Hades hits iOS as a Netflix mobile exclusive on March 19

Hades is a major get for Netflix as a mobile exclusive. The dungeon crawler is one of the best games in recent memory and it could help bolster the growing audience Netflix has built for its strong library of games. Subscribers will be able to play Hades on their iPhones and iPads at no extra cost on March 19. You can preregister so you're ready to go when the game hits the App Store.

You play as Zagreus, the son of Hades, as you battle through a randomized set of chambers and enemies in an attempt to escape from the Underworld. This is a roguelite game. Every time you die, you'll go back to the start and lose most of the perks you picked up during a run, but you'll gradually unlock permanent upgrades that will help Zagreous make it to Mount Olympus. You may also be equipped with extra knowledge about a certain enemy or trap that caused your demise.

In addition, Zagreus will receive gifts from other Olympians to help him hack and slash through his enemies. It's his interactions with the other characters that form the backbone of the story and help make Hades stand out.

Developer Supergiant Games had long thought of Hades as a good fit for mobile, given its pick-up-and-play nature. Although Netflix's games are typically available on both iOS and Android, that won't be the case for Hades, at least for now. Supergiant has stuck with iOS for the mobile versions of its games (already having a Mac version of Hades helped here since that platform and iOS both use the Metal API). Not only that, the studio is made up of a small team. While Supergiant was preparing the mobile port of Hades, it was also working on the sequel to the 2020 hit.

It took over a year of extra development time to get Hades ready for mobile devices. "The foremost goal was to make this an uncompromising version of Hades," while making sure the game was "as performant and smooth as possible," Supergiant creative director Greg Kasavin recently told reporters.

A major focus of that work was making sure to get the touch controls just right. The buttons have haptic feedback. You can resize and reposition the controls and save your configuration. What's more, the buttons are customized for each action. So, when you go to pet the adorable multi-headed devil dog Cerberus, there'll be a dedicated button just for that. Don't worry if you prefer to use a Bluetooth controller or a plug-in gamepad such as the Backbone One, since Hades will be compatible with those. Other features include 60 fps gameplay, cloud saves, achievements and offline play.

Hades is coming to Netflix Games at an ideal time for Supergiant. It will both bring new eyes to the game and give longtime fans an excuse to revisit the classic ahead of the sequel's arrival. Hades II is set to go into early access on PC this spring.

This article originally appeared on Engadget at https://www.engadget.com/hades-hits-ios-as-a-netflix-mobile-exclusive-on-march-19-170014127.html?src=rss

Hades hits iOS as a Netflix mobile exclusive on March 19

Hades is a major get for Netflix as a mobile exclusive. The dungeon crawler is one of the best games in recent memory and it could help bolster the growing audience Netflix has built for its strong library of games. Subscribers will be able to play Hades on their iPhones and iPads at no extra cost on March 19. You can preregister so you're ready to go when the game hits the App Store.

You play as Zagreus, the son of Hades, as you battle through a randomized set of chambers and enemies in an attempt to escape from the Underworld. This is a roguelite game. Every time you die, you'll go back to the start and lose most of the perks you picked up during a run, but you'll gradually unlock permanent upgrades that will help Zagreous make it to Mount Olympus. You may also be equipped with extra knowledge about a certain enemy or trap that caused your demise.

In addition, Zagreus will receive gifts from other Olympians to help him hack and slash through his enemies. It's his interactions with the other characters that form the backbone of the story and help make Hades stand out.

Developer Supergiant Games had long thought of Hades as a good fit for mobile, given its pick-up-and-play nature. Although Netflix's games are typically available on both iOS and Android, that won't be the case for Hades, at least for now. Supergiant has stuck with iOS for the mobile versions of its games (already having a Mac version of Hades helped here since that platform and iOS both use the Metal API). Not only that, the studio is made up of a small team. While Supergiant was preparing the mobile port of Hades, it was also working on the sequel to the 2020 hit.

It took over a year of extra development time to get Hades ready for mobile devices. "The foremost goal was to make this an uncompromising version of Hades," while making sure the game was "as performant and smooth as possible," Supergiant creative director Greg Kasavin recently told reporters.

