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Read about the latest Gaming news and announcements. The official blog of Activision, publishers of Call of Duty, Sekiro, Crash Bandicoot, Skylanders, and more.

Interplay co-founder and pioneering game developer Rebecca Heineman dies at 62

On Monday, veteran game developer Rebecca Ann Heineman died in Rockwall, Texas, at age 62 after a battle with adenocarcinoma. Apogee founder Scott Miller first shared the news publicly on social media, and her son William confirmed her death with Ars Technica. Heineman’s GoFundMe page, which displayed a final message she had posted about entering palliative care, will now help her family with funeral costs.

Rebecca “Burger Becky” Heineman was born in October 1963 and grew up in Whittier, California. She first gained national recognition in 1980 when she won the national Atari 2600 Space Invaders championship in New York at age 16, becoming the first formally recognized US video game champion. That victory launched a career spanning more than four decades and 67 credited games, according to MobyGames.

Among many achievements in her life, Heineman was perhaps best known for co-founding Interplay Productions with Brian Fargo, Jay Patel, and Troy Worrell in 1983. The company created franchises like Wasteland, Fallout, and Baldur’s Gate. At Interplay, Heineman designed The Bard’s Tale III: Thief of Fate and Dragon Wars while also programming ports of classics like Wolfenstein 3D and Battle Chess.

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The Analogue 3D is the modern N64 fans have been waiting for

If you’ve ever tried to hook an old Nintendo 64 up to a modern HDTV, you know the results can be less than ideal. Assuming your original hardware still works and your flatscreen even has the requisite R/F and/or composite inputs to allow for the connection, the N64’s output will probably look like a blurry mess on a flatscreen that wasn’t designed with those old video signals as a priority.

The Analogue 3D solves this very specific problem very well, with a powerful FPGA core that accurately replicates a Nintendo 64 and well-made display filters that do a good job of approximating that cathode-ray tube glow you remember from decades ago. But the lack of easy expandability limits the appeal of this $250 device to all but the most die-hard fans of original N64 hardware.

A beauty to behold

As a piece of physical design, the Analogue 3D is a work of art. The gentle curves of its sleek black shell evoke the original N64 design without copying it, coming in at a slightly smaller footprint and height. Plus, there’s no ugly power brick.

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Cities: Skylines upheaval: Developer and publisher announce “mutual” breakup

For well over a decade now, the Cities franchise has done its best to pick up the urban simulation ball that EA’s SimCity famously dropped. Going forward, though, that ball will be handed off from longtime developer Colossal Order to Finnish studio Iceflake (a subsidiary of Cities publisher Paradox Interactive).

The surprise announcement Monday morning on Paradox’s official forums says that Cities‘ developer and publisher “mutually decided to pursue independent paths” without going into many details as to why. “The decision was made thoughtfully and in the interest of both teams—ensuring the strongest possible future for the Cities: Skylines franchise,” the announcement says.

“Both companies are excited for what the future holds while remaining deeply appreciative of our shared history and grateful to the Cities’ community,” the statement continues. Colossal Order “will work on new projects and explore new creative opportunities,” Paradox wrote in an accompanying FAQ.

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I’ve already been using a “Steam Machine” for months, and I think it’s great

Valve’s second big foray into first-party PC hardware isn’t a sequel to the much-imitated Steam Deck portable, but rather a desktop computer called the Steam Machine. And while it could go on your desk, Valve clearly intends for it to fit in an entertainment center under a TV—next to, or perhaps even instead of, a game console like the Xbox or PlayStation 5.

I am pretty sure this idea could work, and it’s because I’ve already been experimenting with what is essentially a “Steam Machine” underneath my own TV for months, starting in May when Valve began making it possible to install SteamOS on certain kinds of generic PC hardware.

Depending on what it costs—and we can only guess what it will cost—the Steam Machine could be a good fit for people who just want to plug a more powerful version of the Steam Deck experience into their TVs. But for people who like tinkering or who, like me, have been messing with miniature TV-connecting gaming PCs for years and are simply tired of trying to make Windows workable, the future promised by the Steam Machine is already here.

