ULTROS and the palette of surreal sci-fi

Game design is a daring and dangerous endeavor for Niklas Åkerblad, who creates under the name El Huervo. When he describes the artistic process behind ULTROS, a neon-speckled platformer set in a demonic cosmic uterus, he talks about pushing against the sharp edges of introspection and sanity, drawing from wells of creativity buried deep in his psyche. It sounds like he could’ve slipped and fallen down any of those wells at any second, never to be seen again.

“I had a pretty rigorous discipline when it came to creating the world of ULTROS,” Åkerblad told Engadget. “It involves deep meditation while working and maintaining 100 percent focus to be able to know when harmony is achieved when working with such a dense flow of shapes and colors. It is almost impossible to cerebrally analyze this process, but it is rather something you have to feel, thus any external disturbance can greatly impact the process. It is perhaps not something I recommend others do without proper experience in creating visual art.”

Niklas Åkerblad, AKA El Huervo
Niklas Åkerblad

At the same time, Åkerblad is extremely practical about the business of making games. He’s been in the independent scene for years, and he’s enjoyed incredible success as the collaborator who provided the cover art and other assets for Hotline Miami and its sequel. You know the vibe — grizzled but radiant, with the threat of violence in every other pixel. He also composed a handful of songs for those games, including “Daisuke” and “Rust,” and he went on to develop else Heart.Break(), a 3D adventure set in a digital city of hackers, artists and activists that implemented programming as a core mechanic. Else Heart.Break() came out in 2015 and was a finalist at the Independent Games Festival that year.

His latest project, ULTROS, is a 2D exploration of The Sarcophagus, a looping world in a black hole that cycles players through environments overrun by alien plant life and vicious demons. Every scene in ULTROS is packed with detail and brilliant color; the backgrounds are alive with monsters and organic machines. Streaks of black delineate the boundaries of walking paths, ceilings and platforms, contrasted against shifting rainbows of luminosity.

ULTROS
Hadoque

There’s a lot going on in ULTROS at any given moment, but the protagonist stands out with a glowing green helmet, vermilion cloak and an evolving arsenal of platforming gadgets. One lesson from else heartbreak() that Åkerblad fed into ULTROS was the idea that games can have way more fun with color palettes. ULTROS is purposefully packed with visual interest.

“I felt video games tend to not push the boundaries of colors so much beyond ‘green is good’ and ‘red is bad,’ and whatever metrics are used for loot tiers,” he said. “I feel that there is this misunderstanding in design that less is more, and my gut tells me it's the opposite and I worked very hard on ULTROS to prove my theory. Undoubtedly there will be those who do not agree with me, but I feel it has more to do with taste and personal or physical preferences than academic truth — if there is such a thing.”

As a cyclical Metroidvania title, ULTROS is completely different from Åkerblad’s previous projects, but it’s also undeniably El Huervo. Actually, in this case, it’s Hadoque — around 2017, Åkerblad and game director Mårten Bruggemann started building the prototype that would become ULTROS, eventually bringing in composer Oscar “Ratvader” Rydelius and Fe designer Hugo Bille. Other artists joined over the years, and they ended up calling themselves Hadoque, a loose organization of creators who could float in and out as a project called to them.

ULTROS
Hadoque

“We wanted our group to be associated with its own thing, so we decided on Hadoque,” Åkerblad said. “It's a cool name that looks a bit weird and it suits our vibe. Also, it allowed everyone to still have their own thing on the side and not be legally tied to anything if they wished to pursue other venues.”

El Huervo AB remains Åkerblad’s own corporate entity, useful for dealing with the bureaucratic aspects of making video games. Through El Huervo AB, Hadoque received backing in 2019 from the gaming fund Kowloon Nights, which has also supported titles like Sifu, Rollerdrome, We Are OFK, Sea of Stars, Spiritfarer and Tchia.

“El Huervo AB merely functions as a sort of bureaucratic condom, and Hadoque as a name to be used when a group of developers come together to make art as games,” Åkerblad said. “Sort of like a band name. People come and go, but the vision remains.”

ULTROS is a game about life, rebirth, aliens, monsters and peace, and it all plays out in a technicolor dreamscape of vicious creatures and gorgeous foliage. This is the palette of surreal sci-fi, to Åkerblad.

ULTROS
Hadoque

“The themes explored in ULTROS are of an existential and spiritual nature, and I find that surreal sci-fi is a good genre to explore these themes in, as it has a long tradition of doing so,” he said. “In this regard, Ursula K. Le Guin has been a huge inspiration. Hopefully, what we manage to evoke in players is a sense of introspection and comfort.”

