Posts with «video games» label

Blizzard is bringing 'Overwatch 2' to Steam on August 10th

Blizzard is bringing some of its PC games to Steam for the first time. The company announced today that the transition will start with Overwatch 2 on August 10th, but did not go into detail as to what other titles may be coming to the platform.

President of Blizzard Mike Ybarra said in a press release that Battle.net will remain a priority for them but that “we’ve heard players want the choice of Steam for a selection of our games.” The company wants to remind users that while Overwatch 2 will be available on Steam, it still requires that you have a Battle.net account in order to play the game and access features such as cross-platform play. Players will also have access to their Steam friends list and will be able to invite friends on Steam. Blizzard did not announce Steam Deck support, though that won’t stop players from trying to get the game running on it.

Along with Steam support, Overwatch 2 is getting a big update on the same day. Players can expect PvE missions, a new PvP mode and a new hero. Blizzard calls it Overwatch 2: Invasion and says that it will be “a great opportunity for new players.”

Blizzard hasn’t announced what or when other titles will be coming to Steam, noting that it will be sharing that information “when the time is right.” Those eager to download the game on Steam can add it to their wishlist now and you’ll be notified when the game comes out on August 10th.

This article originally appeared on Engadget at https://www.engadget.com/blizzard-is-bringing-overwatch-2-to-steam-on-august-10th-192520735.html?src=rss

NVIDIA drops remake of fan-favorite mod ‘Portal: Prelude’ on Steam for free

NVIDIA just officially released the 2008 fan-made Portal mod, Portal: Prelude. The company dropped it on Steam and, what’s more, it’s free for anyone who has the original game. This isn’t a drab re-release, as the updated release features new textures, full ray tracing, DLSS 3 for increased performance, NVIDIA Reflex for decreased latency and RTX IO for quicker load times.

NVIDIA also dropped a GeForce Game Ready Driver to simplify setup. All of the changes to the remaster were done by modders, keeping with the spirit of the original release, via the company’s forthcoming RTX Remix creator toolkit. NVIDIA also hired famed modders to modernize assets and improve the lighting.

For the uninitiated, Portal: Prelude was originally released back in 2008 and developed by modders. It acts as a prequel to the original game and is set before the time of GLaDOS. The game offers a ten-hour campaign with nearly 20 test chambers, a fully voiced story and mechanics that go beyond the first Portal. It continues to be the highest-rated Portal mod, and there’s no shortage of competition.

This remake took eight months of dev time and acts as a showcase for the aforementioned modding toolkit, RTX Remix. Portal: Prelude is available right now on Steam and won’t cost you anything, as long as you have the original Portal, so get downloading.

This article originally appeared on Engadget at https://www.engadget.com/nvidia-drops-remake-of-fan-favorite-mod-portal-prelude-on-steam-for-free-130050799.html?src=rss

Crunchyroll is making a 'One Punch Man' online game for PC and mobile

Developers are taking another shot at a One Punch Man game, but this one is very different than the last major attempt. Anime service Crunchyroll has announcedOne Punch Man: World, an online multiplayer action title headed to Android, iOS and PC. The free-to-play game has you and friends joining the Hero Association to fight a growing wave of villains through missions and raids. You can unlock and play as heroes from the TV show's first season, including Saitama's faithful sidekick Genos, Mumen Rider and Puri-Puri Prisoner. You can relive key moments from the show, too.

Where Bandai Namco's A Hero Nobody Knows was a fighting game, this is more of a Devil May Cry-style action title with combos, dodges and ultimate attacks. You'll spend much of your time ranking up, including through side missions and mini games elsewhere in Z-City. 

One Punch Man: World arrives later this year. You can pre-register for the PC version now. Crunchyroll is working on the game alongside Perfect World, the studio responsible for Persona 5: The Phantom X and Tower of Fantasy.

It's too soon to say how well the game works in practice, including in-app purchases. Having said this, the creators face the same problem Bandai Namco did: how do you balance a game where the main hero, Saitama, can defeat anyone with a single hit? The answer seems to involve holding him back (a video on the official site shows Saitama using many punches to fell an enemy), but you'll likely have to wait for the finished product to know how powerful he really is.

