Posts with «video games» label

Steam closes an early-access loophole in its refund policy

Valve has closed a loophole in Steam's refund policy that effectively allowed players to beat a game before its official release date and get their money back. The company has long had a policy in place whereby users could refund a game, no questions asked, as long as they haven’t played for more than two hours within 14 days. Until now, the refund policy was far more lenient for games in early access or advanced access, but Valve has nipped that in the bud.

"When you purchase a title on Steam prior to the release date, the two hour playtime limit for refunds will apply (except for beta testing), but the 14-day period for refunds will not start until the release date," Valve's updated policy reads, as noted by IGN. "For example, if you purchase a game that is in Early Access or Advanced Access, any playtime will count against the two-hour refund limit. If you pre-purchase a title which is not playable prior to the release date, you can request a refund at any time prior to release of that title, and the standard 14-day/two-hour refund period will apply starting on the game’s release date."

Early access enables players to try an incomplete version of a game. It’s helpful for developers as they can take feedback from players and use that to improve their project before ramping up the marketing campaign ahead of the official release. Supergiant famously used this strategy to tremendous success with Hades (and is perhaps looking to repeat that trick with the sequel). But a game can remain in early access for years. Under the previous policy, players could put many hours into an early access game and still claim a refund on Steam.

As for advanced access, that relates to playing a full version of a game before its proper debut. It's pretty common for publishers to sell a deluxe edition of a game that lets players dive in a few days early. However, Steam made it possible for someone to beat a game in advanced access and get their money back before the standard version was available to everyone.

Now, the two-hour time limit applies to games in early access and advanced access. There's also a new advanced access label to make it clear when a game offers that.

There is one other key issue with the otherwise generous two-hour refund policy that Steam hasn't fully addressed, however. It's not uncommon for players to roll credits on very short games, typically indie titles. That leaves the game's developer and publisher out of pocket.

This article originally appeared on Engadget at https://www.engadget.com/steam-closes-an-early-access-loophole-in-its-refund-policy-150003143.html?src=rss

The Morning After: Meta teases a limited-edition Quest headset inspired by Xbox

Meta announced it’s opening up the Quest’s operating system to third-party companies, allowing them to build headsets of their own. The Quest OS is being rebranded to Meta Horizon OS and already has two companies interested.

ASUS’ Republic of Gamers (ROG) brand is working on new “performance gaming” headsets, while Lenovo’s focus is on devices for “productivity, learning and entertainment.” However, most intriguingly, perhaps, Meta says it’s also working on a limited-edition Xbox “inspired” Quest headset. (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest.) While this could just be a reskinned Quest 3, this collaboration could lead to future headsets made entirely for Microsoft’s consoles. If PlayStation can have VR, then surely Xbox can too.

— Mat Smith

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The EU opens an investigation into TikTok Lite, citing addiction concerns

This follows a more comprehensive probe from February.

The European Union (EU) has opened a second formal investigation into TikTok. The probe involves the addictive nature of TikTok Lite, a smaller version of the app that takes up less memory and was built to perform over slower internet connections. The wrinkle might be a design aspect that allows users to earn points by watching and liking videos. These points can be exchanged for TikTok’s proprietary digital currency and even Amazon vouchers. The EU’s Commission has expressed concern that this type of “task and reward” design language could impact the mental health of young users by “stimulating addictive behavior.”

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Russian court sentences Meta spokesperson in absentia to six years in prison

Andy Stone was convicted after ‘publicly defending terrorism.’

A few months after Russian officials placed Meta spokesperson Andy Stone on a wanted list and started a criminal investigation, a Moscow court has issued an arrest warrant for him on several terrorism-related charges in February. It cited Stone’s alleged “promotion of terrorist activities, public calls for terrorist activities, public justification of terrorism or propaganda of terrorism and public calls for extremist activities.”

Russia’s investigative committee opened a probe into Meta in March 2022. It claimed Stone had incited extremist activity after lifting “a ban on calls for violence against the Russian military on its platforms.” Stone said Meta was “temporarily” allowing some posts to stay on its platforms that would have previously been taken down for inciting violence, but noted the company would still outlaw “credible calls for violence against Russian civilians.”