Despite the amount of deep thought that he’s done about the nature of art, sci-fi and play, there’s no singular message that Åkerblad is trying to convey with ULTROS. Instead, he and the rest of the developers at Hadoque encourage players to identify their own journey as they cycle through The Sarcophagus. As Åkerblad put it:

“Please enjoy ULTROS any way you want and don't try to look for a ‘true’ interpretation, but rather find your own meaning. This goes for any art, I think, in general. Interpretation is purely subjective and I want to keep telling stories that invoke and allow this subjectivity to exist.”

ULTROS is available now on PlayStation 4, PS5, Steam and the Epic Games Store, published by Kepler Interactive.

This article originally appeared on Engadget at https://www.engadget.com/ultros-and-the-palette-of-surreal-sci-fi-160023230.html?src=rss

Valve’s strange history of talent acquisitions | This week’s gaming news

For Engadget’s 20th anniversary, we put together a package of stories about the most pivotal pieces of technology from the past two decades, and mine was on Steam. It’s difficult to overstate how influential Steam is to PC gaming, or how rich the storefront has made Valve. As a private company with infinite piles of Steam cash, Valve has the freedom to ignore market pressure from consumers, creators and competitors. It famously has a flat hierarchy with no strict management structure, and developers are encouraged to follow their hearts.

This has all resulted in an incredibly rich studio that doesn’t produce much. It may be a tired joke that Valve can’t count to three in its games, but we’re not talking about Half-Life today. We’re talking about Valve’s history of buying exciting franchises and talented developers, playing with them for a while, and then forgetting they exist. Real fuckboi behavior — but it’s just how Valve does business.

Let’s take a look at Valve’s history of talent acquisition. One of its oldest franchises, Team Fortress, started as a Quake mod built by a small team in Australia, and Valve bought its developers and the rights to the game in 1998. Team Fortress 2 came out in 2007 and it received a few good years of updates and support. Today, the game has a devoted player base, but it’s riddled with bots and it’s unclear whether anyone at Valve is consistently working on TF2.

Portal began life as a student project called Narbacular Drop, and Valve hired its developers after seeing their demo in 2005. Portal officially came out in 2007, Portal 2 landed in 2011, and both were instant classics. There hasn’t been a whiff of another Portal game since, even though one of the series writers, Erik Wolpaw, really, really wants Valve to make Portal 3.

Of all the Valve franchises that have been left to wither and die, I miss Left 4 Dead the most. Turtle Rock started building Left 4 Dead in 2005, and by the time that came out in 2008, Valve had purchased the studio and its IP outright. Citing slow progress and poor communication, Turtle Rock left Valve before helping the company make Left 4 Dead 2 in 2009. Turtle Rock went on to release Evolve in 2015 and Black 4 Blood in 2021, and is now owned by Tencent. Meanwhile, I’m here, dreaming of that third Left 4 Dead game.

In 2010, Valve secured the rights to the Warcraft III mod Defense of the Ancients, and hired its lead developer. Dota 2 came out in 2013 and became an incredibly successful esports title. Now, eleven years later, Dota 2 players are complaining about a lack of support and communication from Valve, especially in comparison with games like League of Legends.

Counter-Strike has received the most attention from Valve in recent memory, with the rollout of Counter-Strike 2 late last year. The original Counter-Strike was a Half-Life mod, and Valve acquired it and its developers in 2000. Counter-Strike 2 is the fifth installment in the series, released 11 years after its predecessor, Counter-Strike: Global Offensive. After this recent attention, it’s about time for Valve to start ignoring the Counter-Strike community again.

Valve has quietly continued to make acquisitions. 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. This could turn out to be another spectacular, genre-defining franchise for Valve’s resume of acquired IP, but there have been no updates from that team in nearly six years. In April 2018, Campo Santo said they were still building In the Valley of Gods at Valve, and promised regular blog posts and quarterly reviews. And then, nothing.

Matt Wood worked at Valve for 17 years, where he helped 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. Wood told me in 2023 that Valve was “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.”

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

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. At least developers there aren’t getting laid off — and I mean that sincerely. Steam is a great service, and Valve seems at least temporarily committed to the Steam Deck hardware, which is very cool. Still, I miss the games that Valve devoured. I have to wonder if the developers there do, too.

Valve’s treatment of legendary franchises and developers raises questions about its commitment to… anything, including Steam. What happens if Valve decides to pivot, or sell, or Gabe Newell retires and blows everything up? What would happen if Steam shut down? As a service with native DRM, all of our games would instantly disappear. Just like all those game devs.