A major focus of that work was making sure to get the touch controls just right. The buttons have haptic feedback. You can resize and reposition the controls and save your configuration. What's more, the buttons are customized for each action. So, when you go to pet the adorable multi-headed devil dog Cerberus, there'll be a dedicated button just for that. Don't worry if you prefer to use a Bluetooth controller or a plug-in gamepad such as the Backbone One, since Hades will be compatible with those. Other features include 60 fps gameplay, cloud saves, achievements and offline play.

Hades is coming to Netflix Games at an ideal time for Supergiant. It will both bring new eyes to the game and give longtime fans an excuse to revisit the classic ahead of the sequel's arrival. Hades II is set to go into early access on PC this spring.

This article originally appeared on Engadget at https://www.engadget.com/hades-hits-ios-as-a-netflix-mobile-exclusive-on-march-19-170014127.html?src=rss

MLB The Show 24 features women ballplayers for the first time

This year’s edition of MLB The Show is just a couple of weeks away, and Sony's San Diego Studio has shed more light on what to expect. For the first time in the series, you’ll be able to create and play as women ballplayers in the Road to the Show mode.

In Road to the Show: Women Pave Their Way, there will be a dedicated story in which you can build a career as a pro female baseball player. While it includes all the usual features of Road to the Show, this version of the mode will have a buddy character and depict a “unique-to-women storyline following a lifelong friendship as it develops in professional baseball,” according to a PlayStation Blog post.

Your career path will likely be different on each playthrough. San Diego Studio added fresh commentary, MLB Network segments and other features tied to this new addition to the game.

Other major sports games have added women players over the last several years, including FIFA (now EA Sports FC), the NHL series and NBA 2K. It's good to see MLB The Show joining them.

In addition, MLB The Show 24 will continue to showcase stories from the Negro Leagues under a partnership with the Negro Leagues Baseball Museum. The latest edition of the series will feature 10 new Negro League Legends, each of whom has their own storyline. Among those players is Toni Stone, who was the first woman to play full time in the leagues.

Meanwhile, MLB The Show will remain in the odd position of being a Sony-developed and published game that's coming to Game Pass on its release date. Subscribers will be able to play MLB The Show 24 via Xbox consoles and the cloud at no extra cost starting on March 19.

This article originally appeared on Engadget at https://www.engadget.com/mlb-the-show-24-features-women-ballplayers-for-the-first-time-160007024.html?src=rss

MLB The Show 24 features women ballplayers for the first time

This year’s edition of MLB The Show is just a couple of weeks away, and Sony's San Diego Studio has shed more light on what to expect. For the first time in the series, you’ll be able to create and play as women ballplayers in the Road to the Show mode.

In Road to the Show: Women Pave Their Way, there will be a dedicated story in which you can build a career as a pro female baseball player. While it includes all the usual features of Road to the Show, this version of the mode will have a buddy character and depict a “unique-to-women storyline following a lifelong friendship as it develops in professional baseball,” according to a PlayStation Blog post.

Your career path will likely be different on each playthrough. San Diego Studio added fresh commentary, MLB Network segments and other features tied to this new addition to the game.

Other major sports games have added women players over the last several years, including FIFA (now EA Sports FC), the NHL series and NBA 2K. It's good to see MLB The Show joining them.

In addition, MLB The Show 24 will continue to showcase stories from the Negro Leagues under a partnership with the Negro Leagues Baseball Museum. The latest edition of the series will feature 10 new Negro League Legends, each of whom has their own storyline. Among those players is Toni Stone, who was the first woman to play full time in the leagues.

Meanwhile, MLB The Show will remain in the odd position of being a Sony-developed and published game that's coming to Game Pass on its release date. Subscribers will be able to play MLB The Show 24 via Xbox consoles and the cloud at no extra cost starting on March 19.

This article originally appeared on Engadget at https://www.engadget.com/mlb-the-show-24-features-women-ballplayers-for-the-first-time-160007024.html?src=rss

Oregon’s new Right to Repair bill targets anti-repair practices

Oregon is set to become the latest state to pass a Right to Repair law. The Oregon House of Representatives passed the Right to Repair Act (SB 1596) on March 4, two weeks after it advanced from the Senate. It now heads to Governor Tina Kotek's desk, who has five days to sign it.

