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PlayStation 5 beta firmware includes game streaming from our catalog with up to 4K resolution only for PS Plus Premium subscribers.

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Red Dead Redemption, the John Marston adventure comes to new consoles in a few days and the first comparisons show some small change in the graphics.

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Ubisoft would be preparing complementary cosmetic content for their new game, Assassin’s Creed Mirage

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Colossal Order works so that each city feels really different in Cities: Skylines 2, with day and night cycle and natural disasters of original game.

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I mean, the title is mostly it. I haven’t played DnD for…long enough that I know none of the rules and few of the classes. I didn’t play BG or BG2.

It looks so shiny, but I’m afraid I would just be 100% lost. Can anyone say what it’s like to go in cold?

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Archived version: https://archive.ph/q7BZB

For five long years, the ZX Spectrum magazine Crash tried to get an interview with the people behind Ultimate Play the Game, which had become one of the UK’s premier games developers. They heard nothing until, one day early in 1988, Crash got a phone call. It was them. And they wanted to talk.

Ultimate Play the Game, a trading name of Ashby Computers and Graphics, began in 1982, owned by one family: the Stampers – brothers Chris and Tim, and Tim’s future wife Carole Ward, alongside programmer John Lathbury. Even at this stage, the Stampers were supremely confident in their own abilities, honed during the development of several arcade games. “We chose [this] company’s name because we felt it was representative of our products: the ultimate games,” Tim Stamper declared in an August issue of Home Computing Weekly. The brothers designed and created games while Carole juggled administrative roles and contributed art to several of its first hits. Those early titles included Jetpac, the home computer game that thrust the company into the big time, and turns 40 years old this year.

Initially, Ultimate focused on the UK’s predominant home computer, the ZX Spectrum, despite reservations about its technical constraints. “When the Spectrum came out, we thought ‘what a piece of garbage,’” proclaimed Tim Stamper in his 1988 interview for Crash. But the Sinclair computer grew on the brothers and its ubiquity (at least in the UK) led them to appreciate the commercial opportunities. Having begun their games-development careers creating arcade games in a minimal UK market, the brothers turned their talents towards this home computer.

For some of Ultimate’s longest-standing fans, their first game remains their best. Coded in under 16K, Jetpac was by necessity an uncomplicated game, but it perfectly replicated arcade-style thrills at home. Its hero – Jetman, who would become an unofficial Ultimate mascot – scoots from platform to platform, picking up pieces of his rocket before fuelling it up and heading upwards to the next alien-infested rock. “What puts it to No 1 in this review is the fantastic quality of the graphics,” noted ZX Computing magazine at the time. “But the thing that really caught my eye was the incredible smoothness of it all.”

Buoyed by the astonishing success of Jetpac, the Stampers created several more impressive hits for the Spectrum. Pssst, Cookie and the driving game Tranz Am all appeared in the summer of 1983, before Ultimate left the 16K Spectrum behind, moving to the heady heights of the 48K model. Lunar Jetman was released in the autumn of 1983 to massive praise throughout the dedicated Spectrum press. “Well, what can you say? Marvellous seems inadequate,” gushed one Crash reviewer.

Lunar Jetman was another smash, and the Stampers quickly followed it up with the brilliant adventure game Atic Atac. At the same time, with incredible foresight, the brothers were already investigating a new console emerging from Japan, “the Nintendo”. Ultimate’s contacts in the Japanese arcade industry had led them to this new, dedicated games machine. “It had colossal potential,” said Tim in the Crash interview. “We looked at this, and we looked at the Spectrum – and the Spectrum was hot stuff – but this was incredible.”

Tim and Chris spent several months learning all about what would soon become the Nintendo Entertainment System (NES), while simultaneously working on a game that would redefine the ZX Spectrum and create a new genre. With six high quality games under its belt in less than a year, Ultimate had established itself as one of the UK’s finest games publishers. Incredibly, it was about to get even better.