This week's news

Playdate update

Playdate is one of my favorite gaming gadgets of the past decade, not only because it has an incredibly cute crank, but also because its low-res screen belies a buffet of strange and beautiful experiences pushing the boundaries of traditional play. Panic held a showcase for new Playdate games last week and the headliner was Lucas Pope’s Mars After Midnight, which is coming out on March 12. Pope is the developer of Papers, Please and Return of the Obra Dinn, two incredible games, and Mars After Midnight is set in the doorway of a crowded alien colony. Pope’s games were made for Playdate, this time literally.

Yuzu and Citra are gone

A week after Nintendo threatened to sue the creators of Yuzu into oblivion, the popular Switch emulator has been pulled off the market as part of a $2.4 million settlement. To make matters worse for the emulation community, the lead developer of Yuzu announced that they are also killing the 3DS emulator Citra. Both emulators were open-source, so it’s likely we’ll see Citra at least maintained by the broader community. It’s not clear whether anyone is willing to take on a fork of Yuzu and risk a lawsuit.

Bonus Content

  • Ghost of Tsushima will hit PC on May 16. It comes with all of its DLCs, and Sony says it’ll run on anything from high-end PCs to portable PC gaming devices.

  • Capcom's Kunitsu-Gami: Path of the Goddess is apparently coming out this year on PC, PlayStation and Xbox. It debuted at Summer Game Fest and looks pretty unique.

  • Hades hits iOS as a Netflix mobile exclusive on March 19. There are currently no plans for an Android version, which sucks for me.

Now Playing

I found This Bed We Made while doing research for the GLAAD Gaming report I covered a few weeks ago, and I’m incredibly pleased about it. This Bed We Made is an exploration and narrative-driven game set in a 1950s hotel, and it’s absolutely oozing drama and mystery. The writing is fantastic, the characters are complex, and there’s a thrilling storyline running through the whole thing. It’s available on PC and consoles now.

This article originally appeared on Engadget at https://www.engadget.com/valves-strange-history-of-talent-acquisitions--this-weeks-gaming-news-153020318.html?src=rss

Valve’s strange history of talent acquisitions | This week’s gaming news

For Engadget’s 20th anniversary, we put together a package of stories about the most pivotal pieces of technology from the past two decades, and mine was on Steam. It’s difficult to overstate how influential Steam is to PC gaming, or how rich the storefront has made Valve. As a private company with infinite piles of Steam cash, Valve has the freedom to ignore market pressure from consumers, creators and competitors. It famously has a flat hierarchy with no strict management structure, and developers are encouraged to follow their hearts.

This has all resulted in an incredibly rich studio that doesn’t produce much. It may be a tired joke that Valve can’t count to three in its games, but we’re not talking about Half-Life today. We’re talking about Valve’s history of buying exciting franchises and talented developers, playing with them for a while, and then forgetting they exist. Real fuckboi behavior — but it’s just how Valve does business.

Let’s take a look at Valve’s history of talent acquisition. One of its oldest franchises, Team Fortress, started as a Quake mod built by a small team in Australia, and Valve bought its developers and the rights to the game in 1998. Team Fortress 2 came out in 2007 and it received a few good years of updates and support. Today, the game has a devoted player base, but it’s riddled with bots and it’s unclear whether anyone at Valve is consistently working on TF2.

Portal began life as a student project called Narbacular Drop, and Valve hired its developers after seeing their demo in 2005. Portal officially came out in 2007, Portal 2 landed in 2011, and both were instant classics. There hasn’t been a whiff of another Portal game since, even though one of the series writers, Erik Wolpaw, really, really wants Valve to make Portal 3.

Of all the Valve franchises that have been left to wither and die, I miss Left 4 Dead the most. Turtle Rock started building Left 4 Dead in 2005, and by the time that came out in 2008, Valve had purchased the studio and its IP outright. Citing slow progress and poor communication, Turtle Rock left Valve before helping the company make Left 4 Dead 2 in 2009. Turtle Rock went on to release Evolve in 2015 and Black 4 Blood in 2021, and is now owned by Tencent. Meanwhile, I’m here, dreaming of that third Left 4 Dead game.

In 2010, Valve secured the rights to the Warcraft III mod Defense of the Ancients, and hired its lead developer. Dota 2 came out in 2013 and became an incredibly successful esports title. Now, eleven years later, Dota 2 players are complaining about a lack of support and communication from Valve, especially in comparison with games like League of Legends.

