Nintendo

Portal 64, An N64 Demake of Valve's Classic, Now Has a Playable 'First Slice' (pcgamer.com) 19

Programmer James Lambert has been working on a demake of Valve's Portal puzzle game for the Nintendo N64. After several years of development, Portal 64: The First Slice is now out of beta with two-thirds of the game's test chambers available to play. PC Gamer reports: In the announcement video Lambert goes through some of the new features in the latest build, including a seriously impressive visual rework on the portal gun itself. The video also showcases just how much of Portal's feel this manages to successfully capture, in particular the mind-bending effects of observing rooms and Chell through the portals themselves. I once called this the most impressive homebrew game I've ever seen and, while admittedly the N64 nostalgia helps, I'd stick by that.

While this is obviously the first slice (geddit) and there's more to come, it's an incredible achievement in its own right: The first 13 test chambers of the game all present-and-correct. Portal has 19 test chambers, and Portal: Still Alive (which unbelievably has never seen an official PC release) added a further 14, so Lambert's well on his way to completing a vanilla version of Portal 64.
You can follow the Portal 64 project on YouTube and download the game here.
XBox (Games)

Microsoft's Xbox Series S Toaster Goes on Sale 50

An anonymous reader shares a report: Both of Microsoft's current Xbox consoles now have kitchen appliance counterparts. The Xbox Series S toaster recently debuted, following up the Xbox Series X refrigerator. It's available for purchase from Walmart for $39.99. In place of its ability to connect to a TV and play games, it can toast bread or bagels, imprinting the Xbox logo onto its side with its internal heat coils. The Series S toaster has a slot long enough to fit two slices of bread side by side, which I suppose can be considered multiplayer support if the bread is for two people. As with most toasters, this one has different toast browning levels, a removeable crumb tray, a bread ejection function, and automatic shutoff.
Communications

Starlink Launches First 'Cellphone Towers In Space' For Use with LTE Phones (arstechnica.com) 38

SpaceX launched a total of 21 satellites on Tuesday night, including "the first six Starlink satellites with Direct to Cell capabilities that enable mobile network operators around the world to provide seamless global access to texting, calling, and browsing wherever you may be on land, lakes, or coastal waters without changing hardware or firmware. The enhanced Starlink satellites have an advanced modem that acts as a cellphone tower in space, eliminating dead zones with network integration similar to a standard roaming partner," the company said. Ars Technica reports: Besides T-Mobile in the US, several carriers in other countries have signed up to use the direct-to-cell satellites. SpaceX said the other carriers are Rogers in Canada, KDDI in Japan, Optus in Australia, One NZ in New Zealand, Salt in Switzerland, and Entel in Chile and Peru. While SpaceX CEO Elon Musk wrote that the satellites will "allow for mobile phone connectivity anywhere on Earth," he also described a significant bandwidth limit. "Note, this only supports ~7Mb per beam and the beams are very big, so while this is a great solution for locations with no cellular connectivity, it is not meaningfully competitive with existing terrestrial cellular networks," Musk wrote.

Starlink's direct-to-cell website says the service will provide text messaging only when it becomes available in 2024, with voice and data service beginning sometime in 2025. Starlink's low Earth orbit satellites will work with standard LTE phones, unlike earlier services that required phones specifically built for satellite use. SpaceX's direct-to-cell satellites will also connect with Internet of Things (IoT) devices in 2025, the company says.

Games

Way Too Many Games Were Released On Steam In 2023 (kotaku.com) 93

John Walker, reporting for Kotaku: Steam is by far the most peculiar of online storefronts. Built on top of itself for the last twenty years, Valve's behemothic PC game distributor is a clusterfuck of overlapping design choices, where algorithms rule over coherence, with 2023 seeing over 14,500 games released into the mayhem. Which is too many games. That breaks down to just under 40 a day, although given how people release games, it more accurately breaks down to about 50 every weekday. 50 games a day. On a storefront that goes to some lengths to bury new releases, and even buries pages where you can deliberately list new releases.

