×
Nintendo

Nintendo Throws Rare Bone To Modern EU Gamers Via N64 60 Hz Toggle (arstechnica.com) 13

An anonymous reader quotes a report from Ars Technica: On Monday, Nintendo of Europe announced a very region-specific -- and era-specific -- tweak for its upcoming collection of N64 games on Switch: an option to switch between the video standards PAL and NTSC. While the announcement may sound ho-hum to outsiders, anyone in Europe with a vested interest in classic gaming will appreciate what the toggle affords. The issue boils down to differences between NTSC and PAL, the leading video broadcast standards on CRT TVs during Nintendo's '80s and '90s heyday. North American and Japanese TV sets were configured for NTSC, which has a refresh rate standard of 60 Hz, while PAL sets dominated Europe with a slightly higher pixel resolution and a lower refresh rate standard of 50 Hz.

Should you merely watch TV series or films on both NTSC and PAL sets, the difference between each is noticeable yet mild. But for much of the '80s and '90s, many TV video games, especially the ones made by the largely Japanese console industry, suffered in PAL because they were coded specifically for NTSC standards. In order to port them to PAL, developers generally didn't go back and reconfigure all of the timings, especially in the case of early 3D games. Instead, their internal clock speeds were often slowed down to 83.3 percent to match European TV refresh rates. This meant both slower gameplay than originally coded and slower playback of music and sound effects. (These also often shipped with NTSC's pixel maximums in mind in such a way that they were squished to fit on PAL displays, as opposed to being optimized for them.)

Sure enough, last month's announcement of N64 games on Nintendo Switch Online put fear into European classic-gamer hearts. That region's reveal video included slightly slower timings of classic N64 games compared to videos posted by Nintendo of America and Nintendo of Japan, since they were emulating the original European retail releases. At that time, Nintendo of Europe did not immediately reply to social media questions about whether European Switch owners would get an option for 60 Hz N64 gameplay -- especially in an LCD TV era, where such CRT-related restrictions no longer technically apply to most EU and UK TV owners. Monday's announcement confirms that European players will get a 60 Hz option by default for every N64 game in the Nintendo Switch Online "Expansion Pack" collection, along with the option to access a game's original 50 Hz version if it launched with multi-language support. Reading between the lines, we believe this means that if a European N64 game only had English language support, its Switch Online version will be the North American NTSC ROM.

Crime

Car Thieves Arrested After Using $27,000 Game Boy Device (bbc.com) 104

An anonymous reader quotes a report from the BBC: A gang of car thieves used a handheld device disguised as a Nintendo Game Boy to steal vehicles worth $245,000. Dylan Armer, Christopher Bowes and Thomas Poulson stole five Mitsubishi Outlanders by using the gadget to bypass the cars' security systems. West Yorkshire Police said the device, worth $27,000 could unlock and start a car "in a matter of seconds." The trio, all from Yorkshire, were jailed at Leeds Crown Court after pleading guilty to conspiracy to steal. CCTV footage of the theft showed them unplug the car from its charging point before using the device to unlock and start it. When officers stopped the three men they found the Game Boy-style gadget hidden in a secret compartment of their car. Police said footage recovered from Poulson's phone showed him demonstrating "how quickly and easily the gadget gave them full access to the vehicles, accompanied by a commentary in mocking tones." The force added that the "significant investment required to buy one of the sophisticated devices suggested the thefts were planned and orchestrated crimes."
Nintendo

Nintendo Denies Rumors of New Switch Pro Model (axios.com) 24

A Bloomberg report claiming 11 game developers have access to Nintendo Switch 4K development kits is sparking confusion about the existence of the rumored Nintendo Switch Pro. Axios: Bloomberg published a story yesterday in which it says that employees at the game companies, including Zynga, claim to have the dev kits. That system wouldn't be out until at least late next year, Bloomberg reports. Nintendo has disavowed the report on Twitter, saying that it has "no plans for any new model other than Nintendo Switch -- OLED Model." The report "falsely claims that Nintendo is supplying tools to drive game development for a Nintendo Switch with 4K support," Nintendo said. "To ensure correct understanding among our investors and customers, we want to clarify that this report is not true." A Zynga spokesperson told Axios that the company "does not have a 4K developer kit from Nintendo."
Movies

