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First Person Shooters (Games)

Warner Bros. Issues DMCA's After 'Suicide Squad' Game Cracked to Allow Playing as Unreleased Characters (kotaku.com) 16

"It appears the live-service shooter Suicide Squad: Kill The Justice League is, once again, suffering from a hacker problem," reports Kotaku: Instead of doing absolutely absurd amounts of damage, this time hackers have figured out how to gain access to unreleased characters and skins. And publisher WB Games is reportedly issuing DMCA takedown notices against any assets that have found their way online.

As reported by IGN, one hacker discovered how to play as Deathstroke, one of the four characters developer Rocksteady Studios teased for an upcoming Suicide Squad season... There were also unreleased skins for The Joker and King Shark that folks have somehow accessed, all of which began circulating on Reddit and X/Twitter on April 4.

Not long after, the assets were removed, with folks believing WB Games was behind the strikes. YouTuber TrixRidiculous, who primarily covers DC- and Marvel-related RPGs, had their posts on X/Twitter swiftly taken down by a DMCA strike."I posted three pics to Twitter," TrixRidiculous told Kotaku over email. "Within probably 30 minutes, I received a DMCA strike from WB Games [Kotaku saw a screenshot of this notice]. Please just bring attention to the fact that the leaderboard is riddled with hackers/cheaters that have gone unbanned since launch, as that's all I was trying to do anyway."

This sentiment is shared across the game's official subreddit, with folks posting about "losing interest" in Suicide Squad due to hackers flooding the leaderboards.

The Internet

Modern Web Bloat Means Some Pages Load 21MB of Data (tomshardware.com) 110

Christopher Harper reports via Tom's Hardware: Earlier this month, Danluu.com released an exhaustive 23-page analysis/op-ed/manifesto on the current status of unoptimized web pages and web app performance, finding that just loading a web page can even bog down an entry-level device that can run the popular game PUBG at 40 fps. In fact, the Wix webpage requires loading 21MB of data for one page, while the more famous websites Patreon and Threads load 13MB of data for one page. This can result in slow load times that reach up to 33 seconds or, in some cases, result in the page failing to load at all.

As the testing above shows, some of the most brutally intensive websites include the likes of... Quora, and basically every major social media platform. Newer content production platforms like Squarespace and newer Forum platforms like Discourse also have significantly worse performance than their older counterparts, often to the point of unusability on some devices. The Tecno S8C, one of the prominent entry-level phones common in emerging markets, is one particularly compelling test device that stuck. The device is actually quite impressive in some ways, including its ability to run PlayerUnknown's Battlegrounds Mobile at 40 FPS -- but the same device can't even run Quora and experiences nigh-unusable lag when scrolling on social media sites.

That example is most likely the best summation of the overall point, which is that modern web and app design is increasingly trending toward an unrealistic assumption of ever-increasing bandwidth and processing. Quora is a website where people answer questions -- there is absolutely no reason any of these websites should be harder to run than a Battle Royale game.

AMD

AMD Stops Certifying Monitors, TVs Under 144 Hz For FreeSync (arstechnica.com) 49

An anonymous reader quotes a report from Ars Technica: AMD announced this week that it has ceased FreeSync certification for monitors or TVs whose maximum refresh rates are under 144 Hz. Previously, FreeSync monitors and TVs could have refresh rates as low as 60 Hz, allowing for screens with lower price tags and ones not targeted at serious gaming to carry the variable refresh-rate technology. AMD also boosted the refresh-rate requirements for its higher AdaptiveSync tiers, FreeSync Premium and FreeSync Premium Pro, from 120 Hz to 200 Hz.