Compared to 2022, that's an increase of nearly 2,000 games, up almost 5,000 from five years ago. There's no reason to expect that growth to diminish any time soon. It's a volume of games that not only could no individual ever hope to keep up with, but nor could even any gaming site. Not even the biggest sites in the industry could afford an editorial team capable of playing 50 games a day to find and write about those worth highlighting. Realistically, not even a tenth of the games. And that's not least because of those 50 games per day, about 48 of them will be absolute dross. On one level, in this way Steam represents a wonderful democracy for gaming, where any developer willing to stump up the $100 entry fee can release their game on the platform, with barely any restrictions. On another level, however, it's a disaster for about 99 percent of releases, which stand absolutely no chance of garnering any attention, no matter their quality. The solution: human storefront curation, which Valve has never shown any intention of doing.

Games

Tekken 8's 'Colorblind' Mode Is Causing Migraines, Vertigo, and Debate (arstechnica.com) 19

An anonymous reader quotes a report from Ars Technica: Modern fighting games have come quite a long way from their origins in providing accessibility options. Street Fighter 6 has audio cues that can convey distance, height, health, and other crucial data to visually impaired players. King of Fighters 15 allows for setting the contrast levels between player characters and background. Competitors like BrolyLegs and numerous hardware hackers have taken the seemingly inhospitable genre even further. Tekken 8, due later this month, seems to aim even higher, offering a number of color vision options in its settings. This includes an unofficially monikered "colorblind mode," with black-and-white and detail-diminished backgrounds and characters' flattened shapes filled in with either horizontal or vertical striped lines. But what started out as excitement in the fighting game and accessibility communities about this offering has shifted into warnings about the potential for migraines, vertigo, or even seizures.

You can see the mode in action in the Windows demo or in a YouTube video shared by Gatterall -- which, of course, you should not view if you believe yourself susceptible to issues with strobing images. Gatterall's enthusiasm for Tekken 8's take on colorblind accessibility ("Literally no game has done this") drew comment from Katsuhiro Harada, head of the Tekken games for developer and publisher Bandai Namco, on X (formerly Twitter). Harada stated that he had developed and tested "an accessibility version" of Tekken 7, which was never shipped or sold. Harada states that those "studies" made it into Tekken 8.

Not everybody in game accessibility circles was excited to see the new offerings, especially when it was shared directly with them by excited followers. Morgan Baker, game-accessibility lead at Electronic Arts, asked followers to "Please stop tagging me in the Tekken 8 'colorblind' stripe filters." The scenes had "already induced an aura migraine," Baker wrote, and she could not "afford to get another one right now." Accessibility consultant Ian Hamilton reposted a number of people citing migraines, nausea, or seizure concerns while also decrying the general nature of colorblind "filters" as an engineering-based approach to a broader design challenge. He added in the thread that shipping a game that contained a potentially seizure-inducing mode could result in people inadvertently discovering their susceptibility, similar to an infamous 1997 episode of the Pokemon TV series. Baker and Hamilton also noted problems with such videos automatically playing on sites like X/Twitter.
"Patterns of lines moving on a screen creates a contiguous area of high-frequency flashing, like an invisible strobe," explained James Berg, accessibility project manager at Xbox Game Studios. "Human meat-motors aren't big fans of that." People typically start to notice "flicker fusion frequency" at around 40 frames per second, notes Ars.

Tekken's Harada responded by saying a "very few" number of people misunderstood what his team was trying to do with this mode. There are multiple options, not just one colorblind mode, Harada wrote, along with brightness adjustments for effects and other elements.

"These color vision options are a rare part of the fighting game genre, but they are still being researched and we intend to expand on them in the future," Harada wrote. Developers "have been working with several research institutes and communities to develop this option," even before the unsold "accessibility version of Tekken 7," added Harada.
Games

Tetris Has Finally Been Beaten After 34 Years (thegamer.com) 67

A 13-year-old has beaten the original NES Tetris, previously thought to be an impossible task, after 34 years. The Gamer reports: The assumption I always had was that Tetris goes on forever and ever until you finally run out of space. While that's mostly true, as the game has no story, levels, or any form of progress beyond high scores and increasing speed, you 'beat' the game by crashing it, AKA reaching the "True Killscreen". It's called the "True Killscreen" because, for decades, it was assumed that level 29 was the Killscreen.

