Game Pass, Microsoft’s subscription service for games, has 34 million subscribers as of February 2024. Microsoft revealed the number in a blog post where it shared its plan about the future of the Xbox business.
The latest number reveals that Game Pass growth has slowed down drastically. It took Microsoft three years since Game Pass launched in 2017 to get to 10 million subscribers in April 2020. In the next five months, the company added five million subscribers, and hit 18 million subscribers by January 2021, a growth rate of nearly 90 percent per year. A year later, the company announced that Game Pass had 25 million subscribers. Over the last two years, Game Pass has added nine million subscribers, which would be an average annual increase of just 18 percent.
Game Pass lets players pay a monthly fee to Microsoft for unlimited access to an evolving library of games that they can play on their consoles or PCs. In an announcement on Thursday, the brand’s leaders revealed plans to bring Xbox games to more platforms including the PlayStation 5 and the Nintendo Switch, both of which have far more users than Xbox. There are currently no plans to offer Game Pass on either Sony or Nintendo's platforms.
Update, February 16, 11:30AM ET: Added detail about Game Pass Core subscribers being included in Microsoft's 34 million figure.
This article originally appeared on Engadget at https://www.engadget.com/xbox-game-pass-subscriptions-have-begun-to-taper-off-225335361.html?src=rss
Game Pass, Microsoft’s subscription service for games, has 34 million subscribers as of February 2024. Microsoft revealed the number in a blog post where it shared its plan about the future of the Xbox business.
The latest number reveals that Game Pass growth has slowed down drastically. It took Microsoft three years since Game Pass launched in 2017 to get to 10 million subscribers in April 2020. In the next five months, the company added five million subscribers, and hit 18 million subscribers by January 2021, a growth rate of nearly 90 percent per year. A year later, the company announced that Game Pass had 25 million subscribers. Over the last two years, Game Pass has added nine million subscribers, which would be an average annual increase of just 18 percent.
Game Pass lets players pay a monthly fee to Microsoft for unlimited access to an evolving library of games that they can play on their consoles or PCs. In an announcement on Thursday, the brand’s leaders revealed plans to bring Xbox games to more platforms including the PlayStation 5 and the Nintendo Switch, both of which have far more users than Xbox. There are currently no plans to offer Game Pass on either Sony or Nintendo's platforms.
Update, February 16, 11:30AM ET: Added detail about Game Pass Core subscribers being included in Microsoft's 34 million figure.
This article originally appeared on Engadget at https://www.engadget.com/xbox-game-pass-subscriptions-have-begun-to-taper-off-225335361.html?src=rss
The first Activision Blizzard game to join Xbox Game Pass will be Diablo IV, and it's due to land on March 28. The move means Diablo IV will be playable on Xbox and PC at no extra charge to Game Pass members — of which there are 34 million, Xbox announced today.
This is just the first step in Xbox's broader plan to offer Activision Blizzard titles in its monthly subscription service, now that Microsoft fully owns the studio.
"There will be even more to play as we begin to fulfill our commitment to offer Activision and Blizzard games with Game Pass, both new releases and classic games from its legendary catalog," the Xbox Wire reads. Xbox plans to share more information about additional Activision Blizzard titles hitting Game Pass "soon."
Diablo IV is a big get for Game Pass, and there are plenty of other popular franchises in Activision Blizzard's roster, including Call of Duty, Overwatch, Crash Bandicoot, Spyro, Tony Hawk, World of Warcraft and Starcraft.
Microsoft acquired Activision Blizzard in October 2023, after nearly two years of antitrust investigations from authorities in the United States and abroad. The deal was worth nearly $69 billion, the largest in Microsoft's history. As part of negotiations with regulators, Microsoft agreed to offload the streaming rights for Activision Blizzard games onto Ubisoft, opening the door for their inclusion in Game Pass, Ubisoft+ and other cloud services. That deal lasts for 15 years, and Microsoft signed similar 10-year agreements with Nintendo and a few other streaming hubs.
In the US, the FTC is continuing to investigate the acquisition and recently accused Microsoft of misrepresenting its plans for Activision Blizzard following layoffs in January that affected 1,900 employees across the company's gaming segments. In the process, at least one Blizzard game was canceled and Skylanders studio Toys for Bob was gutted.