This article originally appeared on Engadget at https://www.engadget.com/crunchyroll-is-making-a-one-punch-man-online-game-for-pc-and-mobile-171733850.html?src=rss

The NES at 40: Seven ways it changed the gaming world forever

Nothing will make you feel old like the anniversary of a much loved gaming console. Perhaps none more so than the 40th birthday of the Nintendo Entertainment System (or the Famicom as it was known for its 1983 Japanese debut).

Having launched in the very same year that the games industry crashed, Nintendo faced an uphill battle to make what would become the NES a commercial success. But we all know what happens next. Nintendo, through some shrewd decisions, creative talent and maybe just a dash of luck would become a console gaming right up to this very day. But it all starts with an unassuming beige and red box that two years later would become the retro-futuristic gray box that we all know and love.

Here are seven gaming legacies that Nintendo’s first home console gave to the world.

Bringing the D-pad

Kris Naudus for Engadget

It’s hard to imagine now, but there was a time where game controllers were almost as unique as the console they were connected to. As wild as it might sound, the NES was the first home console that sported the humble D-pad. The cross-style design would become a standard on controllers to this day.

Like all good inventions, it was born out of necessity. Nintendo’s early Game & Watch handhelds needed a control system that was pocket-friendly. A tiny joystick was impractical, plus the company wanted something more reliable than the four directional buttons some systems experimented with. Cue a little bit of design magic and the iconic D-pad as we know it was born.

The design was so effective that it was included on the NES controller along with two input buttons, instantly becoming a winning formula. This format proved so popular that you’ll be hard-pressed to think of a modern console that doesn’t use some form of this layout.

Better third-party games

Today we expect console titles to be of a certain standard, even if that doesn’t always pan out. We can broadly thank Nintendo, and specifically the NES for this. In the early ‘80s, third-party game development was a wild west with few checks and balances — any company could develop and publish games for any system. When the NES came along, it introduced the concept of licensed third-party games thanks to the NES’s 10NES “lockout” chip that prevented just anyone publishing a game for the platform. In turn, this created some form of quality control which would go on to become an industry standard.

It wasn’t all entirely positive (if you weren’t Nintendo that is). The 10NES was the first mass-market use of what we'd now generically call DRM, and it allowed Nintendo to initiate the industry-standard 30 percent licensing fee which, in its evolution, is still a source of contention with developers (and customers). The NES also introduced the idea of “exclusives” which is something else we still see for modern releases (often to the chagrin of gamers).

robtek via Getty Images

That said, Nintendo’s “seal of approval” did a lot to revive the gaming industry after its infamous crash in 1983, and for that we’re eternally thankful. Not to mention, we can’t be sure any amount of Mario would have made the platform what it was without titles like Contra, Mega Man 2 and Dragon Warrior, all made by third-party developers.

Bonus: Nintendo’s “10NES” lock-out chip authentication chip is also the reason why you sometimes had to “blow” into a cartridge, as if the contact between the chip and the console wasn’t perfect it would stop the game from booting. That’s, perhaps, another long-lasting legacy we’re glad to see the back of.

Console game saves

The Legend of Zelda’s legacy speaks for itself, but its debut on the NES came with a feature that changed everything: game saves. This had never been seen on a console in the US before and it changed what was possible for console games across the board, paving the way for bigger, more complex titles. A lot of the NES’ best loved franchises like Dragon Quest and Final Fantasy simply wouldn’t have been possible without battery saves, giving the technology an outsized legacy.

While games on disk-based computers had been deploying saves for a couple of years, consoles didn’t have internal storage, so players were stuck with workarounds like codes or passwords. Unlike a proper save, which would include things like current weapons and power-ups, a password would usually (though not always) just start you off at the beginning of the last level you were on. This was practical for things like racing games or platformers, but problematic for things like RPGs and sims.

The technology wasn’t perfect of course. If the battery died or somehow lost contact, you would lose all your saves. But it was a good enough system to last into the 2000’s with some form of on-cartridge saves being used right up until the 3DS. There was, of course, a free, time-honored alternative way to “save” games, usually when you had to go down for dinner: pause and switch off the TV (and maybe hide the controller from any siblings).