For context, the longer you play Tetris, the faster the blocks fall, upping the ante as you're forced to think in split-second moments about where each piece should drop. The speed caps at level 29, making it near impossible to reach the sides. So, the community believed that was the 'end' of the game. It isn't. The end comes when you reach a level so high, Tetris simply crashes.

Games

Steam Has Stopped Supporting Windows 7, Windows 8, and Windows 8.1 (theverge.com) 169

Steam: As of January 1 2024, Steam has officially stopped supporting the Windows 7, Windows 8 and Windows 8.1 operating systems. After that date, existing Steam Client installations on these operating systems will no longer receive updates of any kind including security updates. Steam Support will be unable to offer users technical support for issues related to the old operating systems, and Steam will be unable to guarantee continued functionality of Steam on the unsupported operating system versions.

In order to ensure continued operation of Steam and any games or other products purchased through Steam, users should update to a more recent version of Windows. We expect the Steam client and games on these older operating systems to continue running for some time without updates after January 1st, 2024, but we are unable to guarantee continued functionality after that date.
The Verge adds: 95.57 percent of surveyed Steam users are already on Windows 10 and 11, with nearly 2 percent of the remainder on Linux and 1.5 percent on Mac -- so we may be talking about fewer than 1 percent of users on these older Windows builds. Older versions of MacOS will also lose support on February 15th, just a month and a half from now.
Security

Amnesty International Confirms Apple's Warning to Journalists About Spyware-Infected iPhones (techcrunch.com) 75

TechCrunch reports: Apple's warnings in late October that Indian journalists and opposition figures may have been targeted by state-sponsored attacks prompted a forceful counterattack from Prime Minister Narendra Modi's government. Officials publicly doubted Apple's findings and announced a probe into device security.

India has never confirmed nor denied using the Pegasus tool, but nonprofit advocacy group Amnesty International reported Thursday that it found NSO Group's invasive spyware on the iPhones of prominent journalists in India, lending more credibility to Apple's early warnings. "Our latest findings show that increasingly, journalists in India face the threat of unlawful surveillance simply for doing their jobs, alongside other tools of repression including imprisonment under draconian laws, smear campaigns, harassment, and intimidation," said Donncha Ã" Cearbhaill, head of Amnesty International's Security Lab, in the blog post.

Cloud security company Lookout has also published "an in-depth technical look" at Pegasus, calling its use "a targeted espionage attack being actively leveraged against an undetermined number of mobile users around the world." It uses sophisticated function hooking to subvert OS- and application-layer security in voice/audio calls and apps including Gmail, Facebook, WhatsApp, Facetime, Viber, WeChat, Telegram, Apple's built-in messaging and email apps, and others. It steals the victim's contact list and GPS location, as well as personal, Wi-Fi, and router passwords stored on the device...

According to news reports, NSO Group sells weaponized software that targets mobile phones to governments and has been operating since 2010, according to its LinkedIn page. The Pegasus spyware has existed for a significant amount of time, and is advertised and sold for use on high-value targets for multiple purposes, including high-level espionage on iOS, Android, and Blackberry.

Thanks to Slashdodt reader Mirnotoriety for sharing the news.
Wireless Networking

Wi-Fi 7 Signals the Industry's New Priority: Stability (ieee.org) 45

Multi-link operations and the 6-GHz band promise more reliability than before. From a report: The key to a future Wi-Fi you can depend on is something called multi-link operations (MLO). "It is the marquee feature of Wi-Fi 7," says Kevin Robinson, president and CEO of the Wi-Fi Alliance. MLO comes in two flavors. The first -- and simpler -- of the two is a version that allows Wi-Fi devices to spread a stream of data across multiple channels in a single frequency band. The technique makes the collective Wi-Fi signal more resilient to interference at a specific frequency. Where MLO really makes Wi-Fi 7 stand apart from previous generations, however, is a version that allows devices to spread a data stream across multiple frequency bands. For context, Wi-Fi utilizes three bands-2.5 gigahertz, 5 GHz, and as of 2020, 6 GHz.