This article originally appeared on Engadget at https://www.engadget.com/diablo-iv-will-be-the-first-activision-blizzard-title-on-xbox-game-pass-204734655.html?src=rss
The first Activision Blizzard game to join Xbox Game Pass will be Diablo IV, and it's due to land on March 28. The move means Diablo IV will be playable on Xbox and PC at no extra charge to Game Pass members — of which there are 34 million, Xbox announced today.
This is just the first step in Xbox's broader plan to offer Activision Blizzard titles in its monthly subscription service, now that Microsoft fully owns the studio.
"There will be even more to play as we begin to fulfill our commitment to offer Activision and Blizzard games with Game Pass, both new releases and classic games from its legendary catalog," the Xbox Wire reads. Xbox plans to share more information about additional Activision Blizzard titles hitting Game Pass "soon."
Diablo IV is a big get for Game Pass, and there are plenty of other popular franchises in Activision Blizzard's roster, including Call of Duty, Overwatch, Crash Bandicoot, Spyro, Tony Hawk, World of Warcraft and Starcraft.
Microsoft acquired Activision Blizzard in October 2023, after nearly two years of antitrust investigations from authorities in the United States and abroad. The deal was worth nearly $69 billion, the largest in Microsoft's history. As part of negotiations with regulators, Microsoft agreed to offload the streaming rights for Activision Blizzard games onto Ubisoft, opening the door for their inclusion in Game Pass, Ubisoft+ and other cloud services. That deal lasts for 15 years, and Microsoft signed similar 10-year agreements with Nintendo and a few other streaming hubs.
In the US, the FTC is continuing to investigate the acquisition and recently accused Microsoft of misrepresenting its plans for Activision Blizzard following layoffs in January that affected 1,900 employees across the company's gaming segments. In the process, at least one Blizzard game was canceled and Skylanders studio Toys for Bob was gutted.
This article originally appeared on Engadget at https://www.engadget.com/diablo-iv-will-be-the-first-activision-blizzard-title-on-xbox-game-pass-204734655.html?src=rss
Times are a-changing at Xbox. The brand's leaders have confirmed plans to bring more Xbox games to other platforms — that almost definitely means PlayStation 5 and Nintendo Switch. Both of those consoles have a far larger install base than Xbox Series X/S, which are estimated to have shipped a combined 27 million units, compared with 54.8 million PS5s and nearly 140 million Switches.
On the latest edition of the Official Xbox Podcast, Microsoft Gaming CEO Phil Spencer says his team is bringing four of its games to "the other consoles." He didn't name the titles, but contrary to previous rumors, Starfield and Indiana Jones and the Great Circle are not coming to PS5 or Switch for now. Reports have suggested that Hi-Fi Rush, Sea of Thieves, Halo and Gears of War would be among those crossing the great divide.
Spencer did confirm that the Xbox games that are coming to PlayStation and Switch have been on Xbox and PC for at least a year already. "A couple of the games are community-driven games, new games, kind of first iterations of a franchise that have reached their full potential, let's say, on Xbox and PC — there's always growth, franchises that we obviously want to continue to invest in," he said.
"Two of the other games are smaller games that were never really meant to be built as kind of platform exclusives and all the fanfare that goes around that, but games that our teams really wanted to go build that we love supporting creative endeavors across our studios regardless of size," Spencer added. "And as they've realized their full potential on Xbox and PC, we see an opportunity to utilize the other platforms as a place to just drive more business value out of those games, allowing us to invest in maybe future iterations of those, so equals to those or just other games like that in our portfolio."
Spencer said Xbox isn't going to commit to porting other titles to more platforms beyond those four games just yet. He urged folks who play games on "those other platforms" not to assume every Xbox game will be come to their systems, but suggested that his team is going to take notes based on the impact of the initial four games and take things from there.
That said, this doesn't mark a major change in strategy, Spencer argued. Xbox's philosophy has long been about helping players access its games from anywhere, including through the cloud, and tiptoeing onto other consoles is just a part of that.
"By bringing these games to more players, we not only expand the reach and impact of those titles, but this will allow us to invest in either future versions of these games, or elsewhere in our first-party portfolio," an Xbox Wire blog post reads. "There is no fundamental change to our approach on exclusivity."
