Sony

Sony's New PlayStation Studios Mobile Team is Making Spinoff Games For Your Phone (theverge.com) 14

As part of Sony's push into mobile gaming, the company has formed a PlayStation Studios Mobile Division that will operate separately from console game development. According to a press release, the new team will create mobile games with "new and existing PlayStation IP." From a report: Sony's move to form a mobile gaming division aligns with the company's overall goal of extending its IP to PC and mobile games, as well as TV series and movies. Earlier this year, Sony announced that it wants half of its games to be on PC and mobile by 2025, with Sony Interactive Entertainment president Jim Ryan stating that it could result in a "significant growth in the number of people who play our games." The company's also looking to expand into live service games -- games like Fortnite, Rocket League, or Destiny 2 that are continually updated to keep players interested -- with its $3.6 billion acquisition of Bungie.

To help fill out its new mobile division, Sony has also acquired Savage Game Studios, whose co-founders previously worked at Zynga, Insomniac, and Wargaming. It doesn't look like the studio launched any games just yet, but it received $4.4 million in funding for a mobile shooter game last year. The press release expands on this a bit, noting that the studio is currently working on "an unannounced new AAA live service action game," but doesn't offer any additional details on what to expect. Hermen Hulst, the head of PlayStation Studios, said the company's "proud" of its "upcoming releases on PC," which should give gamers without a Playstation console a chance to experience games like Uncharted: Legacy of Thieves Collection and Marvel's Spider-Man. "Our mobile gaming efforts will be similarly additive, providing more ways for more people to engage with our content," he said, "and striving to reach new audiences unfamiliar with PlayStation and our games."

Sony

Sony Raises PlayStation 5 Prices Outside the US Citing Economic Challenges (techcrunch.com) 26

Sony has raised the price of PlayStation 5 in most major markets, citing "challenging economic conditions" such as high global inflation rates and adverse currency trends, the latest in a series of challenges engulfing the current generation gaming console. From a report: The new price, which largely varies between $30 to $80, goes immediately into effect in Europe, the UK, China, Australia, Mexico and Canada, the company said in a blog post. The revised price will hit Japan on September 15, said the Japanese conglomerate. The U.S. is not impacted by the price hike, the company confirmed. "While this price increase is a necessity given the current global economic environment and its impact on SIE's business, our top priority continues to be improving the PS5 supply situation so that as many players as possible can experience everything that PS5 offers and what's still to come," Sony said in the post.
Data Storage

Samsung Debuts the 990 Pro Series SSD With Big Speed and Efficiency Improvements (engadget.com) 29

Samsung has unveiled its latest lineup of NVMe solid state drives, the 990 Pro series. The company claims the SSD will reach almost the highest speeds that are theoretically possible from the PCIe 4.0 interface (PCI 5.0 SSDs will be much faster). Samsung hopes to deliver better performance for PC and console games, 4K and 8K content and other heavy data use cases. From a report: The 990 Pro boasts sequential read and write speeds of up to 7,450 MB/s and 6,900 MB/s. The 980 Pro offers up to 7,000 MB/s and 5,100 MB/s read and write speeds. The 990 Pro's random read and write speeds are up to 1,400K and 1,550K input/output operations per second, according to Samsung. The company says that marks up to a 55 percent improvement over the 980 Pro's performance. Moreover, the company says the 990 Pro will be more power efficient than the previous lineup by up to 50 percent. The new SSD will go on sale in October at a starting price of $179 for the 1TB model.
PlayStation (Games)

Sony Says the PlayStation VR2 Is Coming In Early 2023 (theverge.com) 49

Sony's PlayStation VR2 headset is coming in "early 2023," according to posts the company made on Twitter and Instagram. The Verge reports: While the company released details of the headset's design earlier this year, it still hasn't announced a price. It is, however, promising a lot for the PlayStation VR2 -- it'll feature displays that add up to 4K resolution and can run at 90 or 120Hz, have a 110-degree field of view, and use foveated rendering, which renders certain parts of the image as sharper than others to make things easier for the computer (or, in this case, the PlayStation 5). The company also says the headset connects to your console with a single USB C cable. Sony has already announced it will have a lineup of about 20 "major" games available when it launches. The titles include games set in the Horizon and Walking Dead universes, as well as VR versions of No Man's Sky and Resident Evil Village.