Whether MLO spreads signals across multiple channels in the same frequency band or channels across two or three bands, the goals are the same: dependability and reduced latency. Devices will be able to split up a stream of data and send portions across different channels at the same time -- which cuts down on the overall transmission time -- or beam copies of the data across diverse channels, in case one channel is noisy or otherwise impaired. MLO is hardly the only feature new to Wi-Fi 7, even if industry experts agree it's the most notable. Wi-Fi 7 will also see channel size increase from 160 megahertz to a new maximum of 320 MHz. Bigger channels means more throughput capacity, which means more data in the same amount of time.

That said, 320-MHz channels won't be universally available. Wi-Fi uses unlicensed spectrum -- and in some regions, contiguous 320-MHz chunks of unlicensed spectrum don't exist because of other spectrum allocations. In cases where full channels aren't possible, Wi-Fi 7 includes another feature, called puncturing. "In the past, let's say you're looking for 320 MHz somewhere, but right within, there's a 20-MHz interferer. You would need to look at going to either side of that," says Andy Davidson, senior director of technology planning at Qualcomm. Before Wi-Fi 7, you'd functionally be stuck with about a 160-MHz channel either above or below that interference.

Desktops (Apple)

Inside Apple's Massive Push To Transform the Mac Into a Gaming Paradise (inverse.com) 144

Apple is reinvesting in gaming with advanced Mac hardware, improvements to Apple silicon, and gaming-focused software, aiming not to repeat its past mistakes and capture a larger share of the gaming market. In an article for Inverse, Raymond Wong provides an in-depth overview of this endeavor, including commentary from Apple's marketing managers Gordon Keppel, Leland Martin, and Doug Brooks. Here's an excerpt from the report: Gaming on the Mac in the 1990s until 2020, when Apple made a big shift to its own custom silicon, could be boiled down to this: Apple was in a hardware arms race with the PC that it couldn't win. Mac gamers were hopeful that the switch from PowerPC to Intel CPUs starting in 2005 would turn things around, but it didn't because by then, GPUs started becoming the more important hardware component for running 3D games, and the Mac's support for third-party GPUs could only be described as lackluster. Fast forward to 2023, and Apple has a renewed interest in gaming on the Mac, the likes of which it hasn't shown in the last 25 years. "Apple silicon has changed all that," Keppel tells Inverse. "Now, every Mac that ships with Apple silicon can play AAA games pretty fantastically. Apple silicon has been transformative of our mainstream systems that got tremendous boosts in graphics with M1, M2, and now with M3."

Ask any gadget reviewer (including myself) and they will tell you Keppel isn't just drinking the Kool-Aid because Apple pays him to. Macs with Apple silicon really are performant computers that can play some of the latest PC and console games. In three generations of desktop-class chip design, Apple has created a platform with "tens of millions of Apple silicon Macs," according to Keppel. That's tens of millions of Macs with monstrous CPU and GPU capabilities for running graphics-intensive games. Apple's upgrades to the GPUs on its silicon are especially impressive. The latest Apple silicon, the M3 family of chips, supports hardware-accelerated ray-tracing and mesh shading, features that only a few years ago didn't seem like they would ever be a priority, let alone ones that are built into the entire spectrum of MacBook Pros.

