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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.

Microsoft Flight Simulator 2024 arrives with a “full digital twin” of Earth

Microsoft Flight Simulator 2024 is out today (Xbox/PC, Steam), and it packs in a whole lot of simulation. It's hard to imagine topping the 2020 version, which contained the entire world, at scale, 3D modeled and able to be flown over. It had real-time weather and rather detailed physics. You could theoretically fly a helicopter back to your high school football field and land on it, like 15-year reunion royalty. What could come next?

Announcement trailer for Microsoft Flight Simulator 2024

A lot, including a world simulation that Microsoft repeatedly describes as Earth's "full digital twin." There are few, if any, real "reviews" up yet, given the size of the game and seemingly late access for reviewers. As such, I offer up all the notable things packed into this latest release so that those with flight sticks, patience, and a desire to get way up yonder can decide whether to take off.

It's a whole lot smaller, at least on first install. The 2020 version would take about 130GB on first grab (or 90GB if you manually loaded in 10 DVDs), but 2024 is "around 30" gigabytes, according to Asobo CEO Sebastian Wloch, who spoke with TechRadar. This should also be a major boon to those playing on Xbox, where space is more constrained.

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Valve developers discuss why Half Life 2: Episode 3 was abandoned

After Ars spent Half-Life 2's 20th anniversary week looking back at the game's history and impact, Valve marked the occasion with a meaty two-hour YouTube documentary featuring insider memories from the team behind the game itself. Near the end of that documentary, longtime Valve watchers also get a chance to see footage of the long-promised but never-delivered Half-Life 2: Episode 3 and hear more about what led the project to be abandoned.

The Episode 3 footage included in the documentary focuses heavily on a new ice gun that would have served as the episode's main new feature. Players would have been able to use that gun to freeze enemies, set up ice walls as makeshift cover, or construct icy ledges to make their way down sheer cliff faces. The developers also describe a so-called "Silver Surfer mode" that would have let players extrude a line of ice in their path then slide along it at slippery speeds.

The Episode 3 developers were also working on a new, blob-like enemy that could absorb other blobs to grow or split into segments to get around small barriers or pass through grates.

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These are the lasting things that Half-Life 2 gave us, besides headcrabs and crowbars

It's Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2—a game of historical importance for the artistic medium and technology of computer games. Each day up through the 16th, we'll be running a new article looking back at the game and its impact.

“Well, I just hate the idea that our games might waste people’s time. Why spend four years of your life building something that isn't innovative and is basically pointless?”

Valve software founder Gabe Newell is quoted by Geoff Keighley—yes, the Game Awards guy, back then a GameSpot writer—as saying this in June 1999, six months after the original Half-Life launched. Newell gave his team no real budget or deadline, only the assignment to “follow up the best PC game of all time” and redefine the genre.

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I played Half-Life 2 for the first time this year—here’s how it went

It's Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2—a game of historical importance for the artistic medium and technology of computer games. Each day up through the 16th, we'll be running a new article looking back at the game and its impact.

The time has finally come to close one of the most notable gaps in my gaming history. Despite more than a decade of writing about video games and even more years enjoying them, I never got around to playing Half-Life 2.

Not only have I not played it, but I've managed to keep myself in the dark about pretty much everything to do with it. I always assumed that one day I would get around to playing this classic, and I wanted the experience to be as close as possible to it would have been back in 2004. So my only knowledge about Half-Life 2 before starting this project was 1) the game is set in the same universe as Portal, a game I love, 2) the silent protagonist is named Gordon Freeman, and he looks uncannily like a silent, spectacled young Hugh Laurie, and 3) there's something called the Gravity Gun.

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Half-Life 2 pushed Steam on the gaming masses… and the masses pushed back

It's Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2—a game of historical importance for the artistic medium and technology of computer games. Each day leading up through the 16th, we'll be running a new article looking back at the game and its impact.

When millions of eager gamers first installed Half-Life 2 20 years ago, many, if not most, of them found they needed to install another piece of software alongside it. Few at the time could imagine that piece of companion software–with the pithy name Steam–would eventually become the key distribution point and social networking center for the entire PC gaming ecosystem, making the idea of physical PC games an anachronism in the process.

While Half-Life 2 wasn’t the first Valve game released on Steam, it was the first high-profile title to require the platform, even for players installing the game from physical retail discs. That requirement gave Valve access to millions of gamers with new Steam accounts and helped the company bypass traditional retail publishers of the day by directly marketing and selling its games (and, eventually, games from other developers). But 2004-era Steam also faced a vociferous backlash from players that saw the software as a piece of nuisance DRM (digital rights management) that did little to justify its existence at the time.