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Years later, Arkane’s Dishonored is still a modern stealth classic

Back in 2012, Dishonored earned the first Game of the Year honor of my tenure at Ars Technica. Looking back on the game some 13 years later, Arkane’s well-constructed world of steam punk magical realism earns its place as a modern classic.

The game does a great job of drawing you into that world immediately, with a memorable opening sequence that sees you framed for the on-screen murder of the empress you’ve been sworn to protect. The scene does a great job establishing the emotional stakes of the coming missions while also throwing you into the deep end of the political infighting that has consumed a besieged, plague-beset kingdom.

A Victorian steam punk world you can lose yourself in. Credit: Arkane Studios

Those stakes, and a battle against a real feeling of injustice, drive the plot through some admittedly predictable beats as Dishonored continues through a set of sneak-and-assassinate missions. But it’s hard to care about that predictability when even minor side characters on both sides of the conflict quickly develop from stereotypes to engaging, fleshed-out characters.

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Are you ready for a $1,000 Steam Machine? Some analysts think you should be.

If you ask random gamers what price they think Valve will charge for its newly announced Steam Machine hardware, you’ll get a wide range of guesses. But if you ask the analysts who follow the game industry for a living the same question… well, you’ll actually get the same wide range of (somewhat better-informed) guesses.

At the high end of those guesses are analysts like F-Squared‘s Michael Futter, who expects a starting price of $799 to $899 for the entry-level 512GB Steam Machine and a whopping $1,000 to $1,100 for the 2TB version. With internal specs that Futter says “will rival a PS5 and maybe even hit PS5 Pro performance,” we can expect a “hefty price tag” from Valve’s new console-like effort. At the same time, since Valve is “positioning this as a dedicated, powerful gaming PC… I suspect that the price will be below a similarly capable traditional desktop,” Futter said.

DFC Intelligence analyst David Cole similarly expects the Steam Machine to start at a price “around $800” and go up to “around $1,000” for the 2TB model. Cole said he expects Valve will seek “very low margins” or even break-even pricing on the hardware itself, which he said would probably lead to pricing “below a gaming PC but slightly above a high-end console.”

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Valve says it’s still waiting for better chips to power Steam Deck 2

Yesterday’s announcement of new living room and VR hardware from Valve obviously has many gamers clamoring for any news of a more powerful version of the nearly 4-year-old Steam Deck. In a new interview with IGN, though, Valve Software Engineer Pierre-Loup Griffais says that portable gaming silicon still hasn’t advanced enough to justify brand-new benchmark hardware.

“The thing we’re making sure of is that it’s a worthwhile enough performance upgrade [for a Steam Deck 2] to make sense as a standalone product,” Griffais told IGN. “We’re not interested in getting to a point where it’s 20 or 30 or even 50 percent more performance at the same battery life. We want something a little bit more demarcated than that.”

“So we’ve been working back from silicon advancements and architectural improvements, and I think we have a pretty good idea of what the next version of Steam Deck is going to be, but right now there’s no offerings in that landscape, in the SoC [System on a Chip] landscape, that we think would truly be a next-gen performance Steam Deck,” Griffais continued.

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Steam Deck minus the screen: Valve announces new Steam Machine, Controller hardware

Nearly four years after the Steam Deck changed the world of portable gaming, Valve is getting ready to release SteamOS-powered hardware designed for the living room TV, or even as a desktop PC gaming replacement. The simply named Steam Machine and Steam Controller, both planned to ship in early 2026, are “optimized for gaming on Steam and designed for players to get even more out of their Steam Library,” Valve said in a press release.

A Steam Machine spec sheet shared by Valve lists a “semi-custom” six-core AMD Zen 4 CPU clocked at up to 4.8 Ghz alongside an AMD RDNA3 GPU with 28 compute units. The motherboard will include 16GB of DDR5 RAM and an additional 8GB of dedicated DDR6 VRAM for the GPU. The new hardware will come in two configurations with 512GB or 2TB of unspecified “SSD storage,” though Valve isn’t sharing pricing for either just yet.