The "magic" of Apple silicon isn't just performance, says Leland Martin, an Apple software marketing manager. Whereas Apple's fallout with game developers on the Mac previously came down to not supporting specific computer hardware, Martin says Apple silicon started fresh with a unified hardware platform that not only makes it easier for developers to create Mac games for, but will allow for those games to run on other Apple devices. "If you look at the Mac lineup just a few years ago, there was a mix of both integrated and discrete GPUs," Martin says. "That can add complexity when you're developing games. Because you have multiple different hardware permutations to consider. Today, we've effectively eliminated that completely with Apple silicon, creating a unified gaming platform now across iPhone, iPad, and Mac. Once a game is designed for one platform, it's a straightforward process to bring it to the other two. We're seeing this play out with games like Resident Evil Village that launched first [on Mac] followed by iPhone and iPad."

"Gaming was fundamentally part of the Apple silicon design,â Doug Brooks, also on the Mac product marketing team, tells Inverse. "Before a chip even exists, gaming is fundamentally incorporated during those early planning stages and then throughout development. I think, big picture, when we design our chips, we really look at building balanced systems that provide great CPU, GPU, and memory performance. Of course, [games] need powerful GPUs, but they need all of those features, and our chips are designed to deliver on that goal. If you look at the chips that go in the latest consoles, they look a lot like that with integrated CPU, GPU, and memory." [...] "One thing we're excited about with this most recent launch of the M3 family of chips is that we're able to bring these powerful new technologies, Dynamic Caching, as well as ray-tracing and mesh shading across our entire line of chips," Brook adds. "We didn't start at the high end and trickle them down over time. We really wanted to bring that to as many customers as possible."

Movies

Video Game Adaptations Could Keep Beating Marvel at the Box Office in 2024 47

A recent video poked fun at the newly announced Legend of Zelda movie by referencing the checkered history of video game adaptations. However, 2023 brought critical and commercial success for games-based projects like The Last of Us and The Super Mario Bros Movie, while several comic book films such as The Flash and Ant-Man 3 underperformed.

This shift comes as Disney CEO Bob Iger admitted Marvel may have oversaturated the market. While caped crusaders aren't finished yet, their golden era may be ending. Meanwhile, Mario earned over $1 billion, topping all superhero films this year. Video game movies have struggled in the past, but their time may have finally come. Wired adds: Mario's success will lead to a "deluge" of video game adaptations, argues Joost van Druenen, a New York University business professor and author of One Up: Creativity, Competition, and the Global Business of Video Games. Van Dreunen reckons that superheroes are "going the way of the cowboy," referring to the shifts in Hollywood's dominant genres (think: the rise of zombies a few years back, all the Home Alone-esque family movies in the 1990s). Even a show like The Boys, he argues, with its anti-superheroes, looks like a kind of turning point, akin to the revisionist Westerns, exemplified by Sam Peckinpah's The Wild Bunch, that began to dominate the genre at the end of the '60s and into the '70s.

Provided audiences are as tired of superheroes as pundits think, video game protagonists could profitably fill the gap. They come from well-known franchises and have large, engaged fan bases -- two things studios appreciate. Cast your eyes down the development list: God of War, Ghost of Tsushima, Assassin's Creed, continued expansion on The Witcher, among others. Nintendo, which has traditionally resisted film spinoffs, is planning a movie a year; Arcane, widely considered the first title (before The Last of Us) to break the curse of such adaptations, is finally getting a second season. Amazon's forthcoming Fallout series is being helmed by the same team as Westworld. [...] Back to superheroes, artist fatigue is one under-explored factor. Inspiration is lacking. Some are undoubtedly tired of the whole enterprise, but many are just tired of poor films: And clearly, these two factors entwine.
Education

US Department of Education Spending $4 Million To Teach 3,450 Kids CS Using Minecraft 38

theodp writes: Among the 45 winners of this year's Education Innovation and Research (EIR) program competitions is Creative Coders: Middle School CS Pathways Through Game Design (PDF). The U.S. Dept. of Education is providing the national nonprofit Urban Arts with $3,999,988 to "use materials and learning from its School of Interactive Arts program to create an engaging, game-based, middle school CS course using [Microsoft] Minecraft tools" for 3,450 middle schoolers (6th-8th grades) in New York and California with the help of "our industry partner Microsoft with the utilization of Minecraft Education."