Here are the new minimum refresh-rate requirements for FreeSync, which haven't changed for laptops. AMD will continue supporting already-certified FreeSync displays even if they don't meet the above requirements. Interestingly, AMD's minimum refresh-rate requirements for TVs goes beyond 120 Hz, which many premium TVs max out at currently, due to the current-generation Xbox and PlayStation supporting max refresh rates of 120 frames per second (FPS). Announcing the changes this week in a blog post, Oguzhan Andic, AMD FreeSync and Radeon product marketing manager, claimed that the changes were necessary, noting that 60 Hz is no longer "considered great for gaming." Andic wrote that the majority of gaming monitors are 144 Hz or higher, compared to in 2015, when FreeSync debuted, and even 120 Hz was "a rarity."

First Person Shooters (Games)

Doom Is Now Playable On a Lawnmower (kotaku.com) 21

Landscaping tech company Husqvarna has partnered with Bethesda to bring the original 1993 Doom to its $2,000+ robotic lawnmowers. Kotaku reports: This new way to play Doom arrives in April on all Nera robotic lawnmower models. You don't have to pay for the game, either, just a $2,000+ lawnmower. Instead, just download it and play the shooter via the robo-mower's built-in screen. To rotate your view, you turn the knob and to shoot demons, you press it down. You hold the start button to move forward.

A few caveats to mention. First, this isn't available in the United States. Why? I don't know. Perhaps we can't be trusted with video games on lawnmowers? Secondly, this isn't all of Doom. Instead, it's just the first episode -- Knee Deep In The Dead -- which is arguably its most famous one, sure, but just keep in mind you won't be able to play the rest of the beloved shooter in the middle of your backyard on a tiny LCD screen. Sorry.

Sadly, this won't be a permanent feature that you can show off to family and friends for years to come. Instead, Doom and all its demons and guns will be removed from lawnmowers on September 9. So enjoy it while you can.

First Person Shooters (Games)

John Romero Releases New Doom Episode 'Sigil 2', Appears With John Carmack on Twitch 23

To celebrate the 30th anniversary of Doom, both John Romero and John Carmack are appearing now on a special 30th anniversary stream on Twitch. (Right now they're talking about people who got into professional networking careers because of what they'd learned from setting up multiplayer deathmatches...)

And earlier this morning, Romero shocked the gaming world by posting six words on X.

"Free WAD for SIGIL II is up"

The official page for the long-awaited new Doom episode promises a 2 megabyte file "packed with some hardcore classic DOOM punishment — beware of Ultra-Violence mode!" There's nine new maps with names like "Wrathful Reckoning" and "Vengeance Unleashed". And the site is also selling an upgrade with a THORR soundtrack — priced at €6.66 — along with t-shirts, boxed editions of the original game Sigil, and a "Megawad Beast Box" that's "individually numbered and signed personally by John Romero and featuring the artwork of Christopher Lovell" (including a signed art print).

Besides sundry extras including a t-shirt, stickers, and a Sigil-themed coin, it also comes with a pewter statue of John Romero's head on a spike...
First Person Shooters (Games)

'Doom' at 30: What It Means, By the People Who Made It (theguardian.com) 29

UPDATE: John Romero released a new 9-map episode of Doom.

But it was 30 years ago today that Doom "invented the modern PC games industry, as a place dominated by technologically advanced action shooters," remembers the Guardian: In late August 1993, a young programmer named Dave Taylor walked into an office block... The carpets, he discovered, were stained with spilled soda, the ceiling tiles yellowed by water leaks from above. But it was here that a team of five coders, artists and designers were working on arguably the most influential action video game ever made. This was id Software. This was Doom... [W]hen Taylor met id's charismatic designer and coder John Romero, he was shown their next project... "There were no critters in it yet," recalls Taylor of that first demo. "There was no gaming stuff at all. It was really just a 3D engine. But you could move around it really fluidly and you got such a sense of immersion it was shocking. The renderer was kick ass and the textures were so gritty and cool. I thought I was looking at an in-game cinematic. And Romero is just the consummate demo man: he really feeds off of your energy. So as my jaw hit the floor, he got more and more animated. Doom was amazing, but John was at least half of that demo's impact on me." [...]