Chris Pratt Cast as Voice of Mario for New 'Super Mario Bros' Movie (msn.com) 38

Newsweek reports: Chris Pratt is in a celebratory mood, following the announcement that he's set to voice lead character Mario in an animated movie adaptation of the enduring video game Super Mario Bros. The Guardians of the Galaxy star joins a star-studded cast in the movie, which includes Charlie Day as his brother Luigi, Anya Taylor-Joy [from The Queen's Gambit] as Princess Peach, Keegan-Michael Key [co-creator of Key & Peele] as Toad, and Jack Black as villainous turtle Bowser... Also included in the cast are Seth Rogen as Donkey Kong and Fred Armisen [from SNL and Portlandia], who will take on the role of his grandfather, Cranky Kong....

The producers said that the actors were selected for their ability to capture the spirit of each of their characters, per Variety.

Kotaku adds that future-voice-of-Mario Chris Pratt "isn't exactly instilling confidence right now." "It's ah me, ah Mario," he said in an Instagram video posted last night in the exact same voice I would use if I were pretending to be Chris Pratt pretending to be Mario. "That's not the voice, you'll have to wait to hear the voice, but we've been working hard at it and I'm really excited to announce that I'm the voice of that video game that I dreamed of playing as a kid."

For decades, Mario has been voiced in the games by Charles Martinet who is also not Italian but is an theatrically trained and experienced voice actor who specializes in accents and dialects. He will be involved in the new movie in some way, but at this point just as another avenue for Nintendo to troll longtime fans, it seems.

Piracy

Take-Two Sues Enthusiasts Behind GTA Fan Projects Re3, ReVC (torrentfreak.com) 26

An anonymous reader quotes a report from TorrentFreak: Take-Two Interactive has sued several programmers and enthusiasts said to be behind the popular re3 and reVC Grand Theft Auto fan projects. The lawsuit says that after the company filed a DMCA takedown notice to remove the projects from Github, the defendants filed a bad faith counter notice to have the content reinstated, thus triggering this copyright infringement lawsuit. "Defendants' source code projects, known as re3 and reVC, purport to have created a set of software files (which Defendants claim they 'reverse engineered' from the original Game software) that allow members of the public to play the Games on various hardware devices, but with so-called 'enhancements' and 'modifications' added by Defendants," the complaint reads (PDF). "Perhaps most notably, Defendants claim that their derivative GTA source code enables players to install and run the Games on multiple game platforms, including those on which the Games never have been released, such as the PlayStation Vita and Nintendo Switch." According to Take-Two, the defendants' conduct is willful and deliberate since they are well aware that they do not have the necessary rights to copy, adapt or distribute derivative GTA source code or the audiovisual elements of the games. The gaming giant adds that [defendant Angelo Papenhoff] publicly expressed concern that Take-Two would find out about the 're3' and 'reVC' projects.
[...]
Take-Two says that by willfully and maliciously copying, adapting and distributing its source code and other content, all of the defendants have infringed its exclusive rights under copyright law. As a result, the company is entitled to damages in amounts to be determined at trial or, alternatively, a maximum statutory damages award of $150,000 for each infringed work. Additionally, the gaming company says that by submitting bad faith DMCA counternotices to have the projects restored to Github, three of the defendants made misrepresentations under U.S.C. 512(f). Finally, Take-Two is seeking temporary, preliminary, and permanent injunctive relief to restrain the defendants from continuing their allegedly infringing activities. The company wants all infringing source code and games removed from the Internet and wants the defendants to hand over all materials that infringe its rights. Take-Two also wants a full accounting of "any and all sales or downloads of products or services" that infringe its rights.

First Person Shooters (Games)

Microsoft-Owned Bethesda Releases New 'Enhanced' Version of Quake 1 (gamesradar.com) 44

"A newly-enhanced edition of the original Quake has been officially revealed by Bethesda at QuakeCon 2021," reports GamesRadar+ The updated edition of the classic 1996 first-person shooter is out right now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Xbox Series S, and Nintendo Switch.

There's updated visuals, online and local multiplayer, and new content available in the enhanced edition of Quake. Two expansions for the original game — The Scourge of Armagon and Dissolution of Eternity — are included in all purchases, as are the Dimensions of the Past and the brand new Dimension of the Machine expansions, the latter two of which are developed by Wolfenstein studio MachineGames.