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Embracer splits up its messy gaming empire into three companies

They’ll specialize in AAA, tabletop and indie titles.

Embracer

The company has announced plans to split into three separate parts. The first is Middle-earth Enterprises & Friends, specializing in AAA games like Tomb Raider and Dead Island – and, of course, anything Lord of the Rings. Asmodee will handle the tabletop gaming segment, which includes Ticket to Ride, 7 Wonders, Azul, CATAN, Dobble and Exploding Kittens. Coffee Stain & Friends will be the company’s indie-centric group, with properties including Deep Rock Galactic and Goat Simulator.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-meta-teases-a-limited-edition-quest-headset-inspired-by-xbox-111520584.html?src=rss

Metaphor: ReFantazio, a fantasy RPG from the Persona 5 team, comes out in October

Atlus first teased that it was working on a new RPG with a fantasy setting in mid-2023 — it also said way back then that it will be available sometime this year. Now, the developer has revealed that the game, Metaphor: ReFantazio, will come out on October 11 at a special livestream event. Katsura Hashino, the director of the game, as well as of Persona 3, 4 and 5, also introduced a 30-minute hands-on gameplay that gives you quite a lengthy look at its story and combat mechanics. Similar to the Persona games, Metaphor: ReFantazio has a turn-based combat system with what Atlus says is a "blend of real-time action."

Also, like the Persona games, you'll have to manage your time, so that you can build bonds with your allies and increase your "virtues" outside of dungeon-crawling. Metaphor: ReFantazio is set in the fictional United Kingdom of Euchronia, which was plunged into chaos after the assassination of its king. In the middle of the royal tournament for the throne, the protagonist and his partner fairy Galica go on a journey to find the cursed prince that was thought to be dead and team up with new allies along the way. 

Physical copies of the game, both standard and limited Collector's editions, are now available for pre-order, but you'll have to wait a bit if you'd rather get the digital version. Upon launch, the game will be available for various consoles, namely the Xbox Series X|S, PlayStation 5 and PlayStation 4, as well as on Windows and Steam on PC.

If the 30-minute gameplay footage is too long for you, here's a new trailer you can watch instead:

This article originally appeared on Engadget at https://www.engadget.com/metaphor-refantazio-a-fantasy-rpg-from-the-persona-5-team-comes-out-in-october-100359581.html?src=rss

Star Wars Jedi: Survivor is coming to Game Pass Ultimate and EA Play on April 25

The second installment in EA's Star Wars Jedi series is coming to Game Pass Ultimate, PC Game Pass and EA Play this week. Subscribers can continue Cal Kestis' journey in Star Wars Jedi: Survivor on April 25, almost a year to the day after its debut. If you haven't checked out the first steps of Cal's adventure, it might be best to get started with Star Wars Jedi: Fallen Order, which is also available through those services.

Jedi: Survivor picks up five years after the events of the previous game, with Cal continuing his fight against the Empire. This time around, you have five lightsaber stances to make use of, while the maps are larger than in Jedi: Fallen Order (at least the sequel includes fast travel). While Jedi: Survivor was generally well-reviewed, the PC port had notoriously poor performance out of the gate — an issue that developer Respawn Entertainment has tried to remedy through updates.

A third game is in the works, but there will be a different figure in charge. Stig Asmussen, the director of the first two entries, left EA to set up his own studio.

This article originally appeared on Engadget at https://www.engadget.com/star-wars-jedi-survivor-is-coming-to-game-pass-ultimate-and-ea-play-on-april-25-181028179.html?src=rss

Embracer Group is splitting up its messy gaming empire into three different companies

Embracer Group has been on a losing streak of late, having recently missed out on a $2 billion investment, laid off thousands of employees and sold one of its key properties, Gearbox, at fire-sale prices. Now, the company has announced plans to split into three separate, publicly listed entities, Bloomberg reported. 

The first is Middle-earth Enterprises & Friends, specializing in AAA games and and overseeing the Dead Island, Killing Floor, Kingdom Come Deliverance, Tomb Raider and The Lord of the Rings franchises. Studios under its purview include Crystal Dynamics, Dambuster Studios, Eidos-Montréal, Flying Wild Hog Studios, Tripwire, Vertigo Games, Warhorse Studios and 4A Games. This company will remain within the current listing as Embracer Group for now.