From Urban Arts' winning proposal: "Because a large majority of children play video games regularly, teaching CS through video game design exemplifies CRT [Culturally Responsive Teaching], which has been linked to 'academic achievement, improved attendance, [and] greater interest in school.' The video game Minecraft has over 173 million users worldwide and is extremely popular with students at the middle school level; the Minecraft Education workspace we utilize in the Creative Coders curriculum is a familiar platform to any player of the original game. By leveraging students' personal interests and their existing 'funds of knowledge', we believe Creative Coders is likely to increase student participation and engagement."

Speaking of UA's EIR grant partner Microsoft, Urban Arts' Board of Directors includes Josh Reynolds, the Director of Modern Workplace for Microsoft Education, whose Urban Arts bio notes "has led some of the largest game-based learning activations worldwide with Minecraft." Urban Arts' Gaming Pathways Educational Advisory Board includes Reynolds and Microsoft Sr. Account Executive Amy Brandt. And in his 2019 book Tools and Weapons, Microsoft President Brad Smith cited $50 million K-12 CS pledges made to Ivanka Trump by Microsoft and other Tech Giants as the key to getting Donald Trump to sign a $1 billion, five-year presidential order (PDF) "to ensure that federal funding from the Department of Education helps advance [K-12] computer science," including via EIR program grants.
China

Chinese Chess Champion Stripped of Title After Defecating In Hotel Bathtub (theguardian.com) 57

Agence France-Press reports: The world of Chinese chess is in uproar over rumors of cheating and a bad behavior scandal that saw the national champion stripped of his title on Monday after a victory celebration ended with him defecating in a hotel bathtub. Xiangqi, or Chinese chess, has been hugely popular for hundreds of years across Asia -- and 48-year-old Yan Chenglong beat dozens of contenders last week to win the title of "Xiangqi King" at a national tournament hosted by the Chinese Xiangqi Association. But his joy was short-lived, with the CXA on Monday announcing that Yan would have his title revoked and prize money confiscated after had been caught "disrupting public order" and displaying "extremely bad character."

The association was also forced to address rumors circulating online that Yan had cheated during the competition by using anal beads equipped with wireless transmitters to send and receive signals. Yan allegedly clenched and unclenched rhythmically to communicate information about the chess board via code to a computer, which then sent back instructions on what moves to make in the form of vibrations, according to reports circulating on the Chinese social site Weibo. "Based on our understanding of the situation, it is currently impossible to prove that Yan engaged in cheating via 'anal beads' as speculated on social media," the CXA said. But he was still stripped of his title and banned from playing for a year after his celebrations went wayward.

"Yan consumed alcohol with others in his room on the night of the 17th, and then he defecated in the bathtub of the room he was staying in on the 18th, in an act that damaged hotel property, violated public order and good morals, had a negative impact on the competition and the event of Xiangqi, and was of extremely bad character," the association said. The association did not disclose the amount of prize money Yan was forfeiting, but Xiangqi tournaments often promise winners tens of thousands of yuan (thousands of dollars).

Iphone

4-Year Campaign Backdoored iPhones Using Possibly the Most Advanced Exploit Ever (arstechnica.com) 57

Researchers on Wednesday presented intriguing new findings surrounding an attack that over four years backdoored dozens if not thousands of iPhones, many of which belonged to employees of Moscow-based security firm Kaspersky. Chief among the discoveries: the unknown attackers were able to achieve an unprecedented level of access by exploiting a vulnerability in an undocumented hardware feature that few if anyone outside of Apple and chip suppliers such as ARM Holdings knew of. ArsTechnica: "The exploit's sophistication and the feature's obscurity suggest the attackers had advanced technical capabilities," Kaspersky researcher Boris Larin wrote in an email. "Our analysis hasn't revealed how they became aware of this feature, but we're exploring all possibilities, including accidental disclosure in past firmware or source code releases. They may also have stumbled upon it through hardware reverse engineering."