"Those who own Quake on Steam or from the official Bethesda.net store can access the update for free," reports Ars Technica: The multi-platform release could be seen as positive news after Microsoft's acquisition of Bethesda, a move that generated worries about Microsoft/Bethesda exclusivity moving forward. For those who don't mind waiting, Limited Run Games will offer physical disc and card releases for the PS4 and Switch, respectively, including a pricey limited edition that comes in a box that looks like the in-game nail-gun ammo...

According to a press release, the PlayStation 5 and Xbox Series X versions of the game will run at full 4K and 120 fps once a future update goes live.

Games

The GTA Remastered Trilogy Appears To Be Real, And Coming To Switch (kotaku.com) 36

After months of rumors and speculation, Kotaku has learned from sources that Rockstar Games may be remastering three classic Grand Theft Auto games. Currently, it appears these games will be released later this fall for a multitude of platforms, including the portable Nintendo Switch. From a report: For the past year, rumors have swirled on Twitter, Reddit, and various message boards that Rockstar is working on remakes or remasters of classic, PS2-era Grand Theft Auto titles. These rumors only grew in popularity as Rockstar's parent company, Take-Two Interactive, used DMCA takedowns to remove classic GTA mods from the internet while announcing that the publisher had three remastered games in development. While Kotaku can't confirm what all of those teased remastered titles specifically are, we can confirm via corroborating details from three sources that GTA remasters are currently in the final stages of development.
Games

Someone Made a Playable Clone of Pokemon For the Pebble Smartwatch (gizmodo.com) 19

Developer Harrison Allen has developed a playable clone of Pokemon for the Pebble smartwatch, which was officially discontinued in late 2016 after the company was sold to Fitbit. Gizmodo reports: According to the game's developer, Harrison Allen, Pebblemon uses a graphics library they created that replicates Pokémon Yellow, which was the first version of the popular game series to take advantage of the Game Boy Color's limited color palette. As a result, while Pebblemon appears to be playable using the Pebble smartwatch's buttons (the wearable lacked a touchscreen), it's a smaller version of the original game featuring "various areas within the Johto region" but players will still "Encounter all 251 Pokemon from the Game Boy Color games" and will still be able to find items to help them out during gameplay.

Pebblemon is currently available through the Rebble.io repository, which was created shortly after the company died as a place to continue to allow users to maintain their smart wearables, and to give developers a way to distribute new apps. If you don't already use it, you'll have to jump through a few hoops to get it to play nice with your Pebble watch, but it doesn't appear terribly difficult. Alternately, Allen has provided all of his source code through GitHub, if you're in the mood to compile or adapt it into something else yourself. There are two things to keep in mind if you want to try Pebblemon out: it's only compatible with the Pebble Time, Pebble Time Round, and Pebble 2 models -- not the original version of the wearable -- and you're going to want to jump on this as soon as possible because there's a very good chance Nintendo's eager lawyers are already aware of the game, and are already working to wipe it off the face of the Earth.

Nintendo

Nintendo Switch OLED Model Will Go on Sale October 8th for $350 (theverge.com) 28

Nintendo is announcing a new Switch model today with a larger 7-inch 720p OLED display. While rumors had suggested this new Switch would ship with a new Nvidia chip inside, it doesn't look like that's the case. From a report: Nintendo lists this Switch OLED model as only supporting 1080p via TV mode, and rumors had suggested 4K support, thanks to a rumored Nvidia chip upgrade. The Switch OLED model will go on sale for $350 starting on October 8th. Other than the new screen, this revised model includes an adjustable stand for tabletop play, 64GB of built-in storage (up from 32GB), a new dock with a wired ethernet port built in, and improved audio for handheld or tabletop play. Nintendo only mentions "up to 1080p via HDMI in TV mode" for the TV dock, so the rumored 4K mode isn't part of this OLED Switch.
PlayStation (Games)

PlayStation Is Hard To Work With, Devs Say (kotaku.com) 42

After yesterday's industry-wide discussion of the cost of being visible on Sony's PlayStation Store, Kotaku has heard from multiple independent developers and publishers expressing similar frustrations and fury. From a report: There were two main responses to our article yesterday highlighting one independent developer's frustrations with working with Sony to sell games on the PlayStation store. The first was a confusing number of people convinced that this was somehow part of an underground conspiracy to destroy Sony. The second was many indie game developers and publishers getting in touch to say that, yes, wow, Sony are far harder to work with and sell games through than anywhere else.