Counter-Strike has received the most attention from Valve in recent memory, with the rollout of Counter-Strike 2 late last year. The original Counter-Strike was a Half-Life mod, and Valve acquired it and its developers in 2000. Counter-Strike 2 is the fifth installment in the series, released 11 years after its predecessor, Counter-Strike: Global Offensive. After this recent attention, it’s about time for Valve to start ignoring the Counter-Strike community again.

Valve has quietly continued to make acquisitions. 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. This could turn out to be another spectacular, genre-defining franchise for Valve’s resume of acquired IP, but there have been no updates from that team in nearly six years. In April 2018, Campo Santo said they were still building In the Valley of Gods at Valve, and promised regular blog posts and quarterly reviews. And then, nothing.

Matt Wood worked at Valve for 17 years, where he helped 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. Wood told me in 2023 that Valve was “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.”

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

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. At least developers there aren’t getting laid off — and I mean that sincerely. Steam is a great service, and Valve seems at least temporarily committed to the Steam Deck hardware, which is very cool. Still, I miss the games that Valve devoured. I have to wonder if the developers there do, too.

Valve’s treatment of legendary franchises and developers raises questions about its commitment to… anything, including Steam. What happens if Valve decides to pivot, or sell, or Gabe Newell retires and blows everything up? What would happen if Steam shut down? As a service with native DRM, all of our games would instantly disappear. Just like all those game devs.

This week's news

Playdate update

Playdate is one of my favorite gaming gadgets of the past decade, not only because it has an incredibly cute crank, but also because its low-res screen belies a buffet of strange and beautiful experiences pushing the boundaries of traditional play. Panic held a showcase for new Playdate games last week and the headliner was Lucas Pope’s Mars After Midnight, which is coming out on March 12. Pope is the developer of Papers, Please and Return of the Obra Dinn, two incredible games, and Mars After Midnight is set in the doorway of a crowded alien colony. Pope’s games were made for Playdate, this time literally.

Yuzu and Citra are gone

A week after Nintendo threatened to sue the creators of Yuzu into oblivion, the popular Switch emulator has been pulled off the market as part of a $2.4 million settlement. To make matters worse for the emulation community, the lead developer of Yuzu announced that they are also killing the 3DS emulator Citra. Both emulators were open-source, so it’s likely we’ll see Citra at least maintained by the broader community. It’s not clear whether anyone is willing to take on a fork of Yuzu and risk a lawsuit.

Bonus Content

  • Ghost of Tsushima will hit PC on May 16. It comes with all of its DLCs, and Sony says it’ll run on anything from high-end PCs to portable PC gaming devices.

  • Capcom's Kunitsu-Gami: Path of the Goddess is apparently coming out this year on PC, PlayStation and Xbox. It debuted at Summer Game Fest and looks pretty unique.

  • Hades hits iOS as a Netflix mobile exclusive on March 19. There are currently no plans for an Android version, which sucks for me.

Now Playing

I found This Bed We Made while doing research for the GLAAD Gaming report I covered a few weeks ago, and I’m incredibly pleased about it. This Bed We Made is an exploration and narrative-driven game set in a 1950s hotel, and it’s absolutely oozing drama and mystery. The writing is fantastic, the characters are complex, and there’s a thrilling storyline running through the whole thing. It’s available on PC and consoles now.

This article originally appeared on Engadget at https://www.engadget.com/valves-strange-history-of-talent-acquisitions--this-weeks-gaming-news-153020318.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.


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

Layoffs and weird PR emails | This week’s gaming news

Let's all take a breath. Layoffs are still churning in the video game industry, even as the frigid winter air is beginning to thaw. Amid the turmoil of these past few months, there are still things to be excited about: new games and hardware, the evolution of established franchises, and plenty of small teams building surprises to shake up the status quo. Look at all of the rad things happening over at Playdate for just one example of positive momentum in video games (we'll talk more about this next week).

Breathe in, breathe out.

Now, let's dive back into the news cycle:

This week's stories

PlayStation layoffs

The layoffs crisis in video games isn’t slowing down, and the latest company to announce drastic staffing cuts is PlayStation. Sony on Tuesday fired roughly 900 people from its PlayStation division and fully shut down its London Studio, which had been building a co-op multiplayer game for PS5. Insomniac, Naughty Dog and Guerrilla all lost employees, despite being behind some of the platform’s most successful games in recent memory. First-party studio Firesprite was also hit by the layoffs, and it reportedly had to cancel a live-service Twisted Metal project. It’s barely March, but already more than 7,000 video game workers have been laid off in 2024; last year, more than 9,000 people in the industry lost their jobs to layoffs.

Happy Pokémon Day!