Unlike the original PlayStation VR headset, the PS VR2 won't use a camera connected to your console to track your movements. Instead, it'll use inside-out tracking, similar to the Quest 2, where cameras on the headset itself are in charge of the motion tracking. This means that the PS VR2 will also be able to let you see your surroundings while you're wearing the headset. Sony also says that the PlayStation 5 will let you broadcast yourself playing VR games, though you will have to have a PlayStation HD camera connected. Sony has also shown off the orb-shaped controllers, which will have adaptive triggers and haptic feedback like what's offered with Sony's DualSense controller for the PS5. They'll also have finger-touch detection, which can sense where you rest your thumb, index, or middle fingers without having to press anything.

Open Source

How W4 Plans To Monetize the Godot Game Engine Using Red Hat's Open Source Playbook (techcrunch.com) 8

An anonymous reader quotes a report from TechCrunch: A new company from the creators of the Godot game engine is setting out to grab a piece of the $200 billion global video game market -- and to do so, it's taking a cue from commercial open source software giant Red Hat. Godot, for the uninitiated, is a cross-platform game engine first released under an open source license back in 2014, though its initial development pre-dates that by several years. Today, Godot claims some 1,500 contributors, and is considered one of the world's top open source projects by various metrics. Godot has been used in high-profile games such as the Sonic Colors: Ultimate remaster, published by Sega last year as the first major mainstream game powered by Godot. But Tesla, too, has apparently used Godot to power some of the more graphically intensive animations in its mobile app.

Among Godot's founding creators is Juan Linietsky, who has served as head of development for the Godot project for the past 13 years, and who will now serve as CEO of W4 Games, a new venture that's setting out to take Godot to the next level. W4 quietly exited stealth last week, but today the Ireland-headquartered company has divulged more details about its goals to grow Godot and make it accessible for a wider array of commercial use cases. On top of that, the company told TechCrunch that it has raised $8.5 million in seed funding to make its mission a reality, with backers including OSS Capital, Lux Capital, Sisu Game Ventures and -- somewhat notably -- Bob Young, the co-founder and former CEO of Red Hat, an enterprise-focused open source company that IBM went on to acquire for $34 billion in 2019.

[...] "Companies like Red Hat have proven that with the right commercial offerings on top, the appeal of using open source in enterprise environments is enormous," Linietsky said. "W4 intends to do this very same thing for the game industry." In truth, Godot is nowhere near having the kind of impact in gaming that Linux has had in the enterprise, but it's still early days -- and this is exactly where W4 could make a difference. [...] W4's core target market will be broad -- it's gunning for independent developers and small studios, as well as medium and large gaming companies. The problem that it's looking to solve, ultimately, is that while Godot is popular with hobbyists and indie developers, companies are hesitant to use the engine on commercial projects due to its inherent limitations -- currently, there is no easy way to garner technical support, discuss the product's development roadmap, or access any other kind of value-added service. [...]

"W4 will offer console ports to developers under very accessible terms," Linietsky said. "Independent developers won't need to pay upfront to publish, while for larger companies there will be commercial packages that include support." Elsewhere, W4 is developing a range of products and services which it's currently keeping under wraps, with Linietsky noting that they will most likely be announced at Game Developers Conference (GDC) in San Francisco next March. "The aim of W4 is to help developers overcome any problem developers may stumble upon while trying to use Godot commercially," Linietsky added. It's worth noting that there are a handful of commercial companies out there already, such as Lone Wolf Technology and Pineapple Works, that help developers get the most out of Godot -- including console porting. But Linietsky was keen to highlight one core difference between W4 and these incumbents: its expertise. "The main distinctive feature of W4 is that it has been created by the Godot project leadership, which are the individuals with the most understanding and insight about Godot and its community," he said.