President of Game Content and Studios Matt Booty noted on the podcast that Xbox will continue to release its first-party games on Game Pass on their release date, and that "Game Pass will only be available on Xbox." Still, Booty acknowledged that Microsoft wants to bring more of its games to more players.
Meanwhile, Xbox President Sarah Bond assured fans that Microsoft isn't looking to get out of the console hardware business. In fact, the team has "some exciting stuff coming out in hardware that we're going to share this holiday." Previous leaks indicated that Microsoft was building an all-digital version of the Xbox Series X that has improved Wi-Fi connectivity and more power efficiency.
Microsoft is also looking ahead to the next Xbox. "We're also invested in the next generation roadmap," Bond added. "And what we're really focused on there is delivering the largest technical leap you will have ever seen in a hardware generation, which makes it better for players and better for creators and the visions that they're building." A leak last September indicated that the next Xbox is slated to arrive in 2028 and that it will be support "cloud-hybrid games."
Microsoft's gaming division looks vastly different than it did a few months ago. The company finally completed its protracted $68.7 billion takeover of Activision Blizzard in October, significantly swelling its headcount in the process. In January, Microsoft said it was laying off 1,900 people from the gaming teams. It also canceled at least one game, a survival title that Blizzard was working on.
Even though the Activision acquisition immediately and significantly improved the bottom line of Microsoft's gaming division, the company is looking to make that part of the business more profitable. Reducing headcount is one way of doing that. Selling games to new audiences on other platforms is an arguably healthier approach, even though it might come at the expense of turning some former Xbox loyalists away from the brand.
This article originally appeared on Engadget at https://www.engadget.com/xbox-confirms-four-of-its-games-are-coming-to-more-popular-consoles-201419203.html?src=rss
Times are a-changing at Xbox. The brand's leaders have confirmed plans to bring more Xbox games to other platforms — that almost definitely means PlayStation 5 and Nintendo Switch. Both of those consoles have a far larger install base than Xbox Series X/S, which are estimated to have shipped a combined 27 million units, compared with 54.8 million PS5s and nearly 140 million Switches.
On the latest edition of the Official Xbox Podcast, Microsoft Gaming CEO Phil Spencer says his team is bringing four of its games to "the other consoles." He didn't name the titles, but contrary to previous rumors, Starfield and Indiana Jones and the Great Circle are not coming to PS5 or Switch for now. Reports have suggested that Hi-Fi Rush, Sea of Thieves, Halo and Gears of War would be among those crossing the great divide.
Spencer did confirm that the Xbox games that are coming to PlayStation and Switch have been on Xbox and PC for at least a year already. "A couple of the games are community-driven games, new games, kind of first iterations of a franchise that have reached their full potential, let's say, on Xbox and PC — there's always growth, franchises that we obviously want to continue to invest in," he said.
"Two of the other games are smaller games that were never really meant to be built as kind of platform exclusives and all the fanfare that goes around that, but games that our teams really wanted to go build that we love supporting creative endeavors across our studios regardless of size," Spencer added. "And as they've realized their full potential on Xbox and PC, we see an opportunity to utilize the other platforms as a place to just drive more business value out of those games, allowing us to invest in maybe future iterations of those, so equals to those or just other games like that in our portfolio."
Spencer said Xbox isn't going to commit to porting other titles to more platforms beyond those four games just yet. He urged folks who play games on "those other platforms" not to assume every Xbox game will be come to their systems, but suggested that his team is going to take notes based on the impact of the initial four games and take things from there.
That said, this doesn't mark a major change in strategy, Spencer argued. Xbox's philosophy has long been about helping players access its games from anywhere, including through the cloud, and tiptoeing onto other consoles is just a part of that.
"By bringing these games to more players, we not only expand the reach and impact of those titles, but this will allow us to invest in either future versions of these games, or elsewhere in our first-party portfolio," an Xbox Wire blog post reads. "There is no fundamental change to our approach on exclusivity."
President of Game Content and Studios Matt Booty noted on the podcast that Xbox will continue to release its first-party games on Game Pass on their release date, and that "Game Pass will only be available on Xbox." Still, Booty acknowledged that Microsoft wants to bring more of its games to more players.