In late 1992, it had become clear that the 3D engine John Carmack was planning for Doom would speed up real-time rendering while also allowing the use of texture maps to add detail to environments. As a result, Romero's ambition was to set Doom in architecturally complex worlds with multiple storeys, curved walls, moving platforms. A hellish Escher-esque mall of death... "Doom was the first to combine huge rooms, stairways, dark areas and bright areas," says Romero, "and lava and all that stuff, creating a really elaborate abstract world. That was never possible before...."

[T]he way Doom combined fast-paced 3D action with elaborate, highly staged level design would prove hugely influential in the years to come. It's there in every first-person action game we play today... But Doom wasn't just a single-player game. Carmack consumed an entire library of books on computer networking before working on the code that would allow players to connect their PCs via modem to a local area network (LAN) and play in the game together... Doom brought fast-paced, real-time action, both competitive and cooperative, into the gaming mainstream. Seeing your friends battling imps and zombie space marines beside you in a virtual world was an exhilarating experience...

When Doom was launched on 10 December 1993, it became immediately clear that the game was all-consuming — id Software had chosen to make the abbreviated shareware version available via the FTP site of the University of Wisconsin-Madison, but that crashed almost immediately, bringing the institution's network to its knees... "We changed the rules of design," says Romero. "Getting rid of lives, which was an arcade holdover that every game had; getting rid of score because it was not the goal of the game. We wanted to make it so that, if the player died, they'd just start that level over — we were constantly pushing them forward. The game's attitude was, I want you to keep playing. We wanted to get people to the point where they always needed more."

It was a unique moment in time. In the article designer Sandy Petersen remembers that "I would sometimes get old dungeons I'd done for D&D and use them as the basis for making a map in Doom." Cheat codes had been included for debugging purposes — but were left in the game rs to discover. The article even includes a link to a half-hour video of a 1993 visit to Id software filmed by BBS owner Dan Linton.

And today on X, John Romero shared a link to the Guardian's article, along with some appreciative words for anyone who's ever played the game. "DOOM is still remembered because of the community that plays and mods it 30 years on. I'm grateful to be a part of that community and fortunate to have been there at its beginning."

The Guardian's article notes that now Romero "is currently working on Sigil 2, a spiritual successor to the original Doom series."
Intel

Intel's New 14th Gen CPUs Get a Boost To Gaming Performance With APO Feature (theverge.com) 34

Intel's latest 14th Gen chips aren't a huge improvement over the 13th Gen in gaming performance, but a new Intel Application Optimization (APO) feature might just change that. From a report: Intel's new APO app simply runs in the background, improving performance in games. It offers impressive boosts to frame rates in games that support it, like Tom Clancy's Rainbow Six Siege and Metro Exodus. Intel Application Optimization essentially directs application resources in real time through a scheduling policy that fine-tunes performance for games and potentially even other applications in the future.

It operates alongside Intel's Thread Director, a technology that's designed to improve how apps and games are assigned to performance or efficiency cores depending on the performance needs. The result is some solid gains to performance in certain games, with one Reddit poster seeing a 200fps boost in Rainbow Six Siege at 1080p. "Not all games benefit from APO," explained Intel VP Roger Chandler in a press briefing ahead of the 14th Gen launch. "As we test and verify games we will add those that benefit the most, so gamers can get the best performance from their systems."

XBox (Games)

Xbox Boss Is Open To Breaking the Seal On Some Forgotten Games (pcgamer.com) 43

An anonymous reader quotes a report from PC Gamer: Whether you think Microsoft's recent acquisition of Activision Blizzard is a move toward a dry gaming monopoly or a financial windfall for Activision and Blizzard games both, it's definitely happened. The UK's CMA has given the thumbs up, Kotick's on his way out -- the deal's closed, and now we get to see the impact ripples spread. It looks like there's already some great news for fans of Activision Blizzard's older catalogue, as confirmed by Xbox boss Phil Spencer himself in an official interview on the Xbox channel. "I do think with Game Pass that we have the ability to pick a couple franchises every year and almost do like a 'revisited' [version] -- I just made up that term ... when you look across the franchises that are part of our teams, there's an opportunity to go back."