Security

1,900 Signal Users' Phone Numbers Exposed By Twilio Phishing (arstechnica.com) 8

An anonymous reader quotes a report from Ars Technica: A successful phishing attack at SMS services company Twilio may have exposed the phone numbers of roughly 1,900 users of the secure messaging app Signal -- but that's about the extent of the breach, says Signal, noting that no further user data could be accessed. In a Twitter thread and support document, Signal states that a recent successful (and deeply resourced) phishing attack on Twilio allowed access to the phone numbers linked with 1,900 users. That's "a very small percentage of Signal's total users," Signal writes, and all 1,900 affected users will be notified (via SMS) to re-register their devices. Signal, like many app companies, uses Twilio to send SMS verification codes to users registering their Signal app.

With momentary access to Twilio's customer support console, attackers could have potentially used the verification codes sent by Twilio to activate Signal on another device and thereby send or receive new Signal messages. Or an attacker could confirm that these 1,900 phone numbers were actually registered to Signal devices. No other data could be accessed, in large part because of Signal's design. Message history is stored entirely on user devices. Contact and block lists, profile details, and other user data require a Signal PIN to access. And Signal is asking users to enable registration lock, which prevents Signal access on new devices until the user's PIN is correctly entered. "The kind of telecom attack suffered by Twilio is a vulnerability that Signal developed features like registration lock and Signal PINs to protect against," Signal's support document reads. The messaging app notes that while Signal doesn't "have the ability to directly fix the issues affecting the telecom ecosystem," it will work with Twilio and other providers "to tighten up their security where it matters for our users."

Microsoft

Microsoft Finally Admits Xbox One Sales Were Less Than Half of the PS4 (theverge.com) 55

Official Xbox One sales have largely been a mystery, but now Microsoft is finally admitting the obvious: the PS4 outsold the Xbox One -- by a lot. From a report: Microsoft stopped reporting its Xbox One sales figures at the beginning of its 2016 financial year, focusing instead on Xbox Live numbers. The change meant we've never officially known how well Xbox One was holding up compared to the PS4 after the Xbox One's troubled launch. Analyst estimates have consistently put Microsoft in third place behind Sony and Nintendo, and now documents submitted to Brazil's national competition regulator finally shed some light on how the Xbox One generation went.

"Sony has surpassed Microsoft in terms of console sales and installed base, having sold more than twice as many Xbox in the last generation," admits Microsoft, as translated from Portuguese. Sony no longer report PS4 shipments, which means lifetime sales sit at 117.2 million as of March. While Microsoft hasn't provided a concrete sales number for Xbox One, its admission means the company must have sold less than approximately 58.5 million units. That lines up with market research from Ampere Analysis in 2020, which put the install base of Xbox One at 51 million units at the end of Q2 2020. Nintendo Switch currently sits at 111.08 million lifetime sales, and looks set to pass the PS4 later this year.

Microsoft

Microsoft Claims Sony Pays Developers 'Blocking Rights' To Keep Games Off Xbox Game Pass (eurogamer.net) 25

In a lengthy document submitted to the Brazilian government as part of its investigation into Microsoft's acquisition of Activision Blizzard, Microsoft has claimed Sony pays developers "blocking rights" to prevent games from appearing on Xbox Game Pass. From a report: The accusation appears in a 27-page rebuttal of Sony's recent objections to Microsoft's Activision Blizzard buyout, made to Brazil's Administrative Council for Economic Defense (CADE) as part of its investigation. Much of Sony's argument had focused on Call of Duty - which it claimed had "no rival" and was "so popular that it influences users' choice of console" -- with the PlayStation maker suggesting, among other things, that the inclusion of Call of Duty on Microsoft's Game Pass service would hamper its ability to compete.