February 27 was Pokémon Day, and in celebration, Nintendo revealed two new games: Pokémon Legends Z-A and Pokémon Trading Card Game Pocket. Pokémon Legends Z-A is set in Lumiose City, which you might remember from Pokémon X and Y on the 3DS, and it looks like it features Mega Evolutions. Pokémon Legends Z-A is due to hit Switch in 2025. The other title, Pokémon Trading Card Game Pocket, is a mobile game that should land on Android and iOS devices by the end of the year. It’s exactly what it sounds like — Nintendo is putting the physical card-opening mechanic inside your phone, complete with flashy animations and addictive sound effects when you rip off the digital packaging. You’ll also be able to engage in quick battles. Nintendo has clarified that Pocket will not have NFTs, but it is described as “free to start,” so expect microtransactions.

Random PR roundup

It’s been a strange and slow week here in Engadget video game land, so I thought we’d have some fun this episode. As tech reporters, we receive ridiculous emails from startups and PR agencies literally every day, and even though we don’t end up covering many of the proposed products, some of the messages themselves deserve a moment in the spotlight. Many of the pitches we get are just silly or tone deaf, but some of them are outright dystopian. And honestly, I thought you all might enjoy seeing some of the weirdness that hits our inboxes.

This is all meant in good fun — I appreciate the communications teams who are just trying to sell their stuff in creative ways. The real enemy here, as always, is capitalism.

So, here are some emails that recently found their way into my inbox and made me go wut:

GameScent - New Groundbreaking Device Enhances Player Immersion by Releasing Gameplay Corresponding Scents

“As players dive into a game, GameScent’s patent-pending adaptor captures audio in real-time. These real-time audio cues are processed by GameScent's innovative AI to release scents that correspond with the on-screen action. Inhale the smoky aroma of battle, the exhilarating scent of speeding race cars, the calming fragrance of a forest, or the fresh smell of rain after a storm.”

Unsurprisingly, this little doodad comes with replaceable scent cartridges, though it's unclear how to actually buy those at the moment. Scents include gunfire, explosion, racing cars, blood, sports arena and other brotastic flavors.

Is this... cool? There's definitely a fun idea here about the future of immersion, right? Or I've completely lost the plot. Either could be true.


Seeking Products for Pickleball Stories? (Samples Available)

Ma'am, this is Engadget.


Deconstructeam Delivers a Valentine's Day Surprise of Cosmic Proportions

This was for the game The Cosmic Wheel Sisterhood, and the surprise was a huge dildo. I thought the whole email was cute, actually — it was tasteful and coyly advertised a giveaway in partnership with a well-known adult toy company. The Cosmic Wheel Sisterhood is a sexy game and it stars a muscular behemoth the size of a planet, so it all made sense. It just didn’t fit in our general news feed, ya know?


(Story Idea:) Here’s Doom Running On A Robotic Lawn Mower: Yes, A Robotic Lawn Mower! (You Have To See It To Believe It!) (Video Included)

"I am reaching out with a great story that is sure to go viral… This spring, Husqvarna will make the iconic 1993 video game DOOM, available to play on the company’s robotic lawn mowers."

I find this email charming because it’s just a traditional, infomercial-style email with lots of unnecessary exclamation points and parenthesis. I respect it. But seriously, are we still doing this Doom thing? Next you’ll be asking me if this lawn mower can run Crysis and making jokes about Leeroy Jenkins, and I’m just here in 2024, begging for some new references.

The best part of this one is the fact that, after I added it to my list of silly emails, we actually hit this as news on Engadget dot com. Who's the joke now? (It's me).


Meet My Regina | PC Preview – Dickhead-Destroying Extravaganza Cookie Cutter

“I’ve got something to show you, Jessica.

She’s one of the most incredible things I’ve ever held between my legs.

She’s small but tough and can take a beating.

And everyone knows she’s smart because she has a British accent.

She’ll giggle if you tickle her just right.

And she even glows in the dark!

Are you ready to meet her?

Well, are you?

Don’t be shy now.

Good. Well, here she is!”

I asked to be removed from this list.

Bonus Content

  • In more layoffs news, Until Dawn studio Supermassive Games fired about a third of its workforce, or roughly 90 employees, and the team is reorganizing. Also, indie studio Die Gut Fabrik, which created Sportsfriends, Johann Sebastian Joust and Saltsea Chronicles, has halted production amid funding issues and developers there are looking for other jobs.

  • Nintendo is suing Yuzu, a popular and long-running emulator that allows players to put their Switch games on other platforms. Nintendo argues that the app is "facilitating piracy at a colossal scale,” and says it illegally circumvents DMCA protections. Nintendo wants Yuzu shut down and the company is seeking damages.