The second is Asmodee, will handle the tabletop gaming segment of Embracer Group. Those titles include Ticket to Ride, 7 Wonders, Azul, CATAN, Dobble and Exploding Kittens. Finally, Coffee Stain & Friends is the company's indie-centric group, with properties including Deep Rock Galactic, Goat Simulator, Satisfactory, Wreckfest, Teardown and Valheim.  

"This move has been made with the intention to unleash the full potential of each team and provide them with their own leadership and strategic direction," said Embracer Group CEO Lars Wingefors. "This is the start of a new chapter, a chapter that I intend to remain part of as an active, committed, and supportive shareholder of all three new entities, with an evergreen horizon."

Embracer Group went on an epic buying streak between 2019-2022 when borrowing was cheap, acquiring studios and entertainment groups including Crystal Dynamics, Gearbox Entertainment, Dark Horse Media, Middle-earth Enterprises and many, many others. Those came with gaming franchises including Tomb Raider, Deus Ex, Borderlands and Saints Row.

It was forced to restructure, though, when it lost out on a $2 billion partnership deal (reportedly with Savvy Games, funded by the Saudi government). It subsequently laid off 8 percent of its staff (as of February 2024), or nearly 1,400 employees. The company also sold off Borderlands developer Gearbox for $460 million, a fraction of the $1.3 billion it was valued at three years prior. 

This article originally appeared on Engadget at https://www.engadget.com/embracer-group-is-splitting-up-its-messy-gaming-empire-into-three-different-companies-120006822.html?src=rss

Finally, someone used Pareto’s economic theories to find the best Mario Kart 8 racer

Who hasn’t spent sleepless nights pondering what would happen if we applied Vilfredo Pareto's (the early 20th-century Italian economist) theories to Mario, the Mushroom Kingdom’s Italian high-jump champion and part-time elephant cosplayer? Data scientist Antoine Mayerowitz, PhD, tackled that age-old question, and the resulting work provides an objective way to tell us the best Mario Kart 8 racer combinations. Hint: It sure as hell ain’t Koopa Troopa.

When you break down the build options (including driver stats and various vehicle details) in Mario Kart 8 Deluxe, there are over 700,000 possible combinations. Yikes. But once you eliminate duplicates that differ only in appearance, you can narrow it down to “only” 25,704 possibilities. How do you narrow it down to find the best racer from there? Enter Mr. Pareto.

Pareto’s theories, most notably the Pareto front, help us navigate the complexities of choice. They can pinpoint the solutions with the most balanced strengths and the fewest trade-offs. Pareto’s work is about efficiency and effectiveness. Now we’re talking.

Nintendo

When choosing a Mario Kart racer, you have to consider their stats for speed, acceleration, handling, weight, offroad and mini turbo. That’s a lot to weigh.

Even if you decide that speed and acceleration are the most important, you’re still left with imbalances. For example, it’s tempting to go all in on speed (like Bowser or Wario), but they have weak acceleration. However, if you prioritize acceleration instead (such as Baby Mario or Dry Bones), you may be left with quick surges that plateau at a lousy top speed.

Meanwhile, some racers are always dominated in the most important stats — meaning their balance of speed and acceleration consistently come out behind. Koopa is one example of that, so don’t pick him if you care about winning. (But you can absolutely choose him because he has cute bug eyes and a snazzy shell.)

Nintendo

Mayerowitz’s Pareto front analysis lets you narrow your possibilities down to the 14 most efficient. And it turns out the game’s top players were onto something: One of the combinations with the most ideal balance of speed, acceleration and mini-turbo is Cat Peach driving the Teddy Buggy, roller tires and cloud glider — one already favored among Mario Kart 8 competitors.

Of course, if that combination isn’t your cup of tea, there are others that allow you to stay within the Pareto front’s optimal range. As Eurogamer points out, Donkey Kong, Wario (my old standby, mostly because he makes me laugh) and Princess Peach are often highlighted as drivers, and you can use Mayerowitz’s data fields to find the best matching vehicles. Keep in mind that others have identical stats, so racers like Villager (female), Inkling Girl and Diddy Kong are separated only by appearances.