Meanwhile, Xbox President Sarah Bond assured fans that Microsoft isn't looking to get out of the console hardware business. In fact, the team has "some exciting stuff coming out in hardware that we're going to share this holiday." Previous leaks indicated that Microsoft was building an all-digital version of the Xbox Series X that has improved Wi-Fi connectivity and more power efficiency.
Microsoft is also looking ahead to the next Xbox. "We're also invested in the next generation roadmap," Bond added. "And what we're really focused on there is delivering the largest technical leap you will have ever seen in a hardware generation, which makes it better for players and better for creators and the visions that they're building." A leak last September indicated that the next Xbox is slated to arrive in 2028 and that it will be support "cloud-hybrid games."
Microsoft's gaming division looks vastly different than it did a few months ago. The company finally completed its protracted $68.7 billion takeover of Activision Blizzard in October, significantly swelling its headcount in the process. In January, Microsoft said it was laying off 1,900 people from the gaming teams. It also canceled at least one game, a survival title that Blizzard was working on.
Even though the Activision acquisition immediately and significantly improved the bottom line of Microsoft's gaming division, the company is looking to make that part of the business more profitable. Reducing headcount is one way of doing that. Selling games to new audiences on other platforms is an arguably healthier approach, even though it might come at the expense of turning some former Xbox loyalists away from the brand.
This article originally appeared on Engadget at https://www.engadget.com/xbox-confirms-four-of-its-games-are-coming-to-more-popular-consoles-201419203.html?src=rss
There aren't enough games with queer characters and themes — and GLAAD, the world's largest LGBTQ media advocacy group, has the statistics to prove it. GLAAD's first annual report on the video game industry found that nearly 20 percent of all players in the United States identify as LGBTQ, yet just 2 percent of games contain characters and storylines relevant to this community. The report highlights three critical truths: Representation matters a lot to LGBTQ players, the remaining gaming audience largely welcomes these themes, and new generations of gamers are only becoming more open to queer content.
GLAAD has the numbers, so let's take a deeper look alongside a few bits of gaming news from the past week:
This week's stories
Xbox rumor mill
Xbox is preparing to address a bunch of rumors on Thursday about the company’s plans to bring its exclusive games to PlayStation, Switch and other platforms. The rumors have centered on major releases like Indiana Jones and the Great Circle and Starfield, but according to The Verge’s Tom Warren, the first titles scheduled to make the leap are Hi-Fi Rush and Pentiment. Nothing has been confirmed yet, but Xbox’s top gaming executives, Phil Spencer, Sarah Bond and Matt Booty, will chat about all of it on the next installment of the Official Xbox Podcast, which drops at 3PM ET on Thursday.
Ubisoft pledges to be good again
Ubisoft CEO Yves Guillemot said on an investor call last week that the studio is officially going to make good games again. Talking about the company’s positive third quarter, Guillemot said it “marks the beginning of our turnaround to consistently creating and delivering high-quality, long-lasting games,” which sounds like a tacit admission that Ubisoft hasn’t been producing great games recently. This is something I’ve talked about a lot — it feels like the studio has been coasting on NFTs and free-to-play mobile titles since a period of financial turmoil in 2015, and I’m actually excited to see a return to its weird, more focused roots. Assassin’s Creed Mirage and Prince of Persia: The Lost Crown were great first steps. Ubisoft plans to reveal more details about Star Wars Outlaws, the new Assassin’s Creed set in Japan and its mobile lineup in May.
Gaming has never been gayer
“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.” That’s one of the breakout lines from GLAAD’s first annual gaming report, which analyzes the state of the video game industry from the perspective of lesbian, gay, bisexual and transgender players in the United States.
In its survey, GLAAD — the world’s largest LGBTQ media advocacy group — found that 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Gen Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of media.
GLAAD ran the numbers itself: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with these themes, and the Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. All told, queer games composed roughly 2 percent of the stores’ libraries.
In contrast, GLAAD found that almost one in three films from the top distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars in 10 percent of primetime scripted broadcast shows in 2022 and 2023. GLAAD Associate Director of Gaming Blair Durkee said that, with queer representation at just 2 percent, gaming remains woefully behind other entertainment industries.