Microsoft's response is as wide-ranging as Sony's initial objections, touching on everything from the fact it has previously managed to grow Game Pass without Activision Blizzard's titles -- suggesting Call of Duty mightn't be quite as "essential" as Sony claims -- to a reiteration of its assurances that it won't be making Call of Duty an Xbox console exclusive. It's here that Microsoft takes a swipe at Sony, pointing out (as per a Google-translated version of its filing) that for all its concerns around exclusivity, "the use of exclusive arrangements has been at the heart of Sony's strategy to strengthen its presence in the gaming industry." Microsoft says Sony's concerns are "incoherent", given that, by virtue of PlayStation's dominant market share, the company is a leader in the distribution of digital games - especially when, as Microsoft claims, Sony has actively hampered the growth of Game Pass by paying for "'blocking rights' to prevent developers from adding content to Game Pass and other competing subscription services."
Further reading: Microsoft Justifies Activision Blizzard's $69 Billion Acquisition By Telling Regulator Call of Duty Publisher Doesn't Release 'Unique' Games.
Microsoft

Microsoft Justifies Activision Blizzard's $69 Billion Acquisition By Telling Regulator Call of Duty Publisher Doesn't Release 'Unique' Games (80.lv) 91

Microsoft has recently tried to justify its $68.7 billion acquisition of Activision Blizzard by telling regulators that the deal with the Call of Duty publisher will not negatively impact the market and other platforms because it does not release "unique" or "must have" games. From a report: In a document presented to the New Zealand Business Acquisitions and Authorisations Commerce Commission, Microsoft claimed that no Activision Blizzard game has "unique" characteristics, so its rivals would do well without Activision Blizzard titles and would be able to compete in the gaming market. "With respect to Activision Blizzard video games, there is nothing unique about the video games developed and published by Activision Blizzard that is a "must have" for rival PC and console video game distributors that could give rise to a foreclosure concern," the company said.
Cloud

Logitech Will Launch a Handheld Cloud Gaming Device In 2022 (androidauthority.com) 27

Today, the long-running PC and gaming accessory maker Logitech announced plans to launch its own cloud gaming handheld device. Android Authority reports: Logitech stated it will partner on the software side with China-based Tencent Games for the new device. It is also working with Microsoft's Xbox Cloud Gaming and Nvidia's GeForce Now cloud gaming services so that its device should support hundreds of high-end PC and console games out of the box. It's possible that other cloud gaming services like Google's Stadia and Amazon's Luna could support the device as well, but no concrete details on that just yet. No other details have been revealed, but there is a web page Logitech set up where you can enter your email to receive further updates.
XBox (Games)

Xbox 'Encouraged' Console Wars To Drive Competition, Former Exec Says (eurogamer.net) 20

Former Xbox executive Peter Moore has said his team "encouraged the console wars" during his Xbox 360-era tenure -- as a way to drive competition between Microsoft and Sony. Eurogamer reports: This competition has helped the industry, Moore continued, and saw Microsoft continuing to commit to video games despite the Xbox 360's costly "Red Ring of Death" debacle. "We encouraged the console wars, not to create division, but to challenge each other," Moore said, speaking on the Front Office Sports podcast (thanks, IGN). "And when I say each other I mean Microsoft and Sony. "If Microsoft hadn't of stuck the course after the Xbox, after the Red Rings of Death, gaming would be a poorer place for it, you wouldn't have the competition you have today."

Moore helped launch the Xbox 360, following years of service during the Dreamcast era at Sega. Memorably, he announced Halo 2's release date via a tattoo - though sources disagree on whether the stunt was faked. "If we didn't resolve Red Rings of Death the way that we did I know darn well there'd be no Xbox today," Moore continued, referencing the infamous circle of error lights which showed on failed Xbox 360 hardware. Estimates differ, though millions of consoles were believed to have been affected.

Sony

PS5 Will Get Folders and Support for 1440p Displays This Year (polygon.com) 15

An anonymous reader shares a report: Although PlayStation 5 and Xbox Series X have always been extremely close in their tech specs, features, and performance, one area where the Microsoft console established an early lead was in its compatibility with a range of modern displays and display technologies. That gap is finally now set to be closed. After PS5 was updated with support for variable refresh rates in April, Sony has now confirmed that the system will finally be able to output at 1440p resolution. The new feature is introduced in a system software beta available to invited users today, which Sony expects to roll out to everyone "later this year."