  • Final Fantasy 7 Rebirth finally comes out on February 29 and our review from Mat Smith is live now. He’s a really big Final Fantasy nerd, and he really liked Rebirth.

Now Playing

Home Safety Hotline is the perfect game to play at your desk, on the PC, so you can let the mid-90s computer interface fully engulf your senses. In this game, you take calls from people complaining about pests and paranormal creatures invading their homes, and using a detailed reference guide, you identify what’s going on and help them sort it out. Or, you get it wrong and get fired while a family of three screams for their lives on the other end of the line. There’s also a broader meta-horror unfurling in the background, and I’m having a lovely, spooky time sorting through all of it. Home Safety Hotline is out now on Steam.

This article originally appeared on Engadget at https://www.engadget.com/layoffs-and-weird-pr-emails--this-weeks-gaming-news-173041054.html?src=rss

Layoffs and weird PR emails | This week’s gaming news

Let's all take a breath. Layoffs are still churning in the video game industry, even as the frigid winter air is beginning to thaw. Amid the turmoil of these past few months, there are still things to be excited about: new games and hardware, the evolution of established franchises, and plenty of small teams building surprises to shake up the status quo. Look at all of the rad things happening over at Playdate for just one example of positive momentum in video games (we'll talk more about this next week).

Breathe in, breathe out.

Now, let's dive back into the news cycle:

This week's stories

PlayStation layoffs

The layoffs crisis in video games isn’t slowing down, and the latest company to announce drastic staffing cuts is PlayStation. Sony on Tuesday fired roughly 900 people from its PlayStation division and fully shut down its London Studio, which had been building a co-op multiplayer game for PS5. Insomniac, Naughty Dog and Guerrilla all lost employees, despite being behind some of the platform’s most successful games in recent memory. First-party studio Firesprite was also hit by the layoffs, and it reportedly had to cancel a live-service Twisted Metal project. It’s barely March, but already more than 7,000 video game workers have been laid off in 2024; last year, more than 9,000 people in the industry lost their jobs to layoffs.

Happy Pokémon Day!

February 27 was Pokémon Day, and in celebration, Nintendo revealed two new games: Pokémon Legends Z-A and Pokémon Trading Card Game Pocket. Pokémon Legends Z-A is set in Lumiose City, which you might remember from Pokémon X and Y on the 3DS, and it looks like it features Mega Evolutions. Pokémon Legends Z-A is due to hit Switch in 2025. The other title, Pokémon Trading Card Game Pocket, is a mobile game that should land on Android and iOS devices by the end of the year. It’s exactly what it sounds like — Nintendo is putting the physical card-opening mechanic inside your phone, complete with flashy animations and addictive sound effects when you rip off the digital packaging. You’ll also be able to engage in quick battles. Nintendo has clarified that Pocket will not have NFTs, but it is described as “free to start,” so expect microtransactions.

Random PR roundup

It’s been a strange and slow week here in Engadget video game land, so I thought we’d have some fun this episode. As tech reporters, we receive ridiculous emails from startups and PR agencies literally every day, and even though we don’t end up covering many of the proposed products, some of the messages themselves deserve a moment in the spotlight. Many of the pitches we get are just silly or tone deaf, but some of them are outright dystopian. And honestly, I thought you all might enjoy seeing some of the weirdness that hits our inboxes.

This is all meant in good fun — I appreciate the communications teams who are just trying to sell their stuff in creative ways. The real enemy here, as always, is capitalism.

So, here are some emails that recently found their way into my inbox and made me go wut:

GameScent - New Groundbreaking Device Enhances Player Immersion by Releasing Gameplay Corresponding Scents

“As players dive into a game, GameScent’s patent-pending adaptor captures audio in real-time. These real-time audio cues are processed by GameScent's innovative AI to release scents that correspond with the on-screen action. Inhale the smoky aroma of battle, the exhilarating scent of speeding race cars, the calming fragrance of a forest, or the fresh smell of rain after a storm.”

Unsurprisingly, this little doodad comes with replaceable scent cartridges, though it's unclear how to actually buy those at the moment. Scents include gunfire, explosion, racing cars, blood, sports arena and other brotastic flavors.

Is this... cool? There's definitely a fun idea here about the future of immersion, right? Or I've completely lost the plot. Either could be true.


Seeking Products for Pickleball Stories? (Samples Available)

Ma'am, this is Engadget.