"I wanna make sure that when we go back and visit something that we do it with our complete ability not just create something for financial gain (or a PR announcement), and not deliver." Ultimately, while he's got his own wishlist (the return of FPS classic Hexen is a running gag), Spencer says it's important for these fresh coats of paint to be a result of developer passion: "If teams wanna go back and revisit some of the things we have, and do a full focus on it, I'm gonna be all in. I think there's an amazing trove of [games] we can go and touch on again. I think about things like the Quake 2 remaster that just came out from [id Software], I thought that was awesome. They did a real good job revisiting a game, making it current, but not leaving its history behind. I'd love to see more things like that."

Games

Valve Says Counter-Strike 2 for macOS Not Happening Because There Aren't Enough Players on Mac To Justify It (macrumors.com) 246

Valve says it has no plans for a macOS version of the recently released game Counter-Strike 2, the follow-up title replacing the hugely popular FPS Counter-Strike: Global Offensive. From a report: Valve confirmed its decision and gave its reasons in a newly published Steam support FAQ: "As technology advances, we have made the difficult decision to discontinue support for older hardware, including DirectX 9 and 32-bit operating systems. Similarly, we will no longer support macOS. Combined, these represented less than one percent of active CS:GO players. Moving forward, Counter-Strike 2 will exclusively support 64-bit Windows and Linux."
Facebook

Meta Is Killing Two Oculus Quest Games Without Explanation (theverge.com) 26

Meta is ending support for two first party original Oculus Quest launch titles next year without explanation. UploadVR reports: The company sent out emails to all owners of Bogo and Dead And Buried II on Friday to inform them that these apps will "end services" and "no longer be supported" after 15 March 2024, five years after they launched. The Meta Quest platform policies require developers to give customers at least 180 days notice before shutting down an app, so this appears to be Meta complying with its own policy.

Bogo was a free virtual pet app designed as a demo of Oculus Quest's wireless room scale tracking and hand controllers. It's one of the few VR apps that adapts to the size of your playspace, keeping the interactable area reachable for small rooms while encouraging physical walking for those with larger rooms. Bernie Yee, a former Meta manager who hired and led the 'Oculus REX' team that developed Bogo (as well as Dreamdeck, Toybox, First Contact, and First Steps), lamented the death of Bogo on X, tagging Meta's CTO Andrew Bosworth to ask that it be preserved on App Lab. Yee was let go in the first wave of layoffs in November last year, alongside multiple of the REX team. [...] While Meta hasn't commented on the decision, the use of now-obsolete SDKs and the lack of a team to update the app likely contributed to the decision to kill it, but it's not clear why it couldn't have been demoted to App Lab.

Dead and Buried II on the other hand was a $20 multiplayer shooter - one of the first FPS games available on the Oculus Quest. It launched with two game modes, a team vs team 'Shootout' and a free-for-all 'Deathmatch'. An update just under a year later added three new modes: a 1vs1 'Quickdraw' mode and two co-op modes, Survival and Horde. Given Dead and Buried II is a multiplayer title, Meta may be sunsetting so it no longer has to maintain the servers and related online services, as it also did with the much more popular Echo Arena back in August.

PlayStation (Games)

Leaked Wipeout Source Code Leads To Near-Total Rewrite and Remaster (arstechnica.com) 21

An anonymous reader quotes a report from Ars Technica: There have been a lot of Wipeout games released since the 1995 original, including Wipeout HD and the Omega Collection, but only the original has the distinction of having its Windows port source code leaked by (since defunct) archive Forest of Illusion. Dominic Szablewski grabbed that code before it disappeared and set about creating a version that's not just a port. He rewrote the game's rendering, physics, sound, and generally "everything everywhere." He documented the project, put his code on GitHub, and has some version of a justification. "So let's just pretend that the leak was intentional, a rewrite of the source falls under fair use and the whole thing is abandonware anyway," Szablewski writes.