The report also tried to identify why this gap exists. It suggested some developers simply don’t think about including LGBTQ people, or they worry about pushing away a core audience that they assume is hostile toward LGBTQ content. However, the report says, “This imagined core audience is a myth,” considering LGBTQ people compose nearly 20 percent of the market on their own. Critically, GLAAD found that more than 60 percent of non-LGBTQ players weren’t bothered by queer protagonists in their games, and 70 percent said they were fine with titles that presented the option to play as an LGBTQ character.
So this type of representation doesn’t bother most straight, cisgender people, but it means a lot to LGBTQ players. 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. More than 40 percent of queer players said video games helped them cope with a lack of acceptance in the real world. These issues are more prominent than ever amid an avalanche of anti-LGBTQ legislation: Already in the first few weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youth.
While GLAAD found that 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.
The real key is that more gamers identify as LGBTQ than ever before, and resistance toward these themes is waning with each new generation of players. I’m part of the LGBTQ community, and I can say that overall, the GLAAD report rings true. It feels like the industry is saturated with games that weren’t made for me, and there’s an immense joy that comes with discovering a new title that speaks to my own life or lets me play in a world that doesn’t involve traditionally straight-male power fantasies. Queer people have fantasies, too, and the GLAAD report highlights how forgotten these stories have been in games. It’s not a matter of LGBTQ people asking for all games to be gay — we just want proportional access to fantasy and escape. Personally, I’d love to see more LGBTQ people in positions of authority in video games, a recommendation that GLAAD makes in its report as well.
And really quickly because I can already hear the keyboards melting: Woke ideas will not destroy the gaming industry, but stagnation will, and as the GLAAD report points out, we’re much closer to that reality than anything else.
Bonus content
FromSoftware's parent company has acquired Acquire, the team behind Octopath Traveller.
The FTC accused Microsoft of lying about its intentions with Activision Blizzard after enacting a huge round of layoffs at the end of January, and the FTC is continuing to investigate potential antitrust issues around the acquisition. Microsoft responded by saying its plans changed, so there.
Children of the Sun is a dark and trippy puzzle game that makes shooting a mechanic of elegance. Players find an angle, set up the shot and then control the path of a single bullet as it takes out every enemy on-screen. This is my kind of shooter. Children of the Sun is available on Steam as a demo only for now, and it comes from solo developer René Rother, published by Devolver Digital.
This article originally appeared on Engadget at https://www.engadget.com/glaad-says-games-are-failing-lgbtq-players--this-weeks-gaming-news-173003080.html?src=rss
I never played the original Mario vs. Donkey Kong, which came out in 2004 for the Game Boy Advance. So I brought no nostalgia or past experience to the new version coming out this week, which feels thoroughly modern in all ways except the gameplay. Mario is limited — he can’t run quickly, he doesn’t jump very high, you lose a life with a single mistake. Coming from the brand-new Super Mario Bros. Wonder can give you serious whiplash, as there’s no Elephant power or Wonder Stars to be found here. But if you don’t compare Mario vs. Donkey Kong to the plumber’s more modern adventures, it has some charm all of its own to enjoy.
Mario vs. Donkey Kong has a lot more in common with the original Donkey Kong arcade games than your typical Mario platformer. Each level has two parts, but they aren’t expansive side-scrolling adventures. Instead, it’s a puzzle that requires specific steps and clever usage of the enemies and tools littered throughout. First, you need to get a key, and then you need to rescue a cute little Mario toy that Donkey Kong stole and placed in the level. Sometimes, you’ll need to throw a Shy Guy onto a pit of spikes and ride him across the hazard; other times you’re activating switches in a specific order to get platforms to appear where you need them to advance. As with a lot of the best Mario games, nearly every level introduces a new mechanic, enemy or tool that impedes or helps you finish. These levels stretch both horizontally and vertically, but they’re small, self-contained little worlds.
Nintendo
As usual, Nintendo’s polish is on display here. There are plenty of bouncy orchestral music selections; Mario, DK and all the baddies who pop up throughout are lovingly rendered and controls are tight and precise. That is, once you get used to Mario’s limitations. I didn’t have an issue with Mario being a bit less capable, as it’s a totally different style of game, but I definitely forgot that Mario didn’t have the hops to make it across some chasms.