California, Minnesota and New York have similar legislation, but Nathan Proctor, the Public Interest Research Group's Right to Repair Campaign senior director, calls Oregon's legislation "the best bill yet." (It's worth noting that Colorado also has its own Right to Repair legislation that has a different remit around agricultural equipment rather than around consumer electronics.)

If made into law, Oregon's Right To Repair Act would be the first to ban "parts pairing," a practice that prevents individuals from swapping out a piece for another, theoretically equivalent one. For example, a person might replace their iPhone battery with an identical one from the same model, but they'll likely receive an error message that it either can't be verified or used. The system forces people to buy the part directly from the manufacturer and can only activate it with their consent — otherwise users will have to buy an entirely new device altogether. Instead, under the new bill, manufacturers would be required to:

  • Prevent or inhibit an independent repair provider or an owner from installing or enabling the function of an otherwise functional replacement part or a component of consumer electronic equipment, including a replacement part or a component that the original equipment manufacturer has not approved.

  • Reduce the functionality or performance of consumer electronic equipment.

  • Cause consumer electronic equipment to display misleading alerts or warnings, which the owner cannot immediately dismiss, about unidentified parts.

Along with restricting parts pairing, the act dictates that manufacturers must make compatible parts available to device owners through the company or an authorized service provider for the most favorable price and without any "substantial" conditions.

The parts pairing ban applies to any devices first built or sold in Oregon starting in 2025. However, the law backdates general coverage of electronics to 2015, except for cell phones. Oregon's mobile devices purchased starting July 2021 count — a stipulation in line with California's and Minnesota's Right to Repair bills.

This article originally appeared on Engadget at https://www.engadget.com/oregons-new-right-to-repair-bill-targets-anti-repair-practices-143001457.html?src=rss

Oregon’s new Right to Repair bill targets anti-repair practices

Oregon is set to become the latest state to pass a Right to Repair law. The Oregon House of Representatives passed the Right to Repair Act (SB 1596) on March 4, two weeks after it advanced from the Senate. It now heads to Governor Tina Kotek's desk, who has five days to sign it.

California, Minnesota and New York have similar legislation, but Nathan Proctor, the Public Interest Research Group's Right to Repair Campaign senior director, calls Oregon's legislation "the best bill yet." (It's worth noting that Colorado also has its own Right to Repair legislation that has a different remit around agricultural equipment rather than around consumer electronics.)

If made into law, Oregon's Right To Repair Act would be the first to ban "parts pairing," a practice that prevents individuals from swapping out a piece for another, theoretically equivalent one. For example, a person might replace their iPhone battery with an identical one from the same model, but they'll likely receive an error message that it either can't be verified or used. The system forces people to buy the part directly from the manufacturer and can only activate it with their consent — otherwise users will have to buy an entirely new device altogether. Instead, under the new bill, manufacturers would be required to:

  • Prevent or inhibit an independent repair provider or an owner from installing or enabling the function of an otherwise functional replacement part or a component of consumer electronic equipment, including a replacement part or a component that the original equipment manufacturer has not approved.

  • Reduce the functionality or performance of consumer electronic equipment.

  • Cause consumer electronic equipment to display misleading alerts or warnings, which the owner cannot immediately dismiss, about unidentified parts.

Along with restricting parts pairing, the act dictates that manufacturers must make compatible parts available to device owners through the company or an authorized service provider for the most favorable price and without any "substantial" conditions.

The parts pairing ban applies to any devices first built or sold in Oregon starting in 2025. However, the law backdates general coverage of electronics to 2015, except for cell phones. Oregon's mobile devices purchased starting July 2021 count — a stipulation in line with California's and Minnesota's Right to Repair bills.

This article originally appeared on Engadget at https://www.engadget.com/oregons-new-right-to-repair-bill-targets-anti-repair-practices-143001457.html?src=rss

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

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

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

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

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

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

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

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

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

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

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

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

Steam defined the modern video game industry

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Steam defined the modern video game industry

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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