To find your ideal racer, you can head over to Mayerowitz’s website. There, you can enter your most prized stats and view the combos that give you the best balance (those highlighted in yellow), according to Pareto’s theories.

This article originally appeared on Engadget at https://www.engadget.com/finally-someone-used-paretos-economic-theories-to-find-the-best-mario-kart-8-racer-211046789.html?src=rss

Prison Architect 2 is denied release until September 3

It hasn't been a great week for Paradox Interactive, and things just got a little worse for the publisher. It has announced another delay for Prison Architect 2, the sequel to a cult hit from 2015. The game had been set to drop on May 7 (which was already a delay from March 26) but now it won't arrive until September 3.

Though builds of Prison Architect 2 had been certified for all platforms, the developers at Double Eleven ran into some technical problems that will take some time to resolve. Some issues concerning memory usage and minimum spec configuration failures emerged. Although the team says its work on fixing those have been successful so far, some other technical challenges started popping up, leading to significantly more crashes.

Double Eleven will use the extra development time to improve the prison management sim's stability and to refine some of its features. Paradox says it will also take the opportunity to let players get a look inside the development process via additional developer diaries and streams. A stream is set for April 25.

Paradox notes that console players who pre-ordered will automatically be refunded due to platform policies — they'll need to buy Prison Architect 2 again to get a pre-order bonus. Steam players can request a refund if they wish.

The Prison Architect 2 delay comes one day after studio Colossal Order said it would refund all players who bought the first asset pack for Cities Skylines 2, another game Paradox is publishing. While the asset pack (which will be added to the base game for everyone) worked, there appeared to be a consensus among fans that there wasn't enough in there to justify the $10 price. There are bigger issues at play though, as Colossal Order has more work ahead to optimize Cities Skylines 2 after a rocky debut. The studio has also delayed the console release and other DLC as it focuses on fixing the core concerns.

This article originally appeared on Engadget at https://www.engadget.com/prison-architect-2-is-denied-release-until-september-3-181517857.html?src=rss

The best PS5 games for 2024: Top PlayStation titles to play right now

Regardless of if you just got your hands on a PS5 or you’ve had the console for a while, chances are you had a good idea which few games you wanted to start out with. After playing those to death, maybe you’re on the hunt for the next title that will suck you into an immersive world. We can confidently say that all of the video games on our best PS5 games list do this in their own way, be they action-adventure titles, racing sims, puzzles and everything in between. As always, in building a list like this, we looked for must-play games that offer meaningful improvements over their last-gen counterparts when played on a PlayStation 5 console, or are exclusive to the system. We'll be updating this periodically, so, if a video game's just been released and you don't see it, chances are that the reason for its absence is that we haven't played through it for the first time yet. Either that or we hate it.

Read more: The best SSDs for PS5

This article originally appeared on Engadget at https://www.engadget.com/the-best-ps5-games-for-2024-top-playstation-titles-to-play-right-now-144653417.html?src=rss

Blizzard takes aim at Overwatch 2 console cheaters

Like many other multiplayer games, Overwatch 2 isn't immune from cheaters. And it's not only an issue on PC, where cheaters use tools like aimbots. Some folks use XIM devices so they can play with a keyboard and mouse (KBM) on consoles. This is against Blizzard's rules, as KBM players typically have an aim advantage over those who use a controller, even though the console versions of the game have features like aim assist. While it's taken some time to get the ball rolling, the developer is finally doing something about the XIM problem.

XIM devices trick consoles into believing that KBM users are playing with a controller. However, in a blog post, Blizzard says it has been able to detect KBM players on consoles over the last few Overwatch 2 seasons. It has found that the cheating problem is more prevalent among higher ranked players. The developers say that use of so-called unapproved peripherals is "very rare" in lower ranks.

During the current season (which started this week), Blizzard will dish out permanent bans to the most extreme users of unapproved peripherals. It will rely on reports from other players and its own data to pinpoint those who are breaking the rules.