There’s a surprising amount of content in this game, too. There are eight worlds, two of which are brand-new for the 2024 reissue. Each has six stages, plus a bonus stage and a boss battle. And once you beat the main campaign, there’s a remixed “Plus” version of all those levels available that use the same items and overall characteristics as the original but with a new, more challenging goal — you need to lead a vulnerable mini Mario toy to the exit, and those toys are even less capable than big Mario. It’s a good way to mix up the formula that had gotten extremely familiar by the time I completed the first 64 stages.
Nintendo
Finishing the main game also unlocks 16 new expert stages that absolutely live up to that title. They’re quite challenging, and since the game doesn’t continuously feed you 1-Up mushrooms, they’ll take some skill to complete (I have only just started getting into this new challenge). Figuring out the puzzle and executing the solution without making a mistake before is a tall order on some of these later levels, both in the expert stages and the Plus levels.
That’s good, because beating the first eight worlds was so easy I was worried this game wouldn’t have any real value to it. I breezed through the first four worlds, and only hit significant challenges in the last two. The Plus worlds, so far, haven’t been too tough either, though I wager that’ll change. As it is, I got the “perfect” mark on all of world two-plus in 30 minutes (six stages, plus a bonus stage to harvest some 1-Up mushrooms and the final world boss level). It would have been 20 minutes had I not run into a challenge on 2-6 that took some time to work out. I wish there were more levels like that — as it is, the game felt either extremely easy or surprisingly difficult, without as much of a difficulty ramp as I’d like to see. All that said, I am looking forward to seeing how the Plus worlds continue to advance in difficulty.
Nintendo
Given the simplicity of this game, it’s fair to say that its target audience might be younger or less experienced than I am. Nintendo included some features to make the game even more accessible, too. There’s a “casual” mode where you can take six hits before you lose a life in a stage, instead of just one. That also removes the time limit, which didn’t stress me out in earlier levels but definitely posed a challenge as the game went on. If you do like trying to beat the clock, there’s a “time attack” mode where you try and beat a target time in the level. And regardless of which play style you choose, you can always just hit “retry” to start a stage over without losing a life. Finally, Nintendo also included local co-op multiplayer, something experienced and novice players may enjoy.
At first, I felt like Mario vs. Donkey Kong was going to be too slight of a game to recommend people spend $50 on. It started off cute and clever, but very simple and with seemingly little depth. But Nintendo surprised me — while it’s definitely a throwback sort of game, there’s a solid mix of challenge and depth here. And as with many Nintendo games, this one should be fun for players of any age. Just don’t expect Mario to have the moves and tricks he does in Super Mario Wonder.
This article originally appeared on Engadget at https://www.engadget.com/mario-vs-donkey-kong-is-an-odd-eye-catching-ode-to-simpler-times-171516524.html?src=rss
Some imaginative and resourceful game preservationists have reverse-engineered a long-lost F-Zero game from the mid-'90s. Eurogamerreports that faithful recreations of two BS F-Zero Grand Prix games, broadcast exclusively for Nintendo’s long-defunct Satellaview satellite gaming extension for the Super Famicom, are now available to play for free as add-ons for the original ROMs.
The two BS F-Zero Grand Prix games — which added 10 courses, four new vehicles and a ghosting feature unavailable in the SNES / Super Famicom original — were broadcast exclusively for Nintendo’s Satellaview in 1996 and 1997. Satellaview was the Mario maker’s experimental satellite module for the Super Famicom in Japan. It never launched in the US or anywhere else globally.
Titles for the system had an ephemeral nature. First, players in Japan needed the right equipment, including the Super Famicom console, the Satellaview module (attached to the console’s bottom), a dedicated BS-X recording cartridge, a satellite dish and a receiver. They then had to tune in at specific times and download the games onto their special cartridges.
Although the system didn’t last long (Satellaview had shuttered by 2000), the console’s setup was a rough precursor to the downloaded digital gaming content we’re accustomed to today.
Given those strict requirements, it’s no wonder the sci-fi racers’ original ROMs appear (so far) lost to history. Fortunately, someone with the handle kukun kun, with apparent access to the original games, uploaded BS F-Zero gameplay videos (embedded below) to YouTube in 2018. Using those clips as a blueprint, the team of talented developers / archivists — led by a person with the handle ROMHacker GuyPerfect — reconstructed the BS F-Zero courses with a combination of game analysis software, original F-Zero assets and custom art.