Other questions remain unanswered, wrote Larin, even after about 12 months of intensive investigation. Besides how the attackers learned of the hardware feature, the researchers still don't know what, precisely, its purpose is. Also unknown is if the feature is a native part of the iPhone or enabled by a third-party hardware component such as ARM's CoreSight. The mass backdooring campaign, which according to Russian officials also infected the iPhones of thousands of people working inside diplomatic missions and embassies in Russia, according to Russian government officials, came to light in June. Over a span of at least four years, Kaspersky said, the infections were delivered in iMessage texts that installed malware through a complex exploit chain without requiring the receiver to take any action. With that, the devices were infected with full-featured spyware that, among other things, transmitted microphone recordings, photos, geolocation, and other sensitive data to attacker-controlled servers. Although infections didn't survive a reboot, the unknown attackers kept their campaign alive simply by sending devices a new malicious iMessage text shortly after devices were restarted.

Games

GTA 5 Source Code Reportedly Leaked Online a Year After Rockstar Hack (bleepingcomputer.com) 31

The source code for Grand Theft Auto 5 was reportedly leaked on Christmas Eve, a little over a year after the Lapsus$ threat actors hacked Rockstar games and stole corporate data. From a report: Links to download the source code were shared on numerous channels, including Discord, a dark web website, and a Telegram channel that the hackers previously used to leak stolen Rockstar data. In a post to a Grand Theft Auto leak channel on Telegram, the channel owner known as 'Phil' posted links to the stolen source code, sharing a screenshot of one of the folders.
Christmas Cheer

Epic's Free Game Giveaway Continues with Bethesda's 'Ghostwire: Tokyo' (comicbook.com) 24

For Epic's Christmas special this year, they're giving away for free "an AAA game that only launched back in 2022..." reports ComicBook.com — a game that invites players to "ally with a powerful spectral entity on theirâquest for vengeance."

ComicBook.com notes that the game giveaway is "not for long... Starting today and lasting until the late morning of December 25." The latest free game on the Epic Games Store is almost certainly the biggest title that users have received so far to coincide with the holidays... Initially released back in March 2022, Ghostwire: Tokyo is developed by Tango Gameworks and published by Bethesda. Since this is a AAA title, Ghostwire: Tokyo normally retails for $59.99 in total. As such, for it to now be free means that this is one of the best deals that Epic has had so far to close out the year...

Epic's ongoing holiday promotion is set to extend to January and should see 17 games in total being handed out at no cost. This promotion will continue tomorrow on Christmas Day when a new freebie lands on the PC platform.

Classic Games (Games)

Official Probe Finds Hans Niemann Didn't Cheat Against Magnus Carlsen (cnn.com) 59

15 months ago U.S. grandmaster Hans Niemannn was accused of cheating in a tournament after beating Magnus Carlsen (five-time world chess champion).

Last week a report was finally issued by the world governing body of chess, CNN reports: FIDE's report said that analysis from professor Kenneth Regan — a computer chess cheating expert — showed "instances of cheating" by Niemann in around 32-55 games on the online chess platform; far less than the 100 suggested by Chess.com. According to the FIDE report, Regan also found "discrepancies" in Niemann's statement that he had only cheated between the ages of 12 and 16. However, the games of 2017 and the games against Bok in August of 2020 occurred after he turned 17 in June. Another important discrepancy is that the cheating took place in rated online games," said the FIDE report.

The report also said there was no "statistical evidence to support GM Niemann cheating in over the-board games" in an analysis of 13 tournaments over the past three years. "Additionally, it was determined that GM NiemannÂs overall results in the Sinquefield Cup showed no statistical basis for cheating," the report said. "GM Niemann's performance through the years is characterized by peaks and troughs, consistent with his expected level of play," according to the FIDE report.

FIDE's Ethics and Disciplinary Commission (EDC) said in the report that it concluded the case was "an in-between situation," one "where a complaint can be well-founded without the suspected person not found guilty of cheating.... The EDC also found that Carlsen was not guilty on three charges — reckless or manifestly unfounded accusation of chess cheating, disparagement of FIDE's reputation and Interest, and attempt to undermine honor.