Also included in the beta are a bunch of interface customizations, including the ability to group games together in folder-style Gamelists. Although most modern TV sets have 1080p or 4K resolutions, compatibility with 1440p (also known as QHD) matters because it's a very popular resolution for gaming PC monitors. There are a lot of these displays around, many with features like VRR, that PS5 owners will be happy to finally use to their full ability. Games which support 1440p will display at native resolution, while games that display at 4K will supersample down to 1440p for a smoother image.

XBox (Games)

Xbox Becomes First Game Console To Formally Support Discord Voice Chat (arstechnica.com) 20

After trying, and failing, to acquire the popular chat platform Discord for $10 billion, Microsoft has opted for the next-best thing: directly integrating Discord's voice-chat capabilities into Xbox consoles. Ars Technica reports: The news arrived on Wednesday on Xbox Blog, and it clarified that for the time being, Discord access would be exclusive to the optional "Xbox Insider" tier of early, beta, and preview console OS updates. That update is already going live in waves to Xbox Insiders today, and it adds a new tooltip to the system's "chat" sidebar: "Try Discord Voice on Xbox today!"

[...] Sadly, this week's rollout of Discord on Xbox is a bit limited. The biggest issue is that there is no formal Discord app or interface on Xbox. You will need to keep a smartphone handy to initiate a "handoff" of your Discord session. Get ready for an annoying first-time setup process. Should you have an updated Xbox on the Insider OS track, its new "Try Discord Voice" prompt will initiate an account-sync process, which requires using a mobile Discord app to take a photo of a QR code displayed by your Xbox. (You'll need to re-do this if you've done so before, due to it adding a new level of credential for voice chat.) With this in place, when you are about to join a voice channel on Discord, a new "try voice chat on console" prompt will appear. Tapping through this will then, ugh, create another handover to Microsoft's dedicated Xbox app on either iOS or Android. Yes, if you want this to work, you need to install the Xbox app on your mobile device (and Discord will suggest you do so, if you haven't yet). This facilitates the key technical aspect of forwarding all Discord audio to your Xbox hardware.

With all that in place, presto: You can now talk to any participants in the Discord voice channel you chose directly on your Xbox. Its menu interface supports either muting or changing the volume level of every other user in the voice chat channel you chose, which is appreciated as a quickly accessible option during frantic gameplay. A one-button toggle in the menu allows chatters to switch between Discord voice chat and a particular game's dedicated voice-chat channel. (This is useful when you're talking to friends while in the midst of random online matchmaking, then need to turn on in-game voice chat for a second to confirm a strategy to your current teammates before going back to discussing souffle recipes with buddies.) All greater Discord control, sadly, goes back to your smartphone...

Nintendo

A Super Fan Collected Every Super Nintendo Game Manual and Made Them Free (npr.org) 23

A Twitch streamer has crowdsourced the manuals for upwards of 850 unique Super Nintendo games and made them free on an online archive. From a report: Video game consoles have come a long way since the Super Nintendo arrived in the U.S. in 1991 and launched a new generation of gamers, but sometimes there is no beating the classics. The console was wildly popular, with more than 700 games released for the system in the U.S., and Kerry Hays (aka "Peebs" on the Twitch streaming platform) has been working on beating every. single. one. "We had wondered, some of these games, had anyone ever even beaten them before? They were so weird and obscure or difficult," he said. And so, Hays turned to the manuals.

For those who weren't playing a lot of video games in the '90s, almost all of them came with a manual inside the case that had lots of helpful information. The manual was where you would find the buttons to push and how the console works. It could also include your lore, backstory, and maybe even a map. "And if you're really lucky, you get a little bit of a walkthrough that would tell you, like, the first 10% of the game," Hays said. [...] The collection is hosted on the Internet Archive and contains upwards of 850 unique Super Nintendo manuals -- and it's all free. Hays says he's not in it for the money.