It's not possible to rationalize with the former group. We had confirmed hard figures on Sony's fees for getting any visibility on the PlayStation's in-built store, so we reported them. The conspiracy, disappointingly, ends there. However, the information about just how much worse it is for indies to work with Sony than Microsoft or Nintendo keeps piling in. "Oh yeah, so there's Nintendo who supports you," one such response begins. "[Then] Microsoft who supports you and [then] there is Sony who supports its own AAA machine and gives a fuck about everyone else."

As Bloomberg reported in April, Sony shows extraordinary caution even with the games it makes itself, with an obsessive focus on blockbuster success. According to that article, the Japanese corporation is moving away from developing smaller in-house games, so fixated are they on only the largest games. It seems this lack of interest in smaller titles extends to third-party developers attempting to sell their games on the system. "Sony does not understand what indie means," an independent publisher tells me under the condition of anonymity, via Twitter DMs. "Not at all. For them indie is something in the lower million budgets."

Emulation (Games)

Near, Creator of the Higan and Bsnes Emulators, Has Died (pcgamer.com) 245

Hmmmmmm shares a report from PC Gamer: Near, also known by their username Byuu, the creator of several groundbreaking videogame emulators and a recent celebrated translation of JRPG Bahamut Lagoon, has died by suicide. Near posted a thread on Twitter explaining how they were affected by a campaign of harassment organized against them on the Kiwi Farms forum. Subsequently, Hector Martin, an IT consultant and Linux hacker, posted a message about Near from a mutual friend (CW: contains explicit details of Near's method of suicide) and said that they had confirmed Near's death with police in a follow-up tweet. The linked document also focuses on the Kiwi Farms forum and the doxing and harassing of Near and their friends.

Near's bsnes was the first Super Nintendo emulator with 100% compatibility, and higan is a multi-system emulator supporting 26 different devices including the NES, SNES, Game Boy and Game Boy Advance, Sega Master System and Genesis/Mega Drive, and PC Engine. If you've played any of the indie games influenced by EarthBound, aka Mother 2, then odds are good that game's designer had a copy of EarthBound open in higan for reference. Parts of the emulator created to keep Stephen Hawking's voice synthesizer working in the final years of the famous physicist's life were even borrowed from higan's open source code.

E3

Low-Budget Games Steal Spotlight After Covid Delays Big Names (bloomberg.com) 42

The annual video game convention E3 is normally full of teasers for splashy, graphic-rich games from big-name studios and surprise announcements about new titles. But this year's online-only event was much quieter, with many hot releases delayed as a result of the pandemic. That gave games from independent studios a chance to steal the show. From a report: Some of the most impressive reveals this year were small-scale, indie games that may not have the wow factor of something like Ubisoft Entertainment SA's Assassin's Creed but appealed to fans with interesting story lines, quirky graphics or unusual gameplay. Highlights included Replaced, a gorgeous cyberpunk-themed action game and debut title from Sad Cat Studios, and Twelve Minutes, in which players must break a time loop full of betrayal and murder. The game, from a division of film company Annapurna Pictures, stars Daisy Ridley and Willem Dafoe. Entries like these delighted fans and showcased the breadth of possibilities of video games.

Most years, E3 takes place in Los Angeles, where fans and industry professionals convene at the convention center to play demos and watch trailers for the hottest new games. Commercials and giant posters from expensive series like Call of Duty compete for attendees' eyeballs, and fans come away excited about what's coming in the fall. This year, while there will be Microsoft's Halo Infinite, promised in time for the holidays after a year's delay, Nintendo's highly anticipated next game in the Zelda series won't come until next year. Same with Elden Ring, a much-hyped dark fantasy based on the book that inspired Game of Thrones. Fans didn't seem to mind, and left the show raving instead about Tunic, a Zelda-inspired action-adventure game starring a small fox developed by Canadian creator Andrew Shouldice, and Neko Ghost, Jump, a platforming game from Burgos Games, in which you can shift between 2D and 3D perspectives.