Starting in Season 11, which should get underway in June, the developers will tackle the issue at a broader level. The first time a console player is detected using an unapproved device on consoles, they'll be banned from Competitive modes for a week. If they keep using KBM or other unapproved peripherals in casual modes, they'll get a season-long Competitive suspension, only have the option of playing with other KBM users in Quick Play and lose access to aim assist features. It's all in the name of fairness.

There are accessibility concerns here, though, as some folks simply can't play games with a standard controller. Blizzard says that it has done its "utmost to ensure that players with accessibility needs will be less likely to trigger our detection." The developers say they will tailor their enforcement actions so that folks with accessibility needs can still land a sick Earthshatter or keep healing their teammates.

With all that said, Blizzard is looking into adding official KBM support on consoles so folks can play the game that way without negatively impacting controller players. As things stand, console and PC players are separated into separate pools for Competitive play. So to make things fair, Blizzard would need to shuffle console players who want to use a keyboard and mouse into games with other KBM players and no aim assist.

The XIM problem isn't exactly new. The Overwatch 2 developers' colleagues at Activision last year started banning Call of Duty players who spoof input devices (or just messing with them, as usual). Ubisoft and Epic have also targeted XIM users in Rainbow Six: Siege and Fortnite, respectively.

Blizzard is doing more on other fronts to try to keep Overwatch 2 fair and more enjoyable for the majority of players. It's punishing those who leave in the middle of matches more severely and taking a stronger stance on toxicity in voice and text chat.

Meanwhile, there's been a kerfuffle this week related to Overwatch 2 players being banned for using profanity. Those who use slurs or threaten others should obviously face appropriate consequences, but apparently booting out players from a game that has profanity filters for some slightly spicy trash talk is some kind of BS.

This article originally appeared on Engadget at https://www.engadget.com/blizzard-takes-aim-at-overwatch-2-console-cheaters-203923200.html?src=rss

It took 20 years for Children of the Sun to become an overnight success

Children of the Sun burst onto the indie scene like a muzzle flash on a dark night. Publisher Devolver Digital dropped the game’s first trailer on February 1, showcasing frenzied sniper shots and a radioactive art style. A Steam demo highlighting its initial seven stages went live that same day and became a breakout hit during February’s Steam Next Fest. Two months later it landed in full and to broad acclaim. This explosive reveal and rapid release timeline mirrors the game itself — chaotic but contained, swift and direct, sharp and bright.

Though it feels like Children of the Sun popped into existence over the span of two months, it took solo developer René Rother more than 20 years to get here.

René Rother

As a kid in Berlin in the early 2000s, Rother was fascinated by the booming mod community. He spent his time messing around with free Counter-Strike mapping tools and Quake III mods from the demo discs tucked into his PC magazines. Rother daydreamed about having a job in game development, but it never felt like an attainable goal.

“It just didn't seem possible to make games,” he told Engadget. “It's like it was this huge black box.”

Rother couldn’t see an easy entry point until the 2010s, when mesh libraries and tools like GameMaker and Unity became more accessible. He discovered a fondness for creating 3D interactive art. But aside from some free online Javascript courses, he didn’t know how to program anything, so his output was limited.

“I dabbled into it a little bit, but then got kicked out. Again,” Rother said. “It was just like the whole entrance barrier was so big.”

René Rother

Rother pursued graphic design at university and he found the first two years fulfilling, with a focus on classical art training. By the end of his schooling, though, the lessons covered practical applications like working with clients, and Rother’s vision of a graphic design career smashed into reality.

“There was an eye-opening moment where I felt like, this is not for me,” Rother said.

In between classes, Rother was still making games for himself and for jams like Ludum Dare, steadily building up his skillset and cementing his reputation in these spaces as a master of mood.

“Atmospheric kind of pieces, walking simulators,” Rother said, recalling his early projects. “Atmosphere was very interesting to me to explore. But I never thought that it was actually something that could turn into a game. I never thought that it would become something that can be sold in a way that it's actually a product.”

René Rother

By the late 2010s Rother decided he was officially over graphic design and ready to try a job in game development. He applied to a bunch of studios and, in the meantime, picked up odd jobs at a supermarket and as a stagehand, setting up electronics. He eventually secured a gig as a 3D artist at a small studio in Berlin. Meanwhile, his pile of game jam projects and unfinished prototypes continued to grow.