However, the EDC did find Carlsen guilty of withdrawing from the 2022 Sinquefield Cup "without valid reason." He was fined €10,000 ($10,800) as a result.

Meanwhile, Forbes reports that the world Rapid Chess Championship begins Monday in Uzbekistan and runs through December 31.

"Norwegian chess legend Magnus Carlsen will compete."
Math

World Modelling and 'The Personal, Political Art of Board-Game Design' (newyorker.com) 10

The New Yorker looks at 41-year-old Amabel Holland, an autistic board-game designer who "thinks about the world in terms of systems," and realized you could make a board game about almost anything, "and, when you did, its rules could both mirror and analyze the subject on which it was based."

They've since designed more than 60 games, and the article notes that Holland's work, "which is part of a larger turn toward complexity in the industry, often tackles historical and social subjects — death, religion, misinformation — using surprising 'mechanics,' or building blocks of game play, to immerse players in an experience." "With every game, you build a certain model of the world," Reiner Knizia, a former mathematician who's designed more than eight hundred games, told me. Several of his games illustrate market forces: in Modern Art, for instance, you play as auctioneers and buyers, hoping to buy low and sell high. Knizia is a traditional game designer inasmuch as he aims to "bring enjoyment to the people." But Amabel sometimes aims for the opposite of enjoyment... This Guilty Land, from 2018, is about the struggle to end slavery."
Holland says their games are "meant to evoke frustration" — specifically to communicate how difficult it can be to actually achieve political progress.

Thanks to Slashdot reader silverjacket for sharing the article.
Education

Are Phones Making the World's Students Dumber? (msn.com) 123

Long-time Slashdot reader schwit1 shared this article from the Atlantic: For the past few years, parents, researchers, and the news media have paid closer attention to the relationship between teenagers' phone use and their mental health. Researchers such as Jonathan Haidt and Jean Twenge have shown that various measures of student well-being began a sharp decline around 2012 throughout the West, just as smartphones and social media emerged as the attentional centerpiece of teenage life. Some have even suggested that smartphone use is so corrosive, it's systematically reducing student achievement. I hadn't quite believed that last argument — until now.

The Program for International Student Assessment, conducted by the Organization for Economic Co-operation and Development in almost 80 countries every three years, tests 15-year-olds est scores have been falling for years — even before the pandemic. Across the OECD, science scores peaked in 2009, and reading scores peaked in 2012. Since then, developed countries have as a whole performed "increasingly poorly" on average. "No single country showed an increasingly positive trend in any subject," PISA reported, and "many countries showed increasingly poor performance in at least one subject." Even in famously high-performing countries, such as Finland, Sweden, and South Korea, PISA grades in one or several subjects have been declining for a while.

So what's driving down student scores around the world? The PISA report offers three reasons to suspect that phones are a major culprit. First, PISA finds that students who spend less than one hour of "leisure" time on digital devices a day at school scored about 50 points higher in math than students whose eyes are glued to their screens more than five hours a day. This gap held even after adjusting for socioeconomic factors... Second, screens seem to create a general distraction throughout school, even for students who aren't always looking at them.... Finally, nearly half of students across the OECD said that they felt "nervous" or "anxious" when they didn't have their digital devices near them. (On average, these students also said they were less satisfied with life.) This phone anxiety was negatively correlated with math scores.

In sum, students who spend more time staring at their phone do worse in school, distract other students around them, and feel worse about their life.

China

China To Tighten Controls on Video Gaming Industry (scmp.com) 60

Beijing is moving to curb excessive spending on video games across the country, according to a new draft regulation, dealing another blow to the world's largest video gaming market that is still recovering from the government's previous industry crackdown. From a report: Online games must not offer rewards that entice people to excessively play and spend, including those for daily logins and topping up accounts with additional funds, according to draft rules published on Friday by industry regulator the National Press and Publication Administration (NPPA). All video games must put a cap on how much players can top up their accounts and alert users about "irrational consumption behaviour" via a pop-up window, according to the NPPA.

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