This explosion of independent games, which are usually made by small teams that aren't funded by multi-billion-dollar corporations like Electronic Arts, or Activision Blizzard, is a relatively recent phenomenon. Until the late 2000s, developers mostly had to partner with big publishers to get their games to audiences. The rise of digital distribution on PCs and consoles combined with the increased accessibility of game-making tools such as the Unity Engine have made it easy for solo developers, or two or three people working in a garage, to release successful games on their own. Some companies, such as Annapurna Interactive and Devolver Digital, have thrived as independent publishers, partnering with developers to release exclusively small, creative games.

Games

Capcom Sued By Photographer Claiming They Used 80 of Her Photos Without Licensing (polygon.com) 136

Long-time Slashdot reader UnknowingFool summarizes a report from Polygon: Photographer Judy Jurasek has sued Capcom for copyright infringement of at least 80 of her photographs in their recent game, Resident Evil: Devil May Cry and other games. Jurasek claims the textures in the video game where copied from her 1996 book Surfaces which contained 1,200 images of surfaces and textures. The book was sold with a CD-ROM with digital copies of the images. Jurasek's damages could total $12M from Devil May Cry alone.

Jurasek claims that Capcom never licensed the images for use in their video games. The initial filing is over 100 pages with many detailed photographic examples of her claims. Part of her evidence comes from Capcom's 2020 data breach. The data breach leaked among other things files and filenames of images used by Capcom. At least one filename appears to match those found in the CD-ROM from Surfaces.

Jurasek is also seeking additional damages of $2,500 to $25,000 for each used photograph for "false copyright management and removal of copyright management," according to Polygon's report, which says she's alleging her photos were used for "everything from marbled textures to ornate sculptural details that are recognizable and abundant in Capcom games," and even the shattered glass texture used in the Resident Evil 4 logo.

A Capcom representative told Polygon that the company is "aware of the lawsuit" and has "no further comment."
Piracy

ROM Site Owner Made $30,000 a Year -- Now Owes Nintendo $2.1 Million (arstechnica.com) 65

An anonymous reader quotes Ars Technica: The now-unemployed owner of a shuttered ROM distribution site has been ordered to pay $2.1 million in damages to Nintendo after trying and failing to defend himself in the case.

In September 2019, Nintendo filed a lawsuit against Los Angeles resident Matthew Storman over his operation of RomUniverse.com, which offered prominent downloads of "Nintendo Switch Scene Roms" and other copyrighted game files. At the time, Nintendo said that the site had been "among the most visited and notorious online hubs for pirated Nintendo video games" for "over a decade." Storman has admitted that, in 2019, the site made up the bulk of his $30,000 to $36,000 a year in income. This included direct revenue from the sale of "premium unlimited accounts" for $30 per year that provided users with faster downloads and no limits.

By the time Storman signed a September 2020 agreement with Nintendo to shut the site down, he said he was deriving $800 a month from the site. According to court documents, Storman's income is now derived primarily from "unemployment and food stamps."

In a motion for dismissal, Storman invoked the "safe harbor" protections of the Digital Millennium Copyright Act (DMCA), arguing that he was just a neutral service provider for users sharing files. He also pointed out that he had agreed to Nintendo's DMCA takedown requests in the past. During a deposition, though, Nintendo got Storman to admit that he had uploaded Nintendo's copyrighted ROM files himself, obliterating any attempts at a "safe harbor" claim...

While Nintendo originally claimed that RomUniverse was responsible for "hundreds of thousands" of copyrighted downloads, that number was lowered to 50,000 based on evidence gleaned from screenshots of the site. Nintendo argued that each download cost it between $20 and $60 (the average cost of new games it sells) and that it had therefore lost between $1 and $3 million in revenue.

Piracy

ROM Site Owner Made $30,000 a Year -- Now Owes Nintendo $2.1 Million (arstechnica.com) 132