Deconstructeam Delivers a Valentine's Day Surprise of Cosmic Proportions

This was for the game The Cosmic Wheel Sisterhood, and the surprise was a huge dildo. I thought the whole email was cute, actually — it was tasteful and coyly advertised a giveaway in partnership with a well-known adult toy company. The Cosmic Wheel Sisterhood is a sexy game and it stars a muscular behemoth the size of a planet, so it all made sense. It just didn’t fit in our general news feed, ya know?


(Story Idea:) Here’s Doom Running On A Robotic Lawn Mower: Yes, A Robotic Lawn Mower! (You Have To See It To Believe It!) (Video Included)

"I am reaching out with a great story that is sure to go viral… This spring, Husqvarna will make the iconic 1993 video game DOOM, available to play on the company’s robotic lawn mowers."

I find this email charming because it’s just a traditional, infomercial-style email with lots of unnecessary exclamation points and parenthesis. I respect it. But seriously, are we still doing this Doom thing? Next you’ll be asking me if this lawn mower can run Crysis and making jokes about Leeroy Jenkins, and I’m just here in 2024, begging for some new references.

The best part of this one is the fact that, after I added it to my list of silly emails, we actually hit this as news on Engadget dot com. Who's the joke now? (It's me).


Meet My Regina | PC Preview – Dickhead-Destroying Extravaganza Cookie Cutter

“I’ve got something to show you, Jessica.

She’s one of the most incredible things I’ve ever held between my legs.

She’s small but tough and can take a beating.

And everyone knows she’s smart because she has a British accent.

She’ll giggle if you tickle her just right.

And she even glows in the dark!

Are you ready to meet her?

Well, are you?

Don’t be shy now.

Good. Well, here she is!”

I asked to be removed from this list.

Bonus Content

  • In more layoffs news, Until Dawn studio Supermassive Games fired about a third of its workforce, or roughly 90 employees, and the team is reorganizing. Also, indie studio Die Gut Fabrik, which created Sportsfriends, Johann Sebastian Joust and Saltsea Chronicles, has halted production amid funding issues and developers there are looking for other jobs.

  • Nintendo is suing Yuzu, a popular and long-running emulator that allows players to put their Switch games on other platforms. Nintendo argues that the app is "facilitating piracy at a colossal scale,” and says it illegally circumvents DMCA protections. Nintendo wants Yuzu shut down and the company is seeking damages.

  • Final Fantasy 7 Rebirth finally comes out on February 29 and our review from Mat Smith is live now. He’s a really big Final Fantasy nerd, and he really liked Rebirth.

Now Playing

Home Safety Hotline is the perfect game to play at your desk, on the PC, so you can let the mid-90s computer interface fully engulf your senses. In this game, you take calls from people complaining about pests and paranormal creatures invading their homes, and using a detailed reference guide, you identify what’s going on and help them sort it out. Or, you get it wrong and get fired while a family of three screams for their lives on the other end of the line. There’s also a broader meta-horror unfurling in the background, and I’m having a lovely, spooky time sorting through all of it. Home Safety Hotline is out now on Steam.

This article originally appeared on Engadget at https://www.engadget.com/layoffs-and-weird-pr-emails--this-weeks-gaming-news-173041054.html?src=rss

Let’s talk about Xbox | This week’s gaming news

No one is suggesting that Microsoft should stop making video game hardware. What we've been considering, here in the dark and twisted Engadget Slack channels, is whether Microsoft should keep making generationally distinct consoles in the traditional hardware cycle. Basically, does Xbox need a box? Microsoft has been busy building the foundation of a platform-agnostic, cloud-first future for video games, and it consistently falls behind both Sony and Nintendo in the console race. So why are executives trying to get us excited about a superpowered 10th-gen Xbox?

Maybe Microsoft is hesitant to reveal a drastic ecosystem change after the chaos around the Xbox One and its always-on DRM features in 2013. After an outpouring of negative feedback at the idea of a persistently online console, Xbox had to rapidly reverse its launch plans, while Sony took the PlayStation 4 on an early victory lap. This fumble set the stage for the next decade of console sales, and it's a lesson that would stick with any studio — especially one that's trying to make streaming and cloud gaming the norm.

That's understandable, but it doesn't change the fact that accessible, affordable (and probably handheld) hardware makes a lot of sense for Microsoft's current vision and investments. More than an expensive console, at least.

This week's stories

A delicious Elden Ring entrée

Elden Ring’s Shadow of the Erdtree expansion will come to PlayStation, Xbox and PC on June 21. This one has been a long time coming: FromSoftware announced the DLC in February 2023, leaving plenty of time for players to get super psyched for more masochism. A new, three-minute trailer for Shadow of the Erdtree shows off sprawling locations and epic bosses inspired by chaotic combinations of animals, insects and elements. The expansion costs $40 and pre-orders are live now.