The video game mascot

SOPA Images via Getty Images

It’s hard to talk about anything Nintendo without a nod to the world’s most famous plumber. The NES isn’t where Mario had his first outing of course, not by a long shot. It’s not even the first console to have a Mario Bros. game (that was the Atari 2600). But the NES is arguably where the most important gaming franchise for Nintendo - Super Mario - began.

Super Mario Bros. isn’t just important for Nintendo, the side-scrolling platformer would go on to have an outsized influence that would reach far beyond the walls of Kyoto. The unique gameplay with power ups, secret rooms and a colorful world with a full cast of characters came together to create a formula that would set it on a path to become the best-selling game of all time (a title it no longer holds, alas).

There would of course be two sequels on the NES. Super Mario Bros. 2 (the US version at least) was brighter, bigger and added the ability to throw enemies and objects. Super Mario Bros. 3 ramped things up further with even more hidden bonuses and abilities. All three titles received positive reviews and critical acclaim. Most importantly, Super Mario Bros. would solidify the platformer as a key element of console gaming, directly inspiring Nintendo’s main rival, Sega, to create its own iconic mascot franchise.

The concept of mascot platformers has died away to an extent, but Crash Bandicoot helped sell the PlayStation, and we saw fresh attempts at mascots in the form of Ratchet & Clank, Spyro and Banjo Kazooie through the late '90s and '00s. Today, Master Chief is essentially the face of Xbox, and Sony uses the likes of Nathan Drake, Aloy and Joel in much the same way Nintendo used Mario: To sell consoles and merch.

The video game movie adaptation

Walt Disney Studios

There had been games based on popular films since the 1970’s, but we had to wait two decades before we’d see that concept reversed. In 1993, Super Mario Bros. became the first video game movie adaptation and boy did things get off to a bad start.

Starring Bob Hoskins (The Long Good Friday, Who Framed Roger Rabbit) as Mario and John Leguizamo (Moulin Rouge, Spawn) as Luigi, the movie received tepid reviews at best. The movie follows our plumbing heroes as they travel to another dimension (from Brooklyn!) to rescue, well, you know who. Looking back now, the costumes are a little camp, the effects comedic and the plot about as thin as the film it was shot on - but it was an exciting event for Kooper-stomping kids around the globe to have a movie of their own.

To put it in perspective, Hoskins said it was the worst thing he had ever worked on, and he did a run of commercials for British Telecom. A year later we’d be graced with adaptations of Double Dragon and Street Fighter which both have Rotten Tomatoes scores of less than half of Super Mario Bros. (which is already only 29%). Sadly, things don’t get much better from there on out with it taking until 2019 until a game-based movie would earn a “Certified Fresh” score Tomatometer (and that was… Detective Pikachu with 68%).

The light gun

luza studios via Getty Images

You might be surprised to learn that the technology behind the light gun has been around since the 1930s. Nintendo had developed its own version as far back as 1970 for its Laser Clay Shooting System. Old rival Sega had actually beaten Nintendo to the punch with its Periscope game in 1966. But of course, the one that would find its way into juvenile American hands en mass would be the NES Zapper in 1984.

You can’t talk about the Zapper without thinking about Duck Hunt, one of the most iconic titles on the system even if, let’s be real, it wasn’t all that good. But something about that unshootable dog (and the fact it was a pack-in game) has earned it legendary status.

Sega would introduce its own light gun, the much cooler-named Light Phaser, for the Master System two years later. And who could forget the iconic if a little… aggressively designed Super Scope accessory for the SNES? The light gun would live on for a few more generations, notably through Sega’s official accessories for the Saturn and Dreamcast and Namco’s GunCon series for the Playstation and PlayStation 2.

As gamers upgraded their TVs to the fancy new flat kinds we have today, the old-fashioned light guns of the '80s, '90s and '00s stopped working. The Wii and PS3 both used LED sensors to achieve the effect, and there was an official Aim Controller for PSVR, but no one has really figured out a standard way for us to shoot things from the comfort of our couches. (OK, Sinden has figured it out, but until a console supports its camera-based Light Gun system, it's only going to be for real enthusiasts.)