As he digs into the specifics of his work, Szablewski takes the reader on a tour of PSX dev kits and how they handled Z-levels, how to translate yesterday's triangles to today's OpenGL, breaking the 30 FPS cap on a game that explicitly forbade that, and more. He takes the code from 40,699 lines to 7,731 and notably loved an excuse to work in C. "I had an absolute blast cleaning up this mess!" Szablewski's Wipeout rewrite can be compiled for Windows, Linux, Mac, and WASM (Web Assembly). You can even play it in your browser on his server (please be gentle). I spent some time in it this morning, and let me tell you: I am not ready for anti-gravity racing in the year 2052. It was a struggle to even get to fourth place, but those struggles were due entirely to skill, not system. The web version feels buttery smooth, even when you're continually clunking into walls. I had misremembered this game as having a lot more to it, but it's all feel: the trance/prog music, the physics, the controls, and the sense that you're always just slightly out of control.

First Person Shooters (Games)

The Rise of DOOM Chronicled on Retro Site for 'Shareware Heroes' Book (sharewareheroes.com) 26

SharewareHeroes.com recreates all the fonts and cursor you'd see after dialing up a local bulletin-board system in the early 1990s. It's to promote a new book — successfully crowdfunded by 970 backers — to chronicle "a critical yet long overlooked chapter in video game history: the rise and eventual fall of the shareware model.

The book promises to explore "a hidden games publishing market" that for several years "had no powerful giants," with games instead distributed "across the nascent internet for anyone to enjoy (and, if they liked it enough, pay for)."

And the site features a free excerpt from the chapter about DOOM: It seemed there was no stopping id Software. Commander Keen had given them their freedom, and Wolfenstein 3D's mega-success had earned them the financial cushion to do anything. But all they wanted was to beat the last game — to outdo both themselves and everyone else. And at the centre of that drive was a push for ever-better technology. By the time Wolfenstein 3D's commercial prequel Spear of Destiny hit retail shelves, John Carmack had already built a new engine.

This one had texture-mapped floors and ceilings — not just walls. It supported diminished lighting, which meant things far away could recede into the shadows, disappearing into the distance. And it had variable-height rooms, allowing for elevated platforms where projectile-throwing enemies could hang out, and most exciting of all it allowed for non-orthogonal walls — which meant that rooms could be odd-shaped, with walls jutting out at any arbitrary angle from each other, rather than the traditional rectangular boxed design that had defined first-person-perspective games up until then.

It ran at half the speed of Wolfenstein 3D's engine, but they were thinking about doing a 3D Keen game next — so that wouldn't matter. At least not until they saw it in action. Everyone but Tom Hall suddenly got excited about doing another shooter, which meant Carmack would have to optimise the hell out of his engine to restore that sense of speed. Briefly they considered a proposal from 20th Century Fox to do a licensed Aliens shooter, but they didn't like the idea of giving up their creative independence, so they considered how they could follow up Wolfenstein 3D with something new. Fighting aliens in space is old hat. This time it could be about fighting demons in space. This time it could be called DOOM.

The book's title is Shareware Heroes: The Renegades Who Redefined Gaming at the Dawn of the Internet — here's a page listing the people interviewed, as well as the book's table of contents.

And this chapter culminates with what happened when the first version of DOOM was finally released. "BBSs and FTP servers around America crashed under the immense load of hundreds of thousands of people clamouring to download the game on day one.

"Worse for universities around the country, people were jumping straight into the multiplayer once they had the game — and they kept crashing the university networks..."
Sony

Sony Worries Microsoft Will Only Give It a 'Degraded' Call of Duty (arstechnica.com) 67

An anonymous reader quotes a report from Ars Technica: Late last month, UK regulators said they no longer believed a proposed Microsoft-owned Activision would bar Call of Duty games from PlayStation platforms, a reversal of earlier preliminary findings. Even if you grant that premise, though, Sony says that it's still worried Microsoft could give PlayStation owners a "degraded" version of new Call of Duty games in an effort to make the Xbox versions look better.