Emulation (Games)

Xbox Series X Can Run Windows 98, Along With Classic PC Games of The Era (purexbox.com) 23

Alex Battaglia from the YouTube channel "Digital Foundry" was able to use the "RetroArch" software emulator to run Windows 98 on the Xbox Series X, along with several PC games of the era. "Technically, you're supposed to be an Xbox developer to access this, and you will need to sign up to the paid Microsoft Partner program and turn on 'Developer Mode' for your system to activate it," notes Pure Xbox. "In DF's case, rather than directly playing emulated games through RetroArch, they used the program to install Windows 98 software." From the report: Beyond the novelty of actually booting up Win98 on a modern console the channel then decided to test out some games, running through the older version of Windows. Playthroughs of Turok, Command & Conquer, Quake 2 and more were all pretty successful, although the act of loading them onto the software requires a bit of messing about (you have to create ISO files and transfer them over -- sadly, Xbox's disc drive can't read the original discs). Of course, this wouldn't be a Digital Foundry video without some performance comparisons, so the team did just that. The video compares hardware of the era with Xbox Series X's emulation, and while the console often lags behind due to the fact that it's literally emulating an entire version of Windows, and then a game on top of that, it fares pretty well overall. You can watch Digital Foundry's video here.
PlayStation (Games)

Lessons Learned from the Life of Videogame Executive Bernie Stolar (venturebeat.com) 46

VentureBeat reports: Video game legend Bernie Stolar, former president of Sega of America, has passed away at the age of 75, friends said.
Bernie Stolar was the first executive VP of Sony Computer Entertainment America, according to their article, and helped line up the games for the launch of the first PlayStation, eventually signing franchises like Crash Bandicoot, Ridge Racer, Oddworld Inhabitants, Spyro The Dragon and Battle Arena Toshinden.

VentureBeat remembers how Stolar then became president/COO of Sega of America, helping lead the development and launch of the Sega Dreamcast (while killing development of their home video console Saturn). Stolar acquired Visual Concepts for Sega of America, which ultimately led to the creation of 2K Sports. Joining Mattel in 1999, he helped the company sell a line of videogames.

But then Stolar became an adviser/director at Adscape Media, and later sold that company to Google for $23 million. The lead writer for VentureBeat's GameBeat remembers what happened next — and what he'd learned after interviewing Stolar in 2015: "There was no interest in games at Google at the time," Stolar said. "I went to the CEO, who was Eric Schmidt, and said, 'Why don't we put advertising in all these games and give them away for free online?' He said, 'We're not in the game business." I said, 'We're not going into the game business. We're not developing games. We're taking games from publishers and streaming those through our online network.' He wouldn't do it. That's when I knew I should leave the company...."

Toward the end of our interview in 2015, Stolar said, "I've been doing this since 1980. I love this business. I love it because I get to work with people who are young and passionate. I'm one of the old gray-haired guys in the industry, but it's wonderful to work with all this young talent."

Stolar joked he could be the grandfather for the CEOs he was advising. I asked Stolar how long he would work.

"Put it this way. I've spoken to two individuals about this, Sumner Redstone and Rupert Murdoch," he said. "They're both in their 80s. They're both multi-billionaires. They certainly don't have to work, right? And they've both said to me, 'If you retire, you die.' I believe that. My father, when he sold his liquor store and stopped working, passed away three months later. I'm not going to stop."

AI

Amazon Launches CodeWhisperer, a GitHub Copilot-like AI Pair Programming Tool (techcrunch.com) 13

At its re:Mars conference, Amazon today announced the launch of CodeWhisperer, an AI pair programming tool similar to GitHub's Copilot that can autocomplete entire functions based on only a comment or a few keystrokes. From a report: The company trained the system, which currently supports Java, JavaScript and Python, on billions of lines of publicly available open-source code and its own codebase, as well as publicly available documentation and code on public forums. It's now available in preview as part of the AWS IDE Toolkit, which means developers can immediately use it right inside their preferred IDEs, including Visual Studio Code, IntelliJ IDEA, PyCharm, WebStorm and Amazon's own AWS Cloud 9. Support for the AWS Lambda Console is also coming soon. Ahead of today's announcement, Vasi Philomin, Amazon's VP in charge of its AI services, stressed that the company didn't simply create this in order to offer a copy of Copilot. He noted that with CodeGuru, its AI code reviewer and performance profiler, and DevOps Guru, its tool for finding operation issues, the company laid the groundwork for today's launch quite a few years ago.
Games