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Dragon Age: The Veilguard and the choices you make while saving the world

BioWare’s reputation as a AAA game development studio is built on three pillars: world-building, storytelling, and character development. In-game codices offer textual support for fan theories, replays are kept fresh by systems that encourage experimenting with alternative quest resolutions, and players get so attached to their characters that an entire fan-built ecosystem of player-generated fiction and artwork has sprung up over the years.

After two very publicly disappointing releases with Mass Effect: Andromeda and Anthem, BioWare pivoted back to the formula that brought it success, but I’m wrapping up the first third of The Veilguard, and it feels like there’s an ingredient missing from the special sauce. Where are the quests that really let me agonize over the potential repercussions of my choices?

I love Thedas, and I love the ragtag group of friends my hero has to assemble anew in each game, but what really gets me going as a roleplayer are the morally ambiguous questions that make me squirm: the dreadful and delicious BioWare decisions.

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How Valve made Half-Life 2 and set a new standard for future games

It's Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2—a game of historical importance for the artistic medium and technology of computer games. Each day up through the 16th, we'll be running a new article looking back at the game and its impact.

There has been some debate about which product was the first modern “triple-A” video game, but ask most people and one answer is sure to at least be a contender: Valve’s Half-Life 2.

For Western PC games, Half-Life 2 set a standard that held strong in developers’ ambitions and in players’ expectations for well over a decade. Despite that, there’s only so much new ground it truly broke in terms of how games are made and designed—it’s just that most games didn’t have the same commitment to scope, scale, and polish all at the same time.

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GOG’s Preservation Program is the DRM-free store refocusing on the classics

The classic PC games market is "in a sorry state," according to DRM-free and classic-minded storefront GOG. Small games that aren't currently selling get abandoned, and compatibility issues arise as technology moves forward or as one-off development ideas age like milk.

Classic games are only 20 percent of GOG's catalog, and the firm hasn't actually called itself "Good Old Games" in 12 years. And yet, today, GOG announces that it is making "a significant commitment of resources" toward a new GOG Preservation Program. It starts with 100 games for which GOG's own developers are working to create current and future compatibility, keeping them DRM-free and giving them ongoing tech support, along with granting them a "Good Old Game: Preserved by GOG" stamp.

Selection of games available in GOG's "Preserved" program, including System Shock 2, Fallout, Diablo, RollerCoaster Tycoon, Resident Evil 2. Credit: GOG

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Spotify’s Car Thing, due for bricking, is getting an open source second life

Spotify has lost all enthusiasm for the little music devices it sold for just half a year. Firmware hackers, as usually happens, have a lot more interest and have stepped in to save, and upgrade, a potentially useful gadget.

Spotify's idea a couple years ago was a car-focused device for those who lacked Apple CarPlay, Android Auto, or built-in Spotify support in their vehicles, or just wanted a dedicated Spotify screen. The Car Thing was a $100 doodad with a 4-inch touchscreen and knob that attached to the dashboard (or into a CD slot drive). All it could do was play Spotify, and only if you were a paying member, but that could be an upgrade for owners of older cars, or people who wanted a little desktop music controller.

But less than half a year after it fully released its first hardware device, Spotify gave up on the Car Thing due to "several factors, including product demand and supply chain issues." A Spotify rep told Ars that the Car Thing was meant "to learn more about how people listen in the car," and now it was "time to say goodbye to the devices entirely." Spotify indicated it would offer refunds, though not guaranteed, and moved forward with plans to brick the device in December 2024.

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Amazon’s Mass Effect TV series is actually going to be made

Confirming previous rumors, Variety reports that Amazon will be moving ahead with producing a TV series based on the popular Mass Effect video game franchise. The writing and production staff involved might not inspire confidence from fans, though.

The series' writer and executive producer is slated to be Daniel Casey, who until now was best known as the primary screenwriter on F9: The Fast Saga, one of the late sequels in the Fast and the Furious franchise. He was also part of a team of writers behind the relatively little-known 2018 science fiction film Kin.

Karim Zreik will also produce, and his background is a little more encouraging; his main claim to fame is in the short-lived Marvel Television unit, which produced relatively well-received series like Daredevil and Jessica Jones for Netflix before Disney+ launched with its Marvel Cinematic Universe shows.

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Sega is delisting 60 classic games from Steam, so now’s the time to grab them

Sega has put dozens of its Master System, Genesis, Saturn, and other console titles onto modern game stores over the years. But, like that Dreamcast controller stashed in your childhood garage, they're about to disappear—and getting them back will cost you a nostalgia tax.

Those who have purchased any of the more than 60 games listed by Sega from Steam, Xbox, Nintendo's Switch store, and the PlayStation store will still have them after 11:59 pm Pacific time on Dec. 26. But after that, for reasons that Sega does not make explicit, they will be "delisted and unavailable." Titles specific to the Nintendo Switch Online "Expansion Pack" subscription will remain.

