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Panasonic’s OLED-fighting LCD is meant for professionals

Panasonic’s salad days in the consumer TV space are in its past, but today the company announced a new IPS display technology that might help it win back some of the professional market. Essentially, it’s making an LCD panel with the precision backlighting capabilities of an OLED. Thanks to a new backlight technology, these panels can turn off the backlight on a per-pixel basis, granting them an advertised ” over 1,000,000:1″ contrast ratio. Meaning that blacks will be absolutely black while whites could be eye-searingly bright — within the same image — and HDR and colors should look incredibly life-like.

The company says that these are perfect for use in video production work, while one of the provided sample images shows a 31-inch panel being used to display an x-ray image. Sony has dabbled in the medical display space, as well. What’s more, the new light-modulating cells help the screens hit a maximum (and stable) brightness of 1,000 cd/m2. For context, Samsung’s KS8000 TV hits 137 cd/m2, and 766 cd/m2 with HDR on, out of the box. So yeah, this could be pretty impressive.

Whether we see this tech hit a TV you can grab from Best Buy is anyone’s guess. These types of panels are usually incredibly expensive and not meant for folks like you and me.

Source: Business Wire


All the reveals from PlayStation Experience 2016

It definitely feels like Sony showed off more games during the PlayStation Experience keynote today than it did at E3. Which is pretty impressive, when you think about it. The show started out with a glimpse at the next chapter of the Uncharted saga and ended with, well, the next chapter in the The Last of Us.

Both were extremely unexpected treats from developer Naughty Dog, but in between those bookends were a ton of other teases and announcements from the company’s 20-plus years of gaming history. If you wanted fresh versions of Parappa the Rapper and WipeOut, or even an updated take on the obscure Windjammers, you’re all set. Oh, and how about the next game from Housemarque, the Robotron-esque Nex Machina? Now, let’s get to the videos.


Apple letter offers a clue to its self-driving car plans

Apple’s hopes of developing self-driving car technology have been a poorly kept secret for a while, and now it’s coming clean. The company has sent a letter to the US’ National Highway Traffic Safety Administration acknowledging that the company is “excited” about automation in numerous fields, “including transportation.” It wants to test self-driving car tech, and it’s hoping to address both ethical and regulatory issues. It believes the industry should share crash (and near-crash) data to improve safety, for example, but this “should not come at the cost of privacy.”

Crucially, Apple also believes that incumbent automakers might have an unfair edge. It wants newcomers to have the “same opportunity” to test self-driving vehicles that more “established” companies do, without having to chase after regulatory exemptions like it would today.

In a statement to the Financial Times, Apple confirmed the letter’s core message: the firm wrote to the NHTSA because it’s “investing heavily in machine learning and autonomous systems,” and it wants to help shape the “best practices” for self-driving cars. It’s not confirming what it’s making, however, including reports that it scaled back its automotive plans to focus on an underlying tech platform instead of building vehicles. There’s no longer any doubt that Apple is interested in driverless cars, but there’s also no guarantee that its technology will reach production cars in the first place, let alone that you’ll see something Apple-branded on the road.

Via: VentureBeat, Financial Times

Source: (PDF)


Android and Chill: I almost miss everything being broken


Android is a lot better than it used to be, but those early days were really fun.

I waited in line to buy the G1 at an Alexandria, Virginia T-Mobile store. Yes, there was a line — in San Francisco and New York there were even people camping out. The phone I was buying wasn’t going to replace whatever beat-to-hell BlackBerry I was using back then, I didn’t even have T-Mobile service where I lived (though paying for it anyway proved to be worth it and I’ll never give up this ancient plan) and the G1 wouldn’t even be able to be activated in the DC area for three weeks because it wasn’t a 3G market on launch day. I wanted the Google phone because I like to mess with stuff.

Fast forward eight years and all the assorted electronic crap I’ve gone through since and the G1 was still one of the best things I ever bought. All because of how fun it was to try and fix the broken mess that was Android back then.

Everything is better now. That means we don’t have to try and fix it.