In 1984 Ultimate released Sabre Wulf, the first adventure for a new hero, Sabreman – quickly followed by his second. Then there was Knight Lore. Presented in trademarked “Filmation”, the isometric graphics – a thing of cartoon beauty on such limited technology – predictably wowed reviewers, gamers and programmers alike. “I was handing over Match Day to Ocean when [Ocean boss] David Ward said I needed to look at this game they were distributing,” says Jon Ritman, the coder behind Spectrum isometric classics Batman and Head Over Heels. “I loaded it up and was just blown away. It was like a Disney film you could play … I didn’t even understand how they made the graphics overlay each other … cleanly as well, not in straight lines, but diagonals. It was just great.”

Like many of his peers, Ritman soon worked out and even improved upon the Knight Lore engine, so similar games proliferated, particularly on the Spectrum. The Stampers had an inkling this would happen: Knight Lore, and a considerable portion of its follow-up, Alien 8, were already completed when the company released Sabre Wulf. All these games received glowing reviews, and with its output now retailing at a pocket-money-busting £9.95 (compared to the average of £6-8 at the time), Ultimate was at its peak. So naturally, in 1985, the Stamper brothers decided it was time to bail out of the home computer market. Rival software publisher US Gold purchased the Ultimate brand, and the Stampers reinvented their company as the console-focused Rare.

It was the biggest switch in UK gaming history: the country’s most critically and commercially successful programmers (at least on the ZX Spectrum – things weren’t quite so rosy for Ultimate on the Commodore 64 and Amstrad CPC) had suddenly left behind the computer that had made them. Ultimate’s entire home computer catalogue appeared to be merely a calling card for bigger things. “It was sort of an introduction process,” said Chris in 1988. “We had to show Nintendo that we had the capability before they could give us the rights to go ahead and produce for their system.” After the video game crash in the US, the Stampers saw that the market was returning, and predicted that the Nintendo Entertainment System would be at the forefront of this revival. “We knew a market was going to boom in Japan and America, and we set up Rare to handle that,” noted Tim in Crash.

By 1988, Rare had released several NES games including the downhill skiing simulation Slalom, and action platform game Wizards & Warriors. The company was rapidly approaching 20 employees, one of whom was Ritman, the creator of one of the most revered homages to Knight Lore, Head Over Heels.

“They were very mysterious, mainly because they were so busy and didn’t have the time,” says Ritman. “They had decided to start this new company [and] there was this huge interview in Crash. So I called the magazine, got a phone number and gave them a ring!” Supremely confident, it never occurred to Ritman that Rare might not be interested in his talents. “Fortunately, they’d played my games. Years later, Tim told me he’d never seen someone so certain they would be offered work!”

Rare established a foothold in Japan via the US and its sister company, Rare Coin-it. After it reverse-engineered the console, Nintendo, impressed by its technical prowess, made Rare its first western developer.

And once established, the Stampers continued with their prolific output, focusing once again on a single platform.

By the early 90s, Rare had published more than 30 games for the NES. And then the Teenage Mutant Ninja Turtle-inspired Battletoads became its conduit into Nintendo’s next-generation console, the Super Nintendo Entertainment System (SNES). By now, so confident was Nintendo in its premier western partner it even entrusted the developer with one of its own properties, Donkey Kong. “[Shigeru Miyamoto] was admirably hands-off, actually,” recalled Rare’s Gregg Mayles in Retro Gamer magazine. “I mean, he handed one of his characters over to us, and we changed the look of it completely.”

Arcade beat-’em-up Killer Instinct followed, together with two further Donkey Kong Country games. But it would be with Nintendo’s next console that Rare would achieve its highest fame. Renowned today as one of the best movie licence video games of all time, GoldenEye 007 energised FPS gaming on consoles and, along with the underrated Blast Corps and manic Banjo-Kazooie, cemented Rare’s position in the top tier of UK games developers.

Then the 00s brought a new era of consoles, and Rare struggled to hit the heights of the previous decade. Microsoft purchased the developer in 2002, and the Stampers departed in 2007. The family atmosphere of the 90s, when Chris and Tim sat in on interviews and left their talented developers to work unhindered, offering occasional golden nuggets of advice, was long gone. “Microsoft and Rare was a bad marriage from the beginning,” Rare’s Martin Hollis told Eurogamer in 2012. “The groom was rich. The bride was beautiful. But they wanted to make different games, and they wanted to make them in different ways.”