Valve's Steam Deck Makes a Brilliant Case Against Walled Gardens (fastcompany.com) 57

"Unlike practically every major game console that's come before it, the Steam Deck, from PC gaming giant Valve, doesn't lock users into one ecosystem," writes Fast Company's Jared Newman. "While Valve's own Steam store is the default way to buy and play games, the Steam Deck also lets users install whatever software they want on the device's Linux-based operating system. The experience has been liberating..." From the report: In recent weeks, I've gorged on weird indie creations from itch.io, classic games from GOG.com, and free games from the Epic Games Store. I've used Plexamp to stream my personal music collection in place of in-game soundtracks, and I've used Vivaldi to browse the web in the Steam Deck's desktop mode. You don't have to use your Steam Deck this way, but just being knowing that it's an option makes the device more capable and personal. The tech industry is filled with companies that seem deathly afraid of this model, either because they don't trust their users or don't want to risk weakening their own ecosystems. By taking the opposite approach, Valve is proving that open platforms aren't so catastrophic, and it elevates the Steam Deck from yet another gadget into the most exciting consumer electronics device in years. [...]

Valve could have easily used the Steam Deck to lock players into its own ecosystem. It could have opted not to include a desktop mode and withheld instructions on how to lift its read-only restrictions. It could have discouraged users from installing different operating systems and made its recovery tools unavailable to the public. Console makers have long insisted that such restrictions are necessary for the good of their platforms. In 2020, for instance, Microsoft argued that because console makers sell their hardware at or below cost to create a market for their software, they shouldn't have to accommodate third-party app stores or sideloading.

Similar arguments have spilled out into the broader mobile app business as well. In response to a lawsuit from Epic Games, Apple has claimed that its investments in the App Store wouldn't be feasible if it couldn't force developers to use its in-app purchase mechanisms. Some defenders of Apple's viewpoint, such as Daring Fireball's John Gruber, have argued that iOS is more like a game console than a PC platform. So, it's all the more remarkable that Valve ignored all this hand-wringing and made the Steam Deck a haven for tinkerers. Instead of trying to shut out competitors, the company is betting that its own store will prevail on quality. If the Steam Deck successful -- as it appears to be so far -- it could upend years of conventional wisdom around walled gardens and become a threat to other consoles in more ways than one.

KDE

KDE Plasma 5.25 Released (kde.org) 27

Long-time Slashdot reader jrepin describes Plasma as "a popular desktop environment, which is also powering the desktop mode on the Steam Deck portable gaming console."

And this week the KDE Community announced the release of KDE Plasma 5.25: This new version brings many improvements...

- The accent colour can now be set based on the prominent colour from the current desktop background image (it updates if you use slide-show wallpapers) and it applies to more graphical elements.

- Floating Panels add a margin all around the panel to make it float while no window is maximised.

- Touch-screen mode can now be activated by detaching the screen, rotating it 360, or enabling it manually.

- The Global Theme settings page lets you pick and choose which parts to apply.

- The Application page for Discover has been redesigned and gives you links to the application's documentation and website, and shows what system resources it has access to.

- Panels can now be navigated with the keyboard, and you can assign custom shortcuts to focus individual panels.

Lilputing.com adds that "There's a new Overview effect that zooms out to display previews of all currently-running apps and virtual desktops. You can access this view with a four-finger pinch on a touchscreen or touchpad, and from this view, you can also search for apps, documents, or browser tabs or add, remove, or rename virtual desktops."
Games

Sega Is Making Another Mini Mega Drive, Now With CD Games (theverge.com) 26

An anonymous reader quotes a report from The Verge: Sega has announced a sequel to its miniature Mega Drive (otherwise known as the Sega Genesis), and this one will feature both cartridge games and titles from the Mega CD add-on. In total, the tiny console will feature 50 built-in games, including the likes of Silpheed, Shining Force CD, Sonic the Hedgehog CD, Virtua Racing, and Shining in the Darkness. Unfortunately, as of now the device has only been announced for Japan; it's expected to launch on October 27th for 9,980 yen (about $75).

Slashdot Top Deals