The mega franchise

Nintendo

Did we mention the NES also played games? More than possibly all of the above, the impact of the NES is lived out through the franchises that we still enjoy today. Of course, there’s Mario at the top with over 200 titles featuring the iconic mascot in some form or another. Within that are flagship titles for every console Nintendo has ever made - usually multiple for each.

The NES was the platform that introduced the US to the Zelda, Mega Man, Metroid, Final Fantasy, Castlevania, Dragon Quest, Ninja Gaiden and Kirby series. It was also the first console for many existing arcade franchises like Bionic Commando.

Not all of those series continue to this day, but the ones that do are some of the best known (and loved) franchises out there. In May, The Legend of Zelda: Tears of the Kingdom began emptying pockets and puzzling the minds of kids and adults alike. And just last month, Final Fantasy XVI found its way into the collection of over 3 million people in under a week.

Of course, despite the age of the original games, there are still modern ways to play them. Nintendo's most current console has over 60 NES games available via Switch Online, and the selection includes most of the titles you'd hope for (including the Super Mario Bros trilogy, Legend of Zelda, Punch Out and many, many more).

This article originally appeared on Engadget at https://www.engadget.com/the-nes-at-40-seven-ways-it-changed-the-gaming-world-forever-130033026.html?src=rss

Cloud gaming platform Antstream Arcade brings over 1,000 retro games to Xbox

Antstream Arcade is offering over 1,300 retro game titles on Xbox One and Series X/S, with notable titles such as Space Invaders, Metal Slug and Bubble Bobble. The company says these titles will be playable instantly without additional downloads or installation via its cloud gaming platform, with more titles being added every week. This is notable as Antstream will be the first third-party game streaming service on Xbox.

The service will support cloud-based game saves, an online scoreboard and the ability to pick up your game from multiple devices. Antstream Arcade is already available on Mac, PC, Linux, Android TV, Firestick and Samsung TVs, but this marks the first time it is coming to a game console.

Antstream says that it is using its “unique technology” to mod original games, allowing the company to create new mini-game challenges for both new and returning players. For example, you could play a modified Pac-Man map where the main objective is to avoid collecting the dots. Players will be able to enter tournaments, challenge other players to duels or compete for the highest score.

Antstream

Microsoft already has its own Xbox Cloud Gaming streaming service, and that’s available as a native app on Android, Windows, Samsung smart TVs and select VR headsets. It’s also available on iOS and Mac but you’ll need to use a web browser to access it. Though, Xbox Cloud Gaming is more focused on playing modern titles away from your console, while Antstream Arcade is solely focused on tugging those nostalgic heart strings.

Antstream Arcade on Xbox will be available for pre-order starting today on the Xbox store. Pricing will start at $29.99 annually with a one-time lifetime purchase option for $79.99. The company says all future games and new features will be included, regardless of which purchase option you decide to go with.

This article originally appeared on Engadget at https://www.engadget.com/cloud-gaming-platform-antstream-arcade-brings-over-1000-retro-games-to-xbox-070057648.html?src=rss

Sony plans to boost game R&D spending this year as competition ramps up

Sony plans to boost R&D spending in gaming and focus that extra money on Fortnite-style live service games and mixed reality, Nikkei has reported. It will invest $2.13 billion for the segment in fiscal 2023, accounting for about 40 percent of R&D spending company wide — over double what it spent in 2020. The aim is to better compete in cloud gaming and VR, particularly if Microsoft's Activision Blizzard acquisition goes through

Sony has traditionally relied on relied on story-led blockbuster titles like God of War and Horizon Zero Dawn, but live service games use a different model. Instead of developing one game and moving on to the next, companies build titles that can be updated over time, generating revenue with new content like seasonal maps, skins and weapons. Overwatch and League of Legends are examples of those. 

The company lags behind rivals in that area — it had just one live service game in 2021, but plans to have 12 in its portfolio by March 2026. To that end, it plans to spend 55 percent of PS5 game development on live service games by March 2024, and 60 percent by March 2026. It plans to use its Bungie acquisition to further that aim, according to the report. 