“In that timeframe, Children of the Sun happened,” Rother said.

In Children of the Sun, players are The Girl, a woman who escaped the cult that raised her and is now enacting sniper-based revenge on all of its cells, one bullet at a time. In each round, players line up their shot and then control a single bullet as it ricochets through individual cult members. The challenge lies in finding the most speedy, efficient and stylish path of death, earning a spot at the top of the leaderboards.

“It was just a random prototype I started working on,” Rother said. “And one Saturday morning I was thinking, ‘I don't know what I'm doing with my life.'” With an atmospheric prototype and a head full of ennui, Rother emailed Devolver Digital that same day about potentially publishing Children of the Sun.

“The response was basically, ‘The pitch was shit but the game looks cool,’” Rother said. “And then it became a thing.”

René Rother

Visually, Children of the Sun is dazzling. It has a sketchy 3D art style that’s covered in bruise tones, with dark treelines, glowing yellow enemies and layers of texture. Every scene looks like The Girl just took a hit of adrenaline and her senses are on high alert, lending a hectic sense of hyper-vigilance to the entire experience. It’s a game built on instinct.

“I didn't make any mood boards,” Rother said. “I didn't prepare [for] it. It was just like, oh, let's make it this color. Ah, let's make it this color…. This is something to very easily get lost in. I spent a lot of time just adjusting the color of grass so it works well with the otherwise purplish tones and these kinds of things. I spent way too much time on the colors.”

Children of the Sun went through multiple visual iterations where Rother played with contrast, depth, fog density and traditional FPS color palettes, before landing on the game’s dreamlike and neon-drenched final form. The residue of this trial and error is still visible beneath Children of the Sun’s frames, and that’s exactly how Rother likes it.

“I see it as a big compliment, actually,” he said. “In paintings, when we talk about visual art, I really like when you can see the brushstrokes. I like when you can still see the lines of the pencil before the painting got made. I like the roughness. I wanted everything to be rough. I didn't want it to be polished.”

Rother picked up the game’s soundtrack collaborator, experimental ambient composer Aidan Baker, the same way he hooked up with Devolver. Rother was a fan of Baker and his band Nadja, and he wanted a similar droning, slowcore vibe as a backdrop for Children of the Sun. On a whim, Rother sent Baker a casual message asking if he’d like to make music for a video game.

“He was like, ‘Well I've never done it, so I don't know,’” Rother remembered. “So we met one evening and then afterwards he was like, ‘Yeah, let's just do it.’ Instead of just emulating something that I like in the game, I somehow managed to get straight to the source of it. And that was a really nice experience.”

For Rother, Children of the Sun has been a lesson in trusting his gut. He hasn’t found the proper word in English or German to describe the atmosphere he created in the game, but it’s something close to melancholy, spiked with an intense coiled energy and bright, psychedelic clarity. He just knows that it feels right — visuals, music, mechanics and all.

“That's kind of how I live my life,” Rother said. “Not that I'm, like, super spontaneous or just flip-flopping around with opinions or these kinds of things. It's more about doing things that feel right to me without necessarily knowing why.”

When he booted up that Quake III demo disc and started making 3D vignettes for game jams, Rother didn’t realize he was building the path that would eventually lead him to a major publishing deal, a collaboration with a musician he admires, a big Steam release and a game about cult sniping called Children of the Sun. When Rother takes a moment to survey his current lot in life, he feels lucky, he said.

René Rother

“I feel like in the last three years, somehow, lots of things fell into my lap,” Rother said. “Although I still had to do something for it. I needed to be prepared for this moment, that required work.… But in the time where I prepared myself, I was not aware that I was preparing myself. So that's how the feeling of luck gets amplified a bit more.”

“Luck” is one way to describe it, but “artistic instinct” might be just as fitting. Children of the Sun is available now on Steam for $15.

This article originally appeared on Engadget at https://www.engadget.com/it-took-20-years-for-children-of-the-sun-to-become-an-overnight-success-194511363.html?src=rss