gameplay from Capcom's strategy-action game Kunitsu-Gami: Path of the Goddess and The First Berserker: Khazan, an action RPG from Nexon. Microsoft is also promising details on more titles that are bound for Xbox, PC and Game Pass. This is a common refrain every time one of these streams takes place, but since we know it's coming to Game Pass on its release day, perhaps this will finally be when we learn more about Hollow Knight: Silksong.

You'll be able to watch the stream on Xbox channels on YouTube and Twitch (YouTube streams will be available in 4K, but Twitch is limited to 1080p). Microsoft says it will make the showcase available in more than 40 languages, including American Sign Language, British Sign Language and English Audio Descriptions. For the first time, Microsoft will offer versions of an Xbox stream in Bengali, Māori, Punjabi (Gurmukhi), Swahili, Tamil, Urdu and Zulu.

This article originally appeared on Engadget at https://www.engadget.com/microsoft-is-running-an-xbox-partner-showcase-on-march-6-173008112.html?src=rss

Apple's Magic Keyboard for the 11-inch iPad Pro and Air is 40 percent off

Apple’s Magic Keyboard for iPad is 40 percent off right now via Amazon. That brings the price down to $180, which is a savings of around $120. It’s not the lowest price we’ve ever seen for the 11-inch keyboard, but it’s certainly close. Typical sales drop it to around $250 or so, so this is still one heck of a deal.

This is the perfect keyboard to turn your 11-inch iPad Pro or Air into a standalone workstation. There’s a reason, after all, why it ended up on our list of the best iPad accessories. It magnetically attaches to the tablet, with a hinge that keeps the screen floating above the keyboard. In other words, it basically turns your iPad into a laptop.

We praised Apple’s Magic Keyboard for its emphasis on comfort and the precise trackpad. There are dozens upon dozens of competing third-party products out there, but none of them get the job done quite like this luxury keyboard. The major issue here is the price, which this sale somewhat alleviates.

There is one other potential issue on the horizon. There are rumors circulating that Apple is about to announce a new range of iPads, which may or may not work with this keyboard. If you’re buying a keyboard for an iPad you already own, that’s no big deal. If you want to buy both at once, however, you should wait for an official announcement.

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This article originally appeared on Engadget at https://www.engadget.com/apples-magic-keyboard-for-the-11-inch-ipad-pro-and-air-is-40-percent-off-172148756.html?src=rss

Samsung's Galaxy S24 phones are up to $150 off at Amazon and Best Buy

Both Amazon and Best Buy have kicked off new sales on Samsung's Galaxy S24 lineup, taking up to $150 off the unlocked versions of the recently released smartphones. The 6.8-inch Galaxy S24 Ultra and the 6.7-inch Galaxy S24 Plus are each $150 off at $1,150 and $850, respectively, while the 6.2-inch Galaxy S24 is $100 off at $700. We've seen a handful of trade-in and gift card offers for the phones since they were released in late January, but these are their largest cash discounts to date. As a reminder, the S24 Ultra and S24 Plus start with 256GB of storage, while the base S24 starts with 128GB. If you need more space, higher-capacity models are also discounted. The deals apply to multiple color options, too.

Google's Pixel 8 and Pixel 8 Pro remain the top picks in our guide to the best Android phones: They take better photos, generally provide a cleaner software experience and typically cost less. That said, we note Galaxy S24 Ultra as a good alternative for those who're willing to pay for more premium hardware. It runs on a faster chip (Qualcomm's Snapdragon 8 Gen 3), has a gorgeous OLED display and gets longer battery life. Its titanium frame should be a bit more durable long-term, plus it comes with Samsung's S Pen stylus. Samsung did jack up the price by $100 over last year's model, though this deal neuters that hike at least a little bit. We gave the Galaxy S24 Ultra a score of 89 in our review earlier this year.

The smaller Galaxy S24 and Galaxy S24 Plus aren't quite as high-end but may still be worthwhile if you want to avoid a Pixel. Both earned a score of 87 in our review. They still get you a Snapdragon 8 Gen 3 chip, a rich 120Hz OLED display and seven years of software updates. That software includes the same suite of hit-or-miss AI features, including a live language translation tool. The S24 Plus lasts longer on a charge, but the base S24 may appeal to those who want something more compact. The S24 Ultra has a more advanced camera array, though, with a sharper main lens and an extra telephoto lens with 5x optical zoom. These two also use aluminum frames instead of titanium. We'll inevitably see larger discounts on each of these phones in the months ahead, but if you've been sitting on an older Galaxy device and want to upgrade today, this is a decent chance to save.

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This article originally appeared on Engadget at https://www.engadget.com/samsungs-galaxy-s24-phones-are-up-to-150-off-at-amazon-and-best-buy-164520013.html?src=rss

Steam defined the modern video game industry

Gather ’round, children, and let me tell you a story about the old bugaboo we used to call DRM.