If you squint, you can make out a few ports on this unmarked black square. Credit: Valve
A strip of LEDs adds a touch of color to the front face of the Steam Machine.
I'm a fan of the big fan. Credit: Valve

Those chips and numbers suggest the Steam Machine will have roughly the same horsepower as a mid-range desktop gaming PC from a few years back. But Valve says its “Machine”—which it ranks as “over 6x more powerful than the Steam Deck”—is powerful enough to support ray-tracing and/or 4K, 60 fps gaming using FSR upscaling.

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Review: New Framework Laptop 16 takes a fresh stab at the upgradeable laptop GPU

The original Framework Laptop 16 was trying to crack a problem that laptop makers have wrestled with on and off for years: Can you deliver a reasonably powerful, portable workstation and gaming laptop that supports graphics card upgrades just like a desktop PC?

Specs at a glance: Framework Laptop 16 (2025)
OS Windows 11 25H2
CPU AMD Ryzen AI 7 350 (4 Zen 5 cores, 4 Zen 5c cores)
RAM 32GB DDR5-5600 (upgradeable)
GPU AMD Radeon 860M (integrated)/Nvidia GeForce RTX 5070 Mobile (dedicated)
SSD 1TB Western Digital Black SN770
Battery 85 WHr
Display 16-inch 2560×1600 165 Hz matte non-touchscreen
Connectivity 6x recessed USB-C ports (2x USB 4, 4x USB 3.2) with customizable “Expansion Card” dongles
Weight 4.63 pounds (2.1 kg) without GPU, 5.29 pounds (2.4 kg) with GPU
Price as tested Roughly $2,649 for pre-built edition; $2,517 for DIY edition with no OS

Even in these days of mostly incremental, not-too-exciting GPU upgrades, the graphics card in a gaming PC or graphics-centric workstation will still feel its age faster than your CPU will. And the chance to upgrade that one component for hundreds of dollars instead of spending thousands replacing the entire machine is an appealing proposition.

Upgradeable, swappable GPUs would also make your laptop more flexible—you can pick and choose from various GPUs from multiple vendors based on what you want and need, whether that’s raw performance, power efficiency, Linux support, or CUDA capabilities.

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New project brings strong Linux compatibility to more classic Windows games

For years now, Valve has been slowly improving the capabilities of the Proton compatibility layer that lets thousands of Windows games work seamlessly on the Linux-based SteamOS. But Valve’s Windows-to-Linux compatibility layer generally only extends back to games written for Direct3D 8, the proprietary Windows graphics API Microsoft released in late 2000.

Now, a new open source project is seeking to extend Linux interoperability further back into PC gaming history. The d7vk project describes itself as “a Vulkan-based translation layer for Direct3D 7 [D3D7], which allows running 3D applications on Linux using Wine.”

More options are always welcome

The new project isn’t the first attempt to get Direct3D 7 games running on Linux. Wine‘s own built-in WineD3D compatibility layer has supported D3D7 in some form or another for at least two decades now. But the new d7vk project instead branches off the existing dxvk compatibility layer, which is already used by Valve’s Proton for SteamOS and which reportedly offers better performance than WineD3D on many games.

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With Skigill, the classic RPG skill tree becomes a crowded battlefield

If you’ve played any number of RPGs, you probably know the skill tree as a break from the game’s core action. It’s a place to pause, take a breather, and scroll through a massive visual menu of upgrade options, considering which path of stat and ability tweaks best fits your character and your play style.

With Skigill, indie developer Achromi has taken that break-time menu and transformed it into the playing field for an intriguing Vampire Survivors-style roguelike. And while the Early Access game currently lacks the kind of deep content that will keep players coming back for a long time, it’s still a clever and engaging take on the genre that I haven’t been able to put down for long.

Clear the way, I need +5 armor!

Like Vampire Survivors and its many imitators, Skigill is all about navigating through waves of enemies that converge somewhat mindlessly on your position. The game automatically aims and deploys weapons to carve some safe space through what can be screens full of hazardous enemies, which leave behind coins as they explode in puffs of yellow smoke.