Meanwhile, Microsoft is trying to acquire Activision Blizzard, which would give it access to a powerful portfolio of live service games (World of Warcraft, Call of Duty, Destiny 2, etc.). Microsoft also holds a considerable lead in live-streamed games with Xbox Cloud Gaming, while Sony has only started testing PS5 game streaming

At the same time, Sony wants to invest more in the so-called metaverse by boosting development in extended reality (VR, AR, mixed reality etc.). To do so, it aims to combine the resources of nine overseas game studios it owns in whole or in part, including Epic Games, whose Unreal Engine helps power augmented reality apps. That's in light of the upcoming release of Apple's Vision Pro headset, and Sony's recent launch of its own PSVR2 headset

The increased investment shows the importance of gaming to Sony's overall portfolio. Its game & network services segment now makes up a large part of the company's earnings, far and above segments like imaging, movies, TVs and more. It also shows Sony recognizing that it must adapt to the reality that game development is shifting away from the traditional model — meaning it will be a lot more dependent on owning game-development studios.

This article originally appeared on Engadget at https://www.engadget.com/sony-plans-to-boost-game-rd-spending-this-year-as-competition-ramps-up-110524111.html?src=rss

EA is making a single-player Black Panther game

Marvel and Electronic Arts have revealed the second game they're making together as part of a deal between the two sides. A new Seattle-based Electronic Arts studio called Cliffhanger Games is developing a single-player Black Panther title.

It will be an action-adventure game with a third-person perspective, suggesting it’ll share some similarities with the likes of Insomniac's Spider-Man titles. According to Marvel, Cliffhanger aims to “build an expansive and reactive world that empowers players to experience what it is like to take on the mantle of Wakanda’s protector, the Black Panther.”

Cliffhanger says it and Marvel Games will collaborate "to ensure that we craft every aspect of Wakanda, its technology, its heroes and our own original story with the attention to detail and authenticity that the world of Black Panther deserves." However, Marvel and EA are staying tight-lipped on further details for now.

Marvel Games and EA’s latest studio Cliffhanger Games are proud to announce a new, original, third-person, single-player Black Panther title in development! Read more now: https://t.co/kBS0MTsFbHpic.twitter.com/7aQEdYo7Qg

— Marvel Games (@MarvelGames) July 10, 2023

Kevin Stephens, who previously held a similar role at Middle-earth: Shadow of Mordor developer Monolith Productions, is heading up Cliffhanger. The team includes former Halo Infinite, God of War and Call of Duty developers.

“We’re dedicated to delivering fans a definitive and authentic Black Panther experience, giving them more agency and control over their narrative than they have ever experienced in a story-driven video game,” Stephens said. “Wakanda is a rich superhero sandbox, and our mission is to develop an epic world for players who love Black Panther and want to explore the world of Wakanda as much as we do.”

It has been rumored for some time that EA had a Black Panther game in the pipeline. Last September, it emerged that EA Motive (the studio behind the recent Dead Space remake) is developing an Iron Man game. That too will be a single-player, third-person, action-adventure title, but we haven’t learned more details since. There’s no confirmed release window for either project.

This article originally appeared on Engadget at https://www.engadget.com/ea-is-making-a-single-player-black-panther-game-cliffhanger-games-141548205.html?src=rss

'to a T' is a coming-of-age game about a T-posing teenager

In to a T, players have to navigate the world as a teenager who can't lower their arms from an outstretched, T-shaped position. The character, named Teen, traverses an ordinary coastal town alongside their loyal dog, fending off bullies and discovering the strengths of their unique posture along the way. In the game's reveal trailer, it looks like flying might be the big benefit to T-shaped arms.

The game is an episodic 3D adventure with a rounded, cartoon art style that'll be familiar to anyone who's played Katamari Damacy, Wattam or other titles from creator Keita Takahashi. to a T comes from Takahashi's studio, Uvula, which recently released one of the coolest little games on Playdate, Crankin's Time Travel Adventure.