The Nexus 5X is the modern version of the G1 because it’s cheap, easy to do “stuff” with, and other fun people have one. But it’s not the same because Android isn’t the same. Now that everything works — from the build tools to the compiler chain to the finished software — I don’t spend the time I used to spend building and fiddling with it. Don’t get me wrong, this is good. I’ve since ditched other platforms and want/need phone software that works and the last couple of Android versions have been just that, minus a few cases for a handful of people that we would see with any software. I know my phone will work when I get a call or a message or just want to challenge some crazy word that was played in Scrabble. But I find myself missing the days when it was all brokenAF and the feeling that came with hours of fooling with it and making it work. Even the latest Android beta for 7.1.1 mostly just works without building or flashing anything.

Part of the reason is how my job has changed. Six years ago Dieter Bohn and Phil Nickinson had the insight to know what was going to happen to Android and found me to come work here. Having a dude who could put Android on a toaster or make a broken build for an ADP (Android Developer Phone, the precursor to the Nexus and Pixel) work again was a smart move. My writing skills were borderline because the only things I ever wrote and got paid for writing were technical manuals for automation equipment and reading one of those is as bad as you think it would be. I think that got better (I hope it did) but my job was to pick something that was broken, figure out how to fix it or find someone who already fixed it and write about it. It was a fun and easy way to make a living.

There are plenty of other fun things to do, but I still miss fixing broken things once in a while.

What I do now has drifted away from phone stuff a little, and while it’s still fun (and as easy as I can make it be) it’s different. It’s better most of the time because I get to look at some cool shit that I didn’t get to look at before. Right now, I’m modding Skyrim because I’m writing something about the Havok engine. Next week I’m going to try Daydream View while under the influence of different substances. I have no complaints and know that this is the best job on the planet. But I still miss being a code-monkey just a little.

Android has come a long way. I see plenty of faces in the comments and in the forums that have been here long enough to know what I’m talking about and were along for the ride helping fix things and break new stuff. I think all of us know that things are much better the way they are now, but we also miss having to prod and coax things into submission every now and then. At least a little bit.


Ellie is all grown up in ‘The Last of Us: Part II’

Sony closed out its PlayStation Experience keynote with the first trailer for The Last of Us: Part II, the sequel to Naughty Dog’s breakout 2013 shooter. The stars of the original game, Joel and Ellie, return in Part II, older and apparently filled with a desire for vengeance. In the trailer, after strumming a guitar and singing for a while, Ellie tells Joel, “I’m gonna find, and I’m gonna kill, every last one of them.” And it looks like she means it.

There’s no word on an expected release date or any more details for the new game, but fans have been clamoring for a sequel since The Last of Us debuted three years ago and won all of the awards.


The follow-up to ‘Resogun’ is a Hail Mary for arcade shooters

Housemarque, the Finnish developer behind Resogun and Dead Nation, hasn’t had the best year.

I visited its Helsinki headquarters back in September to see how the studio was following up Resogun, the surprise hit of the PlayStation 4 launch. What I found was a unique company struggling to hold on to the identity it believes in.

Housemarque made its name with Stardust. Originally released for the Amiga in the early ’90s, the series rose to prominence with the digital release of Super Stardust HD on the PlayStation 3. The studio has since become a specialist in digital-only games, almost all of which can trace their lineage back to the arcade.

The isometric shooter Dead Nation was the studio’s next big hit, going on to become one of the bestselling digital-only titles for PlayStation 3, while the Ikaruga-meets-Metroid platformer Outland was critically acclaimed. But it was during the launch of the PlayStation 4 that Housemarque would make the biggest impact.

Resogun took the basic premise behind the arcade classic Defender and turned it into a modern shooter. With cylindrical stages and a custom voxel-based engine, the game was by far the strongest PlayStation 4 exclusive of its time, and one of scant few highlights of the console’s November 2013 launch.

Sony clearly knew as much: It made Resogun free to all members of its PlayStation Plus subscription service, and as a result the game was downloaded by millions of PlayStation 4 owners. It remained the console’s highest-rated exclusive until the release of Bloodborne in March 2015. That’s 16 months at the top of Metacritic — impressive for a studio with just a few dozen employees.

“Resogun” was the highest-rated PS4 exclusive for 16 months.

Housemarque has yet to repeat that success. After a PS4 port for Dead Nation and PS3 and Vita versions of Resogun came a new game: Alienation, a kind of spiritual sequel to Dead Nation. Released earlier this year, it garnered positive reviews from press and fans, but few actually bought it. Timing may have had something to do with that: The game was released almost equidistantly between Dark Souls III and Uncharted 4, drowning out any positive press for Housemarque.