An anonymous reader quotes a report from Ars Technica: The now-unemployed owner of a shuttered ROM distribution site has been ordered to pay $2.1 million in damages to Nintendo after trying and failing to defend himself in the case. In September 2019, Nintendo filed a lawsuit against Los Angeles resident Matthew Storman over his operation of RomUniverse.com, which offered prominent downloads of "Nintendo Switch Scene Roms" and other copyrighted game files. At the time, Nintendo said that the site had been "among the most visited and notorious online hubs for pirated Nintendo video games" for "over a decade."
[...]
In providing summary judgment for Nintendo (as noted by Torrent Freak), the judge suggested that this was a clear case of infringement, one in which "there is no genuine issue of material fact that Plaintiff owns the copyrighted works and Defendant copied the works." While Nintendo sought $4.41 million in copyright damages -- or $90,000 each for 49 games -- the judge lowered the amount to $1.715 million ($35,000 per work). That amount should be sufficient to "compensate Plaintiff for its lost revenue and deter Defendant who is currently unemployed and has already shut down the website," the judge wrote. The judge also awarded an additional $400,000 for RomUniverse's use of Nintendo's trademarked box art, down from a massive $11.2 million ask. But Storman avoided a permanent injunction on "future infringement," with the judge suggesting that there was no "irreparable harm" given the monetary damages and the fact that the site had already been shuttered.
Storman invoked the "safe harbor" protections of the Digital Millennium Copyright Act (DMCA), but Nintendo got him to admit that he had uploaded Nintendo's copyrighted ROM files himself. "Another attempted Storman defense based on the 'first sale doctrine' also failed to go anywhere, since the site was distributing copies rather than Storman's personal property," adds Ars.
Nintendo

Valve Is Making a Switch-Like Portable Gaming PC (arstechnica.com) 59

An anonymous reader quotes a report from Ars Technica: Video game and hardware studio Valve has been secretly building a Switch-like portable PC designed to run a large number of games on the Steam PC platform via Linux -- and it could launch, supply chain willing, by year's end. Multiple sources familiar with the matter have confirmed that the hardware has been in development for some time, and this week, Valve itself pointed to the device by slipping new hardware-related code into the latest version of Steam, the company's popular PC gaming storefront and ecosystem.

On Tuesday, SteamDB operator Pavel Djundik spotted the change in Steam's code, which pointed to a new device named "SteamPal." The name is a derivative of a previously discovered code term, "Neptune," which began appearing in September of last year and came with a "Neptune Optimized Games" string. At the time, curious code crawlers thought this discovery referred to some type of controller. Technically, that's true. The "SteamPal," whose name we're putting in scare quotes because we do not have confirmation of the device's final name, is an all-in-one PC with gamepad controls and a touchscreen. In other words, it looks and functions like a Nintendo Switch (albeit without removable "Joy-Con" controller functionality).

The SteamPal will [feature] a system on a chip likely coming from either Intel or AMD, not Nvidia. (The aforementioned Switch-like PC manufacturers have leaned on both AMD and Intel for their products.) It's unclear whether Valve will release multiple SKUs to offer customers a choice of power level, battery life, and other specs, as other Switch-like PCs have offered over the past year. At least one SteamPal prototype version is quite wide compared to the Nintendo Switch. This extra width accommodates a slew of control options. No, Valve is likely not slapping an entire QWERTY keyboard onto its system, but the company has packed in a standard array of gamepad buttons and triggers, along with a pair of joysticks and at least one thumb-sized touchpad (in addition to the device's touch-sensitive screen). The SteamPal's touchpad is likely smaller than the pair of touchpads that came standard on every Steam Controller. The SteamPal's Switch-like properties will include the option to "dock" to larger monitors via its USB Type-C port, but I don't have firm details on exactly how that connection will work or whether Valve has any plans for an eventual SteamPal dock.

XBox (Games)

Microsoft Has Turned the Surface Duo Into a Handheld Xbox (theverge.com) 6

Microsoft is updating its Xbox Cloud Gaming (xCloud) app for Android, and it includes dual-screen support for the Surface Duo. The Verge reports: The app update allows Surface Duo owners to use a virtual gamepad on one screen of their device and games on the other. It makes the Surface Duo look more like a Nintendo 3DS than a mobile phone, with touch controls for a variety of games. Microsoft has been steadily adding Xbox Touch Controls to more than 50 games in recent months, including titles like Sea of Thieves, Gears 5, and Minecraft Dungeons. The full list of touch-compatible games is available here, and you can of course just use a regular Bluetooth or Xbox controller to stream games to the Surface Duo.

The benefits of a dual-screen device for this type of mobile experience are obvious. You no longer have touch controls over the top of the game, and your thumbs don't get in the way of seeing important action on-screen. If dual-screen or foldable devices ever catch on, this is a far superior way to play Xbox games without a dedicated controller.