As PC Gamer has suggested, and which makes the most sense, this looks like Sega is getting ready to offer up new "classics" collections on these storefronts. Sega previously rearranged its store shelves to pull Sonic games from online stores and then offer up Sonic Origins. The title underwhelmed Ars at the time and managed to pack in some DLC pitches.

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The PS5 Pro’s biggest problem is that the PS5 is already very good

In many ways, the timing of Sony's 2016 launch of the PS4 Pro couldn't have been better. The slightly upgraded version of 2013's PlayStation 4 came at a time when a wave of 4K TVs was just beginning to crest in the form of tens of millions of annual sales in the US.

Purchasing Sony's first-ever "mid-generation" console upgrade in 2016 didn't give original PS4 owners access to any new games, a fact that contributed to us calling the PS4 Pro "a questionable value proposition" when it launched. Still, many graphics-conscious console gamers were looking for an excuse to use the extra pixels and HDR colors on their new 4K TVs, and spending hundreds of dollars on a stopgap console years before the PS5 served that purpose well enough.

Fast-forward to today and the PS5 Pro faces an even weaker value proposition. The PS5, after all, has proven more than capable of creating excellent-looking games that take full advantage of the 4K TVs that are now practically standard in American homes. With 8K TVs still an extremely small market niche, there isn't anything akin to what Sony's Mike Somerset called "the most significant picture-quality increase probably since black and white went to color" when talking about 4K TV in 2016.

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Nintendo confirms Switch 2 will play original Switch games

As US states were busy counting votes to confirm who would be the next president Tuesday night, Nintendo's Japanese Twitter account was busy confirming a key backward compatibility feature for the upcoming "Nintendo Switch successor," which is still only pre-announced, officially.

"At today's Corporate Management Policy Briefing, we announced that Nintendo Switch software will also be playable on the successor to Nintendo Switch," Nintendo posted in a social media update attributed to company president Shintaro Furukawa. "Nintendo Switch Online will be available on the successor to Nintendo Switch as well."

In the full policy briefing referenced in that post, Nintendo adds that it "believe[s] that it is important for Nintendo’s future to make use of Nintendo Account and carry over the good relationship that we have built with the over 100 million annual playing users on Nintendo Switch to its successor." The company also makes the (perhaps obvious) clarification that "in addition to being able to play Nintendo Switch software they currently own, consumers will be able to choose their next purchase from a broad selection of titles released for Nintendo Switch [on its successor]."

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Metal Slug Tactics is an odd mix of arcade shooter and grid strategy that works

Metal Slug Tactics pushes hard on the boundaries of the vaunted run-and-gun arcade series. You can run when it's your character's turn, but it's a certain number of tiles. You can gun, but not rapidly, and only after considering the most optimal target and tools.

Is this just Into the Breach with classic-era SNK artwork and aesthetics? Kind of, and you're welcome.

As a true fan once wroteMetal Slug games are about "crazy vehicles, amusing enemies and levels, and some of the best sprite art you'll ever see in gaming." To my eyes, you're getting a whole bunch of that in Tactics. Turn-based, grid-mapped tactics have a natural tendency to feel slow and to strip characters down to chess pieces that can do two or three things. Here, the characters and villains cannot stop rocking their bodies, the guns and explosions and scimitars go off big, and the exaggerated-just-enough artwork keeps everything locked into an action-movie mood.

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Dystopika is a beautiful cyberpunk city builder without the ugly details

Some of my favorite games deny me the thing I think I want most. Elden Ring refuses to provide manageable save files (and I paid for it). Balatro withholds the final math on each hand played (and its developer suggests avoiding calculators). And the modern X-COM games force me to realize just how much a 98% chance to hit is not the same as 100%.

Dystopika (Steam, Windows) is a city builder in maybe the strictest definition of that two-word descriptor, because it steadfastly refuses to distract you with non-building details. The game is described by its single developer, Matt Marshall, as having "No goals, no management, just creativity and dark cozy vibes." Dystopika does very little to explain how you should play it, because there's no optimal path for doing so. Your only job is to enjoy yourself, poking and prodding at a dark cyberpunk cityscape, making things that look interesting, pretty, grim, or however you like. It might seem restrictive, but it feels very freeing.

Dystopika launch video.

The game's interface is a small rail on the left side of the screen. Select "Building" and a random shape attaches to your cursor. You can right-click to change it, but you can't pick one. Place it, and then optionally place the cursor near its top to change its height. Making one building taller will raise smaller buildings nearby. Reaching certain heights, or densities, or something (it's not explained) will "unlock" certain new buildings, landmarks, and decorations.

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