The day after I arrived in Helsinki, I sat outside the studio while four employees were let go. That’s just a reality of the game industry: When not enough money is coming in, tough decisions have to be made, and Alienation’s poor performance had consequences.

The slightly downsized company now officially has two games in development. There’s Matterfall, a Sony-produced PS4 exclusive, which is far from ready for release, and not something its spokespeople are allowed to talk about. Then there’s the reason for my trip to Helsinki: Nex Machina, the spiritual sequel to Resogun announced as a PS4 exclusive at PlayStation Experience today.

The game

Resogun was an ode to Defender, and Nex Machina is an ode to another classic — the twin-stick shooter Robotron: 2048. All the core elements of Robotron are here. Played at breakneck pace, Nex Machina tasks you with clearing room after room of enemy hordes, while saving humans along the way.

“We’re largely inspired by Robotron,” said lead designer Harry Krueger, who previously led programming on Resogun. “[But] we don’t want to just copy it — we want to capture a bit of its magic.” While we talked, he showed off an alpha build of the game, deftly navigating a host of enemies, dashing, shooting and activating secrets. This was two months ago, when the game was just stand-in backgrounds and character models, glitchy lighting, placeholder sound effects, frame-rate dips and difficulty spikes. Despite this catalog of errors, the action unfolding was stunning.

Balancing a few simple mechanics is trickier than it looks.

To Krueger and his team, capturing Robotron‘s magic meant taking the basic formula — frantic, short levels, filled with challenge — and building on it. At any given second, you’re choosing between rescuing humans, gunning down enemies or making a break for a power-up. With enough skill, you’ll learn how to achieve all three, but If you’ve ever played Robotron or its ’90s successor Smash TV, you’ll know that balancing a few simple mechanics is trickier than it looks.

After playing through the first world, Krueger handed me the pad. The first thing I noticed was how fast this game is. Enemies are relentless, and Nex Machina throws dozens at you at a time, each with their own attack patterns. At one point during my playthrough, there were probably 80 on-screen, although I was too busy trying not to die to be sure. At the end of each room, there are no “congratulations.” You just dive headfirst into the next mob of deadly robots.


Concept art for the game’s “Harvester” enemy.

Rather than the square, lifeless rooms of Robotron, there are gorgeous, three-dimensional environments for you to journey through, with cinematic swooping transitions. As you move from area to area, a timing-based mini-game rewards you with even flashier transitions. Succeed and you’ll get a burst of speed and power to help chase that high score. The journey you make isn’t on a two-dimensional plane — each “world” is in fact a complex polygon, and you’ll be making your way across its many faces. Sometimes you’ll be fighting on its side and gravity will be, for lack of a better term, wrong. While this doesn’t affect you so much, it will make saving humans harder.

“[We] connect them in ways that give the impression of a much larger, interconnected world,” Krueger said. “Each room is individually crafted — it needs to have a beginning, an end and some kind of flow — but there is some extra consideration there to give the impression that you’re on this kind of journey.” You might see a secret area during a transition (there are many, many secrets in the game) and realize you’ve missed it just a second too late.

Throughout my playthrough, I felt like every decision mattered. If I went too long without shooting someone, a rage meter rapidly filled up, highlighting my inadequacies. If it fills up, the enemies will get mad — they want you to try and kill them. “Time is running out,” Krueger said. “You need to do it all fast.”

Aside from adapting its gameplay, Nex Machina also riffs on Robotron‘s dystopia-focused plot. While Robotron was essentially 1984 a century on, Nex Machina is set in a future where humans are enslaved by machines. All humans live alongside a “lifeline” of sorts, a giant cable that snakes the land, providing the bare essentials for life: food, drink and WiFi access.

Essentially zombified by their addiction to technology, the denizens of Nex Machina‘s myriad landscapes shuffle around focused on their phones and tablets, oblivious to both their plight and the chaos around them. It’s a bit on the nose, sure, but it’s a fitting throwback to the frantic naïvete of ’80s sci-fi.

Despite the issues that came with playing a game in an extreme alpha state, Nex Machina still felt just right. The controls were tight, the level layouts imaginative, and the destruction truly satisfying.

This is faster, meaner and downright prettier than anything Housemarque has made before.