Nintendo

Nintendo's Disastrous Wii U Proves To Be the Switch's Secret Weapon (axios.com) 43

Nintendo's worst-selling home console, the Wii U, continues to be the source for some of its biggest hits on the record-setting Nintendo Switch. From a report: With the Switch, Nintendo is putting on a clinic about how to turn prior failure into fortune as it repurposes games from the disastrous Wii U and tries selling them again on its newer hit device. The latest example of this salvaged success is the Switch's "Super Mario 3D World + Bowser's Fury," which sold 5.6 million copies in its first seven weeks of release this year, according to new Nintendo financial data. Compare that seven week total to the just over seven-year total of 5.9 million copies sold of 2013's "Super Mario 3D World" for Wii U. The newer Switch game is basically the old game with a fun bonus adventure. The Wii U was a disaster even by Nintendo's usual cycles of occasional struggle and phenomenal fortunes. The 2012 successor to the popular Wii (remember swinging that controller?) bombed, with just 13.6 million units sold lifetime. Its big innovation: a home console with a controller that contained a screen, allowing players to keep playing their games using that screen when others needed the TV. But people didn't care and it was discontinued by early 2017.
Sony

Sony Really Hated PS4 Crossplay, Confidential Documents Reveal (theverge.com) 55

It's no secret that Sony held back PS4 cross-platform play for years, but new confidential documents and emails reveal just how much Sony was against letting people play the same games with their friends on other platforms. From a report: Sony initially blocked cross-platform play for both Rocket League and Minecraft, despite Nintendo and Microsoft both enabling players to play across Xbox and Switch. The issue really blew up when Sony blocked Fortnite crossplay in 2018, and players were angry. It now appears that Sony may have been holding out to offset potential revenue losses. In the months leading up to Sony's decision to block Fortnite crossplay in 2018, Epic Games had pleaded with Sony to enable crossplay, emails in the Epic Games v. Apple case reveal. "I can't think of a scenario where Epic doesn't get what we want -- that possibility went out the door when Fortnite became the biggest game on PlayStation," said Joe Kreiner, Epic's vice president of business development.

Kreiner proposed, "We announce crossplay in conjunction with Sony. Epic goes out of its way to make Sony look like heroes." Epic even offered to brand its E3 presence with PlayStation or add unique characters, exclusive to PS Plus subscribers, to sweeten the deal. "Let's make this a huge win for us all. Epic's not changing it's mind on the issue, so let's just agree on it now," said Kreiner. Sony didn't agree. Gio Corsi, Sony's senior director of developer relations at the time, dismissed the idea of crossplay, noting that "cross-platform play is not a slam dunk no matter the size of the title" -- a clear reference to Epic's flex about Fortnite's dominance on PlayStation. "As you know, many companies are exploring this idea and not a single one can explain how cross-console play improves the PlayStation business," said Corsi. But as of August 2019, it appears that Sony may have found a worthy argument: a way to potentially siphon off money from its competitors in exchange for access to PlayStation players.

Microsoft

Microsoft Shakes Up PC Gaming by Reducing Windows Store Cut To Just 12% (theverge.com) 50

Microsoft is shaking up the world of PC gaming today with a big cut to the amount of revenue it takes from games on Windows. From a report: The software giant is reducing its cut from 30 percent to just 12 percent from August 1st, in a clear bid to compete with Steam and entice developers and studios to bring more PC games to its Microsoft Store. "Game developers are at the heart of bringing great games to our players, and we want them to find success on our platforms," says Matt Booty, head of Xbox Game Studios at Microsoft. "A clear, no-strings-attached revenue share means developers can bring more games to more players and find greater commercial success from doing so."

These changes will only affect PC games and not Xbox console games in Microsoft's store. While Microsoft hasn't explained why it's not reducing the 30 percent it takes on Xbox game sales, it's likely because the console business model is entirely different to PC. Microsoft, Sony, and Nintendo subsidize hardware to make consoles more affordable, and offer marketing deals in return for a 30 percent cut on software sales. Microsoft's new reduction on the PC side is significant, and it matches the same revenue split that Epic Games offers PC game developers while also putting more pressure on Valve to reduce its Steam store cut. Valve still takes a 30 percent cut on sales in its Steam store, which is reduced to 25 percent when sales hit $10 million, and then 20 percent for every sale after $50 million.

Slashdot Top Deals