Borderlands by Cate Blanchett

I’m just gonna come out and say it: I think Cate Blanchett makes a great Lilith. The first trailer for this summer’s Borderlands movie is out and it looks like Mad Max meets Guardians of the Galaxy — which is Borderlands in a nutshell anyway. The film stars Blanchett, Jamie Lee Curtis, Kevin Hart, Jack Black and Ariana Greenblatt, it’s directed by Eli Roth, and it’s due to hit theaters on August 9.

Xbox should exit the console business

Last Thursday, Xbox executives made it clear that they weren’t about to abandon the traditional hardware market, and they teased a next-generation console that will represent “the largest technical leap you will have ever seen.” That’s cool, but considering Microsoft’s position in the industry, it doesn’t feel like Xbox needs to be making consoles any more.

After acquiring half of the industry, Microsoft is now a mega-publisher of games, with over 30 in-house studios. Many of these development teams are world-renowned, with rich, multi-platform histories. It’s also the operator of one of the largest game subscription services in the world, Game Pass.

Game Pass grew wildly during the pandemic, but subscriptions have stagnated. In court documents from April 2022, Microsoft revealed it had 21.9 million Game Pass subscribers and 11.7 million Xbox Live Gold members across its consoles, for a total user base of 33.6 million. Last week, Microsoft revealed Game Pass has 34 million subscribers, which includes PC Game Pass and Game Pass Core, the new name for Xbox Live Gold. Even assuming PC Game Pass had zero subscribers in 2022, this means Game Pass subscriptions grew just 1 percent over the past 22 months. The more likely scenario is that the total number of subscriptions actually shrank over this period — though it’s at least possible that more people are paying for the full-price service than before.

Microsoft’s plan for this console generation was clear for all to see: Sell hardware and upsell a subscription service populated by its own games. Turns out, it’s tough to sell Game Pass to someone without an Xbox, and not enough people are buying Xboxes. Microsoft stopped reporting hardware numbers during the Xbox One era, but analysts peg the combined sales of the Xbox Series consoles at around 25 million. Meanwhile, Sony has sold more than 50 million PS5s, and Nintendo has sold around 140 million Switches. This gap appears to be growing every day, and it’s far more pronounced in Japan and Europe than in the United States. If Microsoft wants to grow Game Pass, it seems like it’ll have to be on platforms outside of Xbox.

This week, Xbox confirmed plans to bring four formerly exclusive games to PlayStation and Nintendo consoles, and for years executives have been pitching an ecosystem where Xbox — and Game Pass — is playable on anything with a screen. Microsoft has a powerful cloud network that even Sony uses for game streaming, plus it owns more than 30 studios. Long-term, Microsoft is positioning Xbox to be a platform-agnostic, software-publishing powerhouse with the industry’s most stable streaming network at its back.

In this landscape, it’s surprising to hear Xbox talk about building a hyper-powered console for the next generation. I’m not advocating for Microsoft to ditch the hardware market — it makes sense for the company to focus on handheld devices and affordable streaming boxes that support Game Pass and cloud play. Xbox is working toward a future where its games and Game Pass are available everywhere, which raises a clear question about its current plans: Why bring an expensive next-gen console to a war that is actually about software, subscriptions and streaming?

Bonus Content

  • Sony president Hiroki Totoki told investors last week that the company would be more aggressive in bringing its PlayStation titles to PC.

  • Xbox has confirmed which of its games are coming to other consoles: Grounded and Pentiment will come to PlayStation and Switch, while Sea of Thieves and Hi-Fi Rush will only arrive on PS5. Both Sea of Thieves and Grounded will support crossplay across all platforms.

  • Now for a totally different port: The Pokémon Company has scheduled an anniversary stream for next Tuesday at 9AM ET. It might be a bit early for a gen-10 reveal, but a Switch remake of Black & White seems like a safe bet.

Now Playing

If you’re a Switch or PlayStation player curious about all of these Xbox games coming to your consoles, I have one easy and clear recommendation: play Pentiment. Obsidian’s narrative-driven, tapestry-looking game is a surprise and a delight, and I’ve had a lot of fun playing it on Game Pass recently. It's out now on PS4, PS5 and Switch, and I’m sure it’s just as great on those platforms.

This article originally appeared on Engadget at https://www.engadget.com/lets-talk-about-xbox--this-weeks-gaming-news-151608942.html?src=rss

Diablo IV will be the first Activision Blizzard title on Xbox Game Pass

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

Diablo IV will be the first Activision Blizzard title on Xbox Game Pass

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