Digital Rights Management was the beast under every gamer’s bed in the mid-2000s, an invisible bit of software baked into game discs that dictated and tracked player behavior under the guise of preventing piracy. DRM software, like SecuROM, limited the times a game could be downloaded and forced players to regularly connect to the internet for authentication checks, at a time when less than half of American adults had reliable broadband connections. DRM features soured the releases of BioShock, Mass Effect and Spore, and by 2010, anti-piracy software had rendered Assassin’s Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft attempted to release the Xbox One with always-on DRM features in 2013, intense vitriol from fans forced the company to reverse its plans at the 11th hour. There were lawsuits. DRM was a curse word.

Meanwhile, Valve was building out Steam. When it landed in 2003, the digital PC storefront was designed to streamline the patch process for games like Counter-Strike and make it easier for Valve to implement anti-piracy and anti-cheat measures. Steam was made to be a DRM machine. In 2004, with the release of Half-Life 2, Valve made Steam a requirement for every player, and even those who’d purchased new, physical copies of the game had to boot up the launcher first. There was some low-level grumbling, but PC players were used to being lab rats, and Half-Life 2 was good enough to drown out the dissent. Steam adoption skyrocketed. So, naturally, Valve turned it into a store for third-party games.

While other publishers were fighting with players over DRM features in individual titles and consoles, Steam quietly added dozens, then hundreds, then thousands of games each year. Today, Steam has 132 million monthly active users and an estimated 103,000 games, more than any other mainstream distribution service. Nearly all of these titles are playable only while connected to Steam — even after paying full price, even after downloading, even in offline mode. This has done nothing to stop Steam from becoming more essential to more players each year.

“Competition is good, but the PC market has no competition,” Super Meat Boy co-creator Tommy Refenes told Engadget in 2018. “There is only Steam.”

The widespread adoption of anti-piracy software marked an era in video games where players felt like they didn’t really own the products they were buying. And then, this practice became normal. Broadband saturation continued to climb, the market for physical media dissolved into pixelated dust and streaming entertainment media found its foothold. Today, Xbox, PlayStation, Nintendo, Epic Games and most major publishers have their own digital stores with proprietary DRM features. However, Steam is entrenched as the industry’s largest DRM machine because it’s the most popular digital games storefront, period. And if the last 20 years are any indication, that’s not going to change any time soon.

Did you hear that? That was the sound of our collective Steam libraries, representing trillions of dollars in purchased games, expelling a dusty sigh of relief. Because if Steam disappears, all of our games do too.

It’s a chilling thought — Steam’s demise would enact immediate, catastrophic chaos across the video game industry, gutting players’ libraries and cutting off one of the most direct points of sale for developers of all sizes. Steam feels too big to fail, and Valve operates it as such. Valve is a private company valued at $6.5 billion in 2021, and CEO Gabe Newell, himself, is a billionaire. The studio is similar to Nintendo in that it’s able to ignore gaming trends and carry on doing whatever it wants at any given time, while Steam prints money and its most ardent fans cheer the studio on with friendly memes. Hail, Gaben!

Steam popularized the 70/30 revenue split, giving developers on the platform 70 percent of the money their games generate and pocketing the rest. Apple and Google copied this formula with their mobile app stores. When it debuted in 2018, the Epic Games Store shaped its entire marketing campaign around taking on Steam and dismantling its rev-share ratio, claiming it was exploitative and unfair, especially to indies. Epic offered every developer an aggressive split of 88/12, and CEO Tim Sweeney literally dared Valve to match it.

Valve barely blinked. The studio shifted its Steam payout schedule slightly, offering a 75 percent cut on games that made more than $10 million, and 80 percent on anything that brought in more than $50 million. Epic eventually shifted its attention away from Valve and moved to a more vulnerable target in the rev-share space: Apple.

“If you were running a store without competition and you were making billions of dollars a year, how much time and energy would you dedicate to making it better?” Refenes asked in 2018, during the launch of the Epic Games Store. “How much money would you spend to improve the experience for everyone that uses it, if the end result is you would make the same or possibly less money? My answer is, The minimum amount of time, effort and money required.”

Valve has become more hands-off with Steam as it’s aged. In the platform’s early days, developers would pitch their games to actual people at Valve, who would launch a handful of projects on the storefront every week, ensuring plenty of attention for each title. For small studios, getting a game on Steam was like hitting the jackpot. This changed in 2012, when Valve implemented Greenlight, a process that allowed players to choose which games would make it to Steam (after developers submitted a $100 entry fee). Greenlight eventually evolved into Early Access — a system still around today and the standard on other platforms too — and the number of games on Steam rose astronomically in just a few years.

In 2013, Steam added 435 new games, according to Steamdb. In 2017, it added 6,947 games. This was a tumultuous period for developers, especially those who started production when Steam was a curated space, but ended up releasing their games into an unregulated and oversaturated marketplace.

Indie developers Ben Ruiz and Matthew Wegner began building the stylish brawler Aztez in 2010, and it received a ton of pre-release hype. Aztez finally went live on Steam on August 1, 2017, but was immediately lost in the crowd.

“There were 40 other games that launched on August 1,” Wegner told Engadget in October 2017.