In a newly published response (PDF) to the UK's Competition and Markets Authority, Sony says the regulators' recent turnaround is "surprising, unprecedented, and irrational." The company takes specific issue with the regulators' "lifetime value" modeling, which Sony says heavily undervalues what an Xbox-exclusive Call of Duty would be worth to Microsoft. Beyond those technical concerns, though, Sony says it worries that Microsoft might subtly undermine PlayStation "simply by not making it as good as it could be." That could include small changes to the game's "performance [or] quality of play," but also secondary moves to "raise [Call of Duty's] price [on PlayStation], release the game at a later date, or make it available only on Game Pass." Microsoft would also "have no incentive to make use of the advanced features in PlayStation not found in Xbox," Sony says, an apparent reference to the PS5 controller's advanced haptics and built-in audio capabilities.

In its own newly filed response (PDF), Microsoft reiterated that it has "no intention to withhold or degrade access to Call of Duty or any other Activision content on PlayStation." That follows on a March filing where Microsoft promised Sony parity on Call of Duty's "release date, content, features, upgrades, quality, and playability." But Sony's response reflects a continued lack of trust in such promises. The company cites detailed analyses from the likes of Digital Foundry in saying that "the technical quality of Modern Warfare II was similar across platforms" in today's market. After a merger, though, Sony argues that "Microsoft would have different incentives because degrading the experience on PlayStation would benefit Xbox, PlayStation's 'closest rival.'"
"This kind of 'partial foreclosure' strategy might 'trigger fewer gamer complaints' than full Xbox exclusivity for Call of Duty, Sony says, while also allowing Microsoft to 'still secure revenues from sales of Call of Duty on PlayStation for a transitional period,'" reports Ars. "But Sony says the long-term results of this kind of 'degraded' PlayStation version would be the same as a full PlayStation ban: Call of Duty players abandoning Sony and moving to Microsoft's platforms."

"Such a move would 'seriously damage our reputation,' Sony Interactive Entertainment CEO Jim Ryan told the CMA in a recent hearing. 'Our gamers would desert our platform in droves and network effects would exacerbate the problem. Our business would never recover.'"
First Person Shooters (Games)

DoomLinux: the Distro That Loads Only Enough Software to Play DOOM (hackaday.com) 40

Hackaday recently shared some thoughts on "purpose-built" distros: Some examples are Kali for security testing, DragonOS for software-defined radio, or Hannah Montana Linux for certain music fans.

Anyone can roll their own Linux distribution with the right tools, including [Shadly], who recently created one which only loads enough software to launch the 1993 classic DOOM.... It loads the Linux kernel and the standard utilities via BusyBox, then runs fbDOOM, which is a port of the game specifically designed to run on the Linux framebuffer with minimal dependencies.

Their report includes video of the distro booting up and playing Doom.

"The entire distribution is placed into a bootable ISO file that can be placed on any bootable drive."
First Person Shooters (Games)

Developers Couldn't Update 'The Division 2' Because a Delayed Update Broke Their Updater (gamesradar.com) 20

"Never before have I seen live service game development summarized so well," quips GamesRadar, summarizing an official tweet Thursday about the game Tom Clancy's The Division 2.

The developers basically had tweeted that The Division 2 "cannot be updated because a recently-delayed seasonal update broke the system used to update the game, so the developers trying to update it have to first update the updater to accept new updates.

"So that they can update it." To recap: the fix for an error that delayed an update resulted in an error that broke the updater which would deliver that update to The Division 2. Consequently, the devs "are unable to make server or client side updates until the build generation system is restored," meaning they can't even extend existing seasonal content to help fill the gap between updates.
"We have good news!" the developers tweeted in an update Friday. "We have successfully created and deployed a server-side update. This is now live and extends Season 10 content. We deeply appreciate your support and patience!"