Like most enduring marriages, the couple found a way to manage the relationship. The Stampers may be gone but Rare continues today, tasting success again with a popular online pirate game, Sea of Thieves. Despite its travails, Rare is still a hotbed of talent. “With all the talent in the UK and with all those thousands of people writing games, I feel it should be UK companies producing the No 1 arcade games,” signed off Chris Stamper in that 1988 Crash magazine interview. “And then everyone in the world following that – because Britain’s got the best talent, without a doubt.”

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That is all

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A YouTuber's announcement of a video games console giveaway sparked chaos and a major police response in the heart of New York City on Friday.

A crowd of roughly 2,000 converged at Union Square Park in anticipation of free PlayStation 5 devices from celebrity Twitch streamer Kai Cenat.

Police said the influencer was among a number of people detained and he could be charged with inciting a riot.

People were seen hurling fireworks, bottles and toppling barricades.

Subway trains passed the Union Square stop during the incident, the BBC's US partner CBS reported, as police urged people to avoid the area.

People first gathered at around 13:00 local time (17:00 GMT) after Mr Cenat posted on social media - where he has more than 10 million followers and subscribers - that he would be handing out 300 PlayStations.

By 15:00, hundreds had piled on to streets surrounding one of New York City's busiest train stops.

They climbed cars and the train station entrance's roof and threw bottles at responding police officers.

New York Police Department declared a "level four" mobilisation, meaning roughly 1,000 officers were deployed to the scene.

During a livestream inside a vehicle near Union Square as the disorder was unfolding, Mr Cenat said: "They're throwing tear gas out there.

"We're not going to do nothing until it's safe. Everybody for themselves, because it's a war out there man."

Mr Cenat was taken into police custody at around 17:00. The crowd was finally dispersed about an hour later.

According to a CBS affiliate, Mr Cenat did not have a permit for the event, which was reportedly a collaboration with Bronx YouTube star Fanum.

NYPD Chief of Department Jeffrey Maddrey said: "We have encountered things like this before, but never to this level of dangerousness, where young people would not listen to our commands."

He added: "You had people walking around with shovels, axes, and other tools from the construction trade.

"In addition, individuals were also lighting fireworks. They were throwing them towards police, and they were throwing them at each other."

Mr Cenat made headlines in March after he broke the record for attracting the most Twitch subscribers by reaching 300,000.

Twitch is a livestreaming platform, where people typically play video games while chatting to viewers.

In the build-up to breaking the record, Mr Cenat launched a round-the-clock drive to boost his subscribers - chatting, gaming and interviewing guests, as well as sleeping, all on camera - for 30 days.

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One of my favorite #Steam games (by hours played) is #TerraTech

It's like #Legos but in #videogames form

It's had #crafting for a while but not in #multiplayer until now

https://www.youtube.com/watch?v=GN_Hp4QRQyQ

I've been revisiting it and I'm sad to see that the Twitter feature seems to have stopped working 😞

#gaming @gaming@beehaw.org @gaming@lemmy.ml

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Luca Galante went from flipping burgers in Thornton Heath to accidentally creating a gaming sensation in one of the few true indie developer rags-to-riches tales

Archived version: https://archive.ph/RYbQn

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Hello,

Steam Deck had a small update last night and it completely broke the game controls. I am using the Daimyo Valheim v3 layout, which is maps everything to keyboard and mouse keys. Since the update, the on screen keyboard doesnt come up when trying to interact with a sign to change the text, and if you go into the map to try and create a pin with text, it completely breaks. You can't exit the map most of the time but if you do, your character can't move and most of the controls stop working.

Anyone have any ideas how to resolve, or if this issue was seen previously?

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Wood (lemmy.world)
submitted 2 years ago by realitista@lemmy.world to c/gaming@lemmy.ml
 
 
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I was wondering if anyone here could help me identify a typeface I quite like.

I see it in many Japanese games, often used for English subtitles. Two titles that come to mind are Xenoblade Chronicles Definitive Edition, and more recently Street Fighter 6. Any idea what's the name of the font?

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