Ruiz added, “If I was paying attention to Steam, maybe I wouldn’t be so blindsided by what happened, but I’m also not necessarily sure what I would’ve done differently. If I’d have known like, oh, it’s a saturated market now — what the fuck do you do? …There’s a billion indie games that come out on Steam every single day.”

Today, Steam is a self-sustained game-distributing machine with more than 100,000 titles and counting. Getting on Steam no longer equates instant success for any developer, but it’s a necessary aspect of most release plans. There are other options: GOG, operated by The Witcher and Cyberpunk 2077 publisher CD Projekt, is one of just a few digital distributors committed to DRM-free game purchases; large publishers like Ubisoft, EA and Microsoft all have Steam-like storefronts and the Epic Games Store has a superior revenue split for developers. Still, giants like Microsoft and EA find it necessary to simultaneously release their games on Steam, handing Valve a cut of each purchase in the process.

As a private company raking in endless piles of Steam cash, Valve has the freedom to operate on its own timeline. The company famously has a flat hierarchy with no strict management structure, and developers are encouraged to work on pet projects or just generally follow their hearts.

As a result, Valve is an incredibly rich company that doesn’t produce much. Its games are legendary, but there’s a running joke in the industry that Valve can’t count to three: Half-Life 2: Episode Two and Team Fortress 2 came out in 2007. Left 4 Dead 2 came out in 2009. Portal 2 came out in 2011. In 2020, the VR game Half-Life: Alyx landed as an entrée into Valve’s Index headset, which came out the previous year and cost $1,000. The studio is still ignoring an extremely disruptive bot invasion that began consuming TF2 in 2020, despite consistent pleas for support from dedicated players. In December 2023, Valve replaced Counter-Strike: Global Offensive with Counter-Strike 2, interrupting an ESL Pro League tournament in the process.

Meanwhile, many of the writers who helped create Valve’s most iconic franchises left the studio around 2017, after years of inactivity. In 2018, Valve hired all 12 developers at Firewatch studio Campo Santo, who were at the time working on a very-rad-looking new game, In the Valley of Gods. There have been no updates from that team since.

Steam’s unwavering success has helped turn Valve into a senior resort community for computer science nerds, where game developers go to live out their final years surrounded by fantastic amenities, tinkering and unsupervised. It’s a lovely scenario, really. It’s just not particularly productive.

Matt T. Wood worked at Valve for 17 years, helping to build Left 4 Dead, Left 4 Dead 2, Portal 2, CS:GO and both episodes of Half-Life 2. He left in 2019 and is now preparing to release his first independent game, Little Kitty, Big City.

“Valve talks a lot about, like, you can do anything you want,” Wood told Engadget in 2023. “And it’s like, well — that’s never true. Valve has a direction, and they have a trajectory. And so, for me, it was realizing that the direction that Valve was going in was not a place that I wanted to be long-term. …They were sitting on their laurels a little bit, and it’s like they weren’t really challenging themselves, taking risks or doing anything. Steam’s making a lot of money so they don’t really have to.”

Little Kitty, Big City is coming to Steam, of course.

Valve is supremely skilled at making money off of other people’s work, and Steam epitomizes this trait. The company did the same thing with Steam Machines back in 2014 too: Valve created a Steam Controller, but it never actually built a Steam Machine. Instead, Valve licensed its name to PC manufacturers, and these companies built boxes to beam Steam into people’s living rooms. Valve offloaded manufacturing costs while collecting market data about actual demand for quasi-PC, quasi-console hardware. Valve never ended up making its own box (unless you view the Steam Deck as a Frankenstein hybrid of the Steam Controller and Steam Machines, which I do).

The Steam Deck is the most exciting thing to come out of Valve in decades, and that’s largely because the company actually seems dedicated to improving and supporting it. Valve seemingly gave up on VR hardware after the Index, but less than two years after the release of the Steam Deck, Valve dropped an OLED version featuring a gorgeous screen and other improvements.

The Steam Deck is, of course, all about Steam. Just like Half-Life 2 was a clever ruse to get more people registered on Steam back in 2004, the Steam Deck is positioned to dominate the handheld PC market in 2024, and it comes with Steam installed.

Today, digital distribution is the backbone of the industry (which I guess makes DRM the spinal fluid), and Steam is the undisputed leader in this space.

Steam’s legacy is a vast and varied landscape of games serving millions of individual libraries, some thousands of titles deep — all of which can disappear with a snap if Valve decides to stop, sell or pivot. It’s a storefront that set the standard and refused to stop growing. It’s entire studios of artists and writers devoured, and beloved franchises left to rot. It’s a stranglehold that allows Valve to ignore market pressure from consumers, creators and competitors.

Behind the curtain of the video game industry, there’s Steam, constantly churning, powering everything.


To celebrate Engadget's 20th anniversary, we're taking a look back at the products and services that have changed the industry since March 2, 2004.

This article originally appeared on Engadget at https://www.engadget.com/steam-defined-the-modern-video-game-industry-163021533.html?src=rss