There's no release date or confirmed platforms for to a T, though Uvula began teasing it back in 2022 and it's being published by Annapurna Interactive. The project is being created in partnership with AbleGamers, a non-profit organization that advocates for people with disabilities in the video game market, leading inclusion efforts in software and hardware development. AbleGamers collaborated with Xbox as it designed the Adaptive Controller, and it provided input to Sony in the creation of the Access controller, the studio's coming accessibility-focused gamepad.

This article originally appeared on Engadget at https://www.engadget.com/to-a-t-is-a-coming-of-age-game-about-a-t-posing-teenager-191135661.html?src=rss

Recursive puzzle adventure game 'Cocoon' will arrive on September 29th

This is shaping up to be a banner year for puzzle games, thanks to the likes of the superb Humanity and the brain-melting Viewfinder. Another one has just emerged on the release calendar in the form of Cocoon, which was perhaps the most exciting game we got to check out at Summer Game Fest earlier this month. Publisher Annapurna Interactive revealed during its summer showcase that Cocoon will hit PS4, PS5, Nintendo Switch, Xbox One, Xbox Series X/S and Steam on September 29th. It'll be available on Game Pass as well.

This is the first project from Geometric Interactive, which was founded by two former developers at Playdead, the studio behind Limbo and Inside. Cocoon is an adventure game in which you use orbs to solve puzzles. When you place an orb on a socket, you can jump inside it — each orb is its own world with distinct mechanics and a boss to beat.

Cocoon is all about recursion. You can take an orb inside another world to make use of its abilities, such as being able to see otherwise-invisible paths or activate switches. You'll have the option to jump back out of an orb as well, which will be key to solving some puzzles and bypassing obstacles. We're looking forward to this one.

This article originally appeared on Engadget at https://www.engadget.com/recursive-puzzle-adventure-game-cocoon-will-arrive-on-september-29th-190537652.html?src=rss

'World of Warcraft Classic Hardcore' brings permadeath to Blizzard's MMO

Blizzard is bringing hardcore servers to World of Warcraft Classic. Inspired by the game’s popular “Death = Delete” community add-on, the mode limits any character you create to exactly one life. If your hero dies, running back to their body as a ghost won’t bring them back to life, nor can someone else resurrect your character with a class ability like the Shaman’s Ancestral Spirit spell. You also can’t use abilities like the Warlock’s Soulstone spell to bring your character back to life on their own. Oh, and Paladins won’t be able to bubble hearth out of sticky situations.

Hardcore realms are coming to #WoWClassic!

Here’s everything you need to know 👇

☠️ https://t.co/g0CAonPrTFpic.twitter.com/zknkUVZ2Ai

— World of Warcraft (@Warcraft) June 28, 2023

Your character won’t disappear after they die. Instead, they will remain as a ghost, so you can stay in touch with guildmates and any friends you met during your adventure. And if you want to continue playing your character after their untimely demise, Blizzard will offer free transfers to non-hardcore servers.

This being World of Warcraft we’re talking about, you have to imagine some people will try to trick other players into killing their own characters. To that point, Blizzard says Classic Hardcore will feature restrictions not found in other versions of the game. For instance, you won’t be able to kite a monster from one area to another in hopes of it terrorizing low-level characters. You also will need to deliberately flag yourself for PvP combat before you can attack another player. “We’ve added this failsafe to prevent situations in which a player could unintentionally take aggressive action against another player who is flagged for PvP, and unwittingly flag themselves,” notes Blizzard.

Speaking of PvP, Classic Hardcore will feature less of an emphasis on player-versus-player combat. You can’t queue for battlegrounds, for example, but Blizzard is introducing a new dueling mechanic that allows players to challenge one another to a fight to the death. Slaying an opposing player in such a duel will impart a permanent cosmetic buff called “String of Ears” on your character that tracks the number of players you’ve successfully taken down.

Hardcore servers will arrive in World of Warcraft Classic before the end of summer. Before then, a public test build of the new mode will go live on June 29th.

This article originally appeared on Engadget at https://www.engadget.com/world-of-warcraft-classic-hardcore-brings-permadeath-to-blizzards-mmo-192837221.html?src=rss