Thanks to Slashdot reader guest reader for submitting the story
XBox (Games)

Classic Videogame 'Goldeneye 007' Finally Comes to Nintendo Switch and Xbox (cnn.com) 54

The classic 1997 vidoegame GoldenEye 007 "has finally landed on Xbox and Nintendo Switch," writes the Verge: On Xbox, the remaster includes 4K resolution, smoother frame rates, and split-screen local multiplayer, similar to a 2008-era bound-for-Xbox 360 version that was canceled amid licensing and rights issues but leaked out in 2021.
Meanwhile CNET describes the Switch version: You'll need to be subscribed to Switch Online's $50-a-year Expansion Pack tier to access GoldenEye and other N64 games. Online multiplayer is exclusive to the Switch release, the official 007 website noted, but this version is otherwise the same as the N64 original.
But "No high-def for them," adds Esquire: GoldenEye 007 marks a rare case in gaming history, where the title never left the gamer zeitgeist. It has been talked about, wished over, remade, and totally Frankensteined in the modding and emulation community....

Rare, a favorite game studio of mine — its crew is responsible for many of my childhood memories, making Banjo Kazzoie, Donkey Kong Country, Perfect Dark, Conker's Bad Fur Day, and so many more — was always a Nintendo sweetheart. Until it was acquired back in 2002 by Microsoft. While Rare didn't pump out as many massive hits after the acquisition, the studio is responsible for one of my favorite games, Sea of Thieves. But arguably no game from those folks made more of a splash than Goldeneye.

CNN reports: Based on the 1995 film "GoldenEye," the game follows a block-like version of Pierce Brosnan's 007 as he shoots his way through various locales, all while a synthy version of the signature Bond theme plays....

The return of "GoldenEye 007," often referred to as one of the greatest video games of all time, has been years in the making. The Verge reported last year that rights issues blocked developers from releasing it on newer consoles, including Xbox, since at least 2008. Undeterred N64 fans even attempted to remake the game themselves on several occasions, though the original rights holders usually shut them down.

Modern players "may not realise how many of the features we now take for granted in shooters were inspired by this one game," writes the Guardian. "The game that would introduce a lot of players to the concept of using an analogue stick to look around in a 3D game — it's difficult to overstate how important that was." But it was the multiplayer mode that really counted. Four players, one screen, an array of locations and weapons, and all the characters from the single-player campaign.... We would usually play in Normal mode, but as the hours dragged on and the sunlight began to creep in behind the blinds, we'd switch to Slaps Only, in which players could only get kills by slapping each other to death....

It is interesting how fables around the game and its development have survived — and still intrigue. The fact that it is officially cheating to play as Oddjob in multiplayer mode; the brilliance of the pause music, which has been heavily memed on TikTok, and how it was written in just 20 minutes by Rare newcomer Grant Kirkhope. The fact that Nintendo legend and Mario creator Shigeru Miyamoto was so concerned by the death in the game that he suggested a post-credit sequence where James Bond went to a hospital to meet all the enemy soldiers he "injured". I think the sign of a truly great game — like any work of art — is how many legends become attached to its making.

It is lovely now, to see the game getting a release on Nintendo Switch and Xbox Game Pass.

Hardware

Nvidia Unveils GeForce RTX 40 Series GPUs for Laptops (venturebeat.com) 30

Nvidia unveiled the GeForce RTX 4070 Ti graphics card using its latest graphics processing unit (GPU) chip. It also showed off laptops with a whole family of 40 Series GPUs. From a report: The 4070 desktop GPU will sell for $800 and will be available on January 5 for custom add-on boards. The Santa Clara, California-based company said the GeForce RTX 4070 Ti is faster than the predecessor GeForce RTX 3090 Ti, at nearly half the power, thanks to its new Nvidia Ada Lovelace architecture innovations and Nvidia DLSS 3 (deep learning super sampling) technology. The GPUs are part of the 40 Series family that the company began introducing last fall, and they will compete against the latest offerings from Advanced Micro Devices' Radeon GPU family. Nvidia made the announcement at an online event ahead of the CES 2023 tech trade show in Las Vegas.