The project used a modified version of Graphite, a tool created by FlibidyDibidy (initially built to analyze Super. Mario Bros. speedruns), which can use a gameplay video to determine precise character positions and button inputs. The adapted version of Graphite helped ROMHacker GuyPerfect and their team reproduce the gameplay from the original F-Zero courses as loyally as possible.
Where possible, the developers used existing F-Zero art assets from the ROMs in the (non-satellite) original game for the Super Nintendo / Famicom console. To fill in the blanks for lost assets exclusive to the satellite broadcasts, artists Porthor and PowerPanda chipped in to recreate them.
The past few months have put the F-Zero series back in the news, as Nintendo launched a battle royale version last fall of the original 16-bit game for Switch Online subscribers (in the same vein as Tetris 99 and Super Mario Bros. 35). As for the long-lost original BS F-Zero Grand Prix ROMs, Redditor u/Porthgeidwadput up a $5,000 bounty two years ago, allegedly up for grabs for anyone with the original cartridges. While waiting for someone to step up, you can visit the team’s project page and take the reverse-engineered games for a spin.
This article originally appeared on Engadget at https://www.engadget.com/game-preservationists-recreate-f-zero-games-beamed-over-satellite-in-the-mid-90s-180013966.html?src=rss
“The game industry is out of step with contemporary media in terms of LGBTQ representation, and it is failing its LGBTQ customers.”
This sentiment has felt true for years, and now the statistics in GLAAD’s first annual gaming report prove it. The media watchdog and LGBTQ advocacy group today published GLAAD Gaming: The State of LGBTQ Inclusion in Video Games, offering a comprehensive breakdown of the industry from the perspective of queer players and developers.
According to GLAAD, 17 percent of the total gaming audience identifies as LGBTQ, or about one in every five players. This figure falls in line with statistics for Generation Z. Still, just 2 percent of all games on the market contain LGBTQ content, a saturation level that falls miserably short of those in film, TV and other forms of entertainment media. GLAAD found that 28.5 percent of films from the top 10 distributors in 2022 contained an LGBTQ character, and LGBTQ characters appeared as series regulars at a rate of 10.6 percent on primetime scripted broadcast shows in 2022 and 2023.
For the gaming stats, GLAAD ran the numbers: In November 2023, the Xbox store had 146 games with LGBTQ content, while PlayStation offered a list of 90 titles with LGBTQ themes, and Nintendo’s Switch eShop had 50 games tagged LGBT. Steam had 2,302 English-language games under its LGBTQ+ tag, but that figure dropped to 1,506 when filtering out “adult only sexual content” titles. Together, these games composed less than 2 percent of the Xbox, Playstation and Switch digital libraries, and they made up just 1.7 percent of Steam’s offerings (without the adult-only content). For context, it’s estimated that about 1 percent of all games released in the 2010s included LGBTQ themes.
“Despite the significant progress we’ve seen, gaming remains woefully behind other forms of entertainment media when it comes to representation,” GLAAD Associate Director of Gaming Blair Durkee said.
GLAAD’s report identified the following reasons behind the lack of LGBTQ representation in video games:
“Some reasons for exclusion are passive. Often, game companies have not considered that they should represent LGBTQ people, nor do they see us as a major part of the core gaming audience. Some reasons for exclusion are active. Companies worry about pushing away a core audience that they assume are resistant or hostile to LGBTQ content. This imagined core audience, however, is a myth, and it is one of the reasons it was paramount for GLAAD to create this gaming report. LGBTQ gamers are a significant part of the existing active gamer market and, by and large, non-LGBTQ gamers are not nearly as resistant to this content as many assume.”
More than 60 percent of non-LGBTQ respondents said they weren’t bothered by LGBTQ protagonists and NPCs in their games, and 70 percent said they were fine with titles that presented the option to customize a bisexual, gay or lesbian character. Resistance toward these themes is waning with each new generation of players, GLAAD found.
One of the report’s key takeaways is the idea that developers seem to be building games for an outdated stereotype, rather than the reality of the market. Straight, white, cisgender men definitely play video games, but the actual gaming audience is much more diverse and it’s only become more variable.