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After confusing driver release, AMD says old GPUs are still actively supported

Last week, AMD released version 25.10.2 of its Adrenalin driver package for Radeon GPUs. It seemed like a relatively routine driver release with a typical list of bug fixes and game performance improvements, except for one accompanying announcement: AMD said at the time that it would be moving support for Radeon RX 5000-series and 6000-series GPUs (and their RDNA 1 and RDNA 2 architectures) to “maintenance mode.” That meant that a bunch of GPUs, including some dedicated graphics cards launched as recently as 2022, would no longer get fresh fixes and performance optimizations for newly launched games.

As reported by Tom’s Hardware, AMD released several clarifying statements to address the ensuing backlash, saying that these older GPUs would still get “new features, bug fixes, and game optimizations” based on “market needs.” That must not have quieted the complaints, because AMD then made an entirely separate post to confirm that the 25.10.2 driver release “is not the end of support for RDNA 1 and RDNA 2,” and that integrated and dedicated GPUs based on these architectures would continue to receive “game support for new releases,” “stability and game optimizations,” and “security and bug fixes.”

AMD confirmed that these older GPU architectures had been moved to a separate driver path, but the company says this is meant to keep fixes and features intended for newer RDNA 3 and RDNA 4-based GPUs from inadvertently breaking things for RDNA 1 and RDNA 2 GPUs.

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CS2 item market loses nearly $2B in value overnight due to “trade up” update

From the outside, Counter-Strike 2 looks a lot like a game that’s primarily about shooting people. For millions of players, though, the game is more about collecting and/or buying rare in-game loot and flipping it for what can be very significant sums on the Steam Marketplace.

Wednesday night, Valve sent that multi-billion-dollar market into turmoil as part of a so-called “small update.” Now, players can use the game’s “Trade Up contracts” to exchange five common, “Covert” items (also known as “reds”) for the kinds of knives and gloves that have until now been much harder to obtain.

That “small update” has unsurprisingly had an immediate and sharp impact on the Marketplace price for those items. One rare knife that sold for over $14,000 less than 24 hours ago has seen its minimum price plummet over 50 percent as of this writing, according to the trackers at Pricempire. Meanwhile, the median sale price for a common P90 Asimov gun on the Steam Marketplace shot up from $10 on Wednesday to well over $100 as of this writing.

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Roberta Williams’ The Colonel’s Bequest was a different type of adventure game

Even in my youth, I always loved the idea of point-and-click adventure games more than I did the reality. I appreciated how they transported me to other worlds, each with its own rules, histories, and interesting characters. However, like many people, I often ran up against the harsh reality of solving bizarre and obtuse puzzles in a time before Internet walkthroughs.

I almost never actually finished point-and-click adventure games for that reason—but there is one major exception: I completed Robert Williams’ The Colonel’s Bequest several times.

One of the last Sierra adventure games to still use a text parser, The Colonel’s Bequest follows a young woman named Laura Bow as she visits a mansion in the Southern US belonging to her college friend’s grandfather, Colonel Henri Dijon. While she’s there, a dispute breaks out over the colonel’s will, and it becomes clear a murderer is on the loose.

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Open source GZDoom community splinters after creator inserts AI-generated code

If you've even idly checked in on the robust world of Doom fan development in recent years, you've probably encountered one of the hundreds of gameplay mods, WAD files, or entire commercial games based on GZDoom. The open source Doom port—which can trace its lineage back to the original launch of ZDoom back in 1998—adds modern graphics rendering, quality-of-life additions, and incredibly deep modding features to the original Doom source code that John Carmack released in 1997.

Now, though, the community behind GZDoom is publicly fracturing, with a large contingent of developers uniting behind a new fork called UZDoom. The move is in apparent protest of the leadership of GZDoom creator and maintainer Cristoph Oelckers (aka Graf Zahl), who recently admitted to inserting untested AI-generated code into the GZDoom codebase.

"Due to some disagreements—some recent; some tolerated for close to 2 decades—with how collaboration should work, we've decided that the best course of action was to fork the project," developer Nash Muhandes wrote on the DoomWorld forums Wednesday. "I don't want to see the GZDoom legacy die, as do most all of us, hence why I think the best thing to do is to continue development through a fork, while introducing a different development model that highly favors transparent collaboration between multiple people."

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