Nvidia said that the GPUs will be built into more than 170 laptop models. The laptops use the new 4070, 4060 and 4050 GPUs from Nvidia. And 4090- and 4080-based laptops will start shipping for $2,000 on February 8. Other 40 Series RTX laptops (4050/60/70 starting at $1,000) will start shipping on February 22. Nvidia said the GeForce RTX 4070 Ti will max out a 1440p monitor, delivering over 120 FPS in modern games like A Plague Tale: Requiem, Warhammer 40,000: Darktide, and F1 22. Nvidia showed off a bunch of games that will take advantage of the hardware. Other titles that will use RTX's ray tracing include Cyberpunk 2077, Portal with RTX, The Witcher 3: Wild Hunt, and many more.

Technology

The 240Hz OLED Gaming Displays Are Coming (theverge.com) 97

An anonymous reader shares a report: CES 2023 is now just days away, and there's already a standout category that we're particularly excited about: 240Hz OLED gaming monitors. Generally speaking, OLED panels can achieve better picture quality and a faster response time than their LED or IPS equivalents but have historically lacked the ability to match them in providing high-refresh rates. There have been some exceptions -- such as the Alienware AW3423DW, a QD-OLED running at 175Hz -- but now, OLED gaming displays have finally achieved the optimal 240Hz refresh rate prized by gamers who specialize in eSports and FPS titles. There are several 240Hz OLED displays (that we're aware of) being showcased at the CES 2023 conference. One of the more innovative offerings is the Corsair Xeneon Flex, a 45-inch OLED with a customizable curvature and a $1,999 price tag. By squeezing the screen together, you can switch between flat and 800R curved display modes, making it ideal for both work and play.
Movies

'Avatar' Sequel Crashes Movie Theater Equipment in Japan (engadget.com) 75

Multiple theaters in Japan reported technical problems when playing Avatar: The Way of the Water. According to Bloomberg, one theater in central Japan was forced to reduce the 48 fps frame rate down to the traditional 24 fps. Engadget reports: Fans were reportedly turned away from other screenings and issued refunds. Some of the theater chains cited by fans as having issues, including United Cinemas Co., Toho Col, and Tokyu Corp., declined to comment on the problem. Not many movie theaters support high frame rate (HFR) 48 fps playback, as it requires the latest projectors or upgrades to existing ones. Normally, movie theaters would be aware of which formats they can play and plan accordingly. But HFR has been used so little that it would be understandable if errors cropped up.
First Person Shooters (Games)

It's DOOM's 29th Anniversary. What's Your Favorite Story? (archive.org) 95

It was 29 years ago today that DOOM was first released — and we're still using it! Here in 2022, the latest mod reportedly converts its demons into the zombies and creepers from Minecraft. This week Hackaday wrote about a simple emulated RISC-V processor that runs DOOM. Last month someone even got DOOM running in Notepad. And recently WebTV enthusiasts not only jerry-rigged a contemporary TV to a WebTV unit, but then actually got it to play a 1990s-era WebTV version of DOOM on their TV screen.

The last 29 years have been a long, strange trip. A hidden Doom level appeared in Microsoft Excel. A Doom video was also used to promote Windows 95. And then there was that weird Doom movie starring The Rock and Karl Urban... By 2015 Doom was inducted into the World Video Game Hall of Fame. In 2016 John Romero created a new level. Later that year a new release of Doom even featured a mod with one of the the original Doom II levels from 1994.

In 2016 we'd asked Slashdot readers to share their own favorite stories about Doom — and the best thing about that post is those 351 comments. ("I went to the door, confused why the police were banging on my door.... They said they had reports of shots being fired." )

Is anyone still playing Doom today? Share your own thoughts and memories in the comments.

And what's your own favorite story about Doom?

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