“The lack of LGBTQ representation in video games is often explained by the assumption that the stereotypical core video game consumer is a white, heterosexual, cisgender man between the ages 18 and 34,” GLAAD said. “However, our data shows that 17 percent of active gamers are LGBTQ, a 70 percent increase from the 10 percent counted in Neilsen’s 2020 report.”
This figure is even higher for younger players, the next generation of gamers. Roughly 25 percent of players under the age of 35 identify as LGBTQ, a higher concentration than reported in the human population as a whole. This trend drives home another conclusion of GLAAD’s gaming report — the idea that LGBTQ players are drawn to games in particular because they offer an immersive outlet for expression, experimentation and escape.
“The interactive nature of games, the opportunity to build community in gaming, and the long history of LGBTQ game industry professionals makes this medium a uniquely powerful tool for LGBTQ people to safely discover, connect, and express themselves,” GLAAD president and CEO Sarah Kate Ellis said. “Particularly for LGBTQ gamers, gaming can not only be an escape and source of entertainment, but also an important outlet of self-expression.”
In the GLAAD survey, 72 percent of LGBTQ players said that seeing characters of their gender identity or sexual orientation portrayed well made them feel better about themselves, and this number was even higher among younger players. Overall, 36 percent of LGBTQ players reported that video games helped them discover their sexual orientation or gender identity, and this percentage rose to 41 percent among LGBTQ players of color. Notably, GLAAD found that gamers of color are less resistant to titles with queer content than white players.
More than 40 percent of LGBTQ players said video games helped them cope with a lack of acceptance in the real world. At the same time, 51 percent of LGBTQ players said they wanted video games to do more in terms of inclusion, and 74 percent wished for more opportunities to explore and express their true selves in games.
“Games are a medium in which players can be anything, but the game industry has continued to rely on very narrow representational options,” GLAAD said.
Transgender content faced the most resistance among all respondents. Concerning LGBTQ players, 63 percent said they were more likely to buy a game that supports a bisexual, gay or lesbian protagonist, while 46 percent said the same about a transgender main character. However, 94 percent of LGBTQ respondents said they were just as likely or more likely to purchase a game that includes the option to embody a transgender protagonist. Among non-LGBTQ gamers, 80 percent responded the same way.
The importance of representation in video games has only grown amid an avalanche of anti-LGBTQ violence and legislation in the United States. In the first weeks of 2024, more than 500 anti-LGBTQ bills have been proposed or passed in the US, a majority of which target transgender youths. This is already a dramatic spike from 2022 and 2021, both record-setting years in terms of anti-LGBTQ legislation.
Queer players are more likely than their counterparts to use gaming as an escape, according to GLAAD, and this is even more true for people living in states that have proposed or passed anti-LGBTQ legislation. While 66 percent of all LGBTQ gamers said they use gaming to express themselves in ways they don’t feel comfortable doing in the real world, this statistic rose to 75 percent for players living in states with proposed or active anti-LGBTQ bills.
“For these LGBTQ gamers, gaming is necessary to cope with real-world discrimination and targeting,” GLAAD said in its report. “Game developers need to understand the role gaming plays for LGBTQ gamers in the United States and especially LGBTQ gamers in states where they are disproportionately targeted and attacked.”
Researchers offered the following recommendations for increasing LGBTQ representation in games:
The percentage of games with LGBTQ representation should be proportional to the share of gamers who are LGBTQ.
Game developers should strive for representation that promotes inclusivity and acceptance.
The game industry should take responsibility for making their communities more inclusive.
The game industry should consult LGBTQ media content experts.
LGBTQ game industry workers should be hired in positions of authority.
Amid all of the percentages, GLAAD identified a clear pattern in its first gaming report: Representation matters a lot to most LGBTQ players, and the majority of the remaining audience isn't too bothered by queer content. Sometimes, it's even preferred.
“We are nearly invisible in game representations, despite being a significant percentage of gamers,” Ellis, GLAAD’s president, said.
The report’s survey data was collected in collaboration with Nielsen Games and includes responses from 1,452 active PC and console players in the US, with a boost sample of LGBTQ gamers to ensure accuracy for the community-specific questions. The survey was distributed between June and August 2023.
This article originally appeared on Engadget at https://www.engadget.com/glaads-first-annual-gaming-report-is-here-to-tell-us-how-gay-games-are-140021089.html?src=rss