Two months on, and at its PlayStation Experience debut the game is looking drop-dead gorgeous. It’s faster, meaner and downright prettier than anything Housemarque has made before. The art style — a darker take on the cyberpunk climes of Akira and Ghost in the Shell, which the studio is calling “cablepunk” — has now taken shape, and the in-game world is bustling with life.

Nex Machina uses some of the voxel tech introduced in Resogun, but turned up to eleven, blending polygonal models with voxel meshes, creating an utterly destructible world, with enemies falling to pieces and explosions sending voxelized shockwaves throughout the environments. There’s so much going on it’s almost impossible to take it all in, but every moment is a thing of beauty.


Harry Krueger.

Two seconds

With lead designer Harry Krueger

  • 00:00

    “In the upper-right corner, you can see the remnants (blue particles) of a pillar that has just been destroyed.

    “Each of these individual volumetric cube particles has its own material, receives its own lighting and casts its own shadow. It also has its own physics and collides accurately with our voxel-based environment.”

  • 00:30

    “When the explosion is triggered, you also notice a ‘shockwave’ rippling outwards from the center of impact, converting the environment to rounded cubes.

    “This shockwave is just one of the many ‘morphing’ effects you will see in the game: The surface geometry of the blocks is actually modified in real time, and materials, lighting and shadows are updated accordingly.

    “Blowing things up is a huge part of the core Nex Machina gameplay, so expect to see lots of these destruction particles (and not only cubes) flying around pretty much constantly.”

  • 01:00

    “In the center is the Beamtron.

    “This is one of the first (and easiest) Minibosses the player will encounter.

    “It’s intended to function as a basic introduction to the beams, beam dodging and bullet-hell gameplay.”

  • 01:20

    “Here you see a circle of enemies spawning around the Beamtron.

    “The spawn effect (enemies being ‘beamed down’) helps communicate that the enemies are arriving.

    “The player’s attention is a very valuable commodity (and in such a fast-paced game, very limited), so we need to be very careful on how we utilize it.

    “Each effect in the game needs to be very carefully crafted to achieve a balance between spectacle and readability.”

  • 01:40

    “This clip is one example of progressive challenge ‘layering.’

    “First we introduce the gameplay of the rotating beam. Once the player gets comfortable with that, we add an extra challenge on top (in this case the circle of spawning enemies).

    “This keeps players on their toes and keeps the intensity up, while also giving the player a clear indication of progress.”

Eugene Jarvis

So there’s a link between Defender, Robotron and Smash TV: game designer Eugene Jarvis. Together with Larry DeMar, Jarvis created Defender for Williams in 1980. It was one of the highest-grossing arcade games of its time. The duo then started their own company, and made Stargate the next year (called Defender 2 for some home releases), following it up with Robotron in ’82. Their final game together was Blaster, a trippy first-person take on Robotron released in ’83.


A Raw Thrills “Batman” cabinet.

Jarvis continued to work on games directly for another decade or so, creating Smash TV and Total Carnage as well as the arcade racer Cruis’n USA. More recently, he’s been running Raw Thrills, a company that develops arcade games and cabinets, keeping the dream alive. In early 2014, he was honored at the DICE Awards with an Academy of Interactive Arts & Sciences Pioneer Award for his contributions to the industry. At the same ceremony, Resogun was up for Best Action Game. It lost to Bioshock: Infinite, but a chance meeting would help bring Nex Machina to life.

“Harri and Ilari [Tikkanen and Kuittinen, co-founders of Housemarque] were drinking, 4 AM at the Hard Rock Cafe lobby,” said Mikael Haveri, head of self-publishing at the company. “They were just a couple of Finns being loud, and then they noticed Eugene.” Together with a board member, they went to congratulate Jarvis on his award, but as they were approaching him, that somehow morphed into asking if he wanted to collaborate on a project.

“I’m very impressed. Let’s fucking do it.”

“The conversation was ‘Hey, congratulations! We ripped off Defender — do you want to make a new game with us?’” Haveri said. “They had a good conversation, he went home and bought a PS4 and Resogun and wrote us back saying it was awesome.” After some back-and-forth, and an explanation of the core concept of Nex Machina, Housemarque received a simple e-mail from Jarvis: “I’m very impressed. Let’s fucking do it.”

There’s a real reverence for Jarvis’ work within Housemarque. While Tikkanen and Kuittinen, both with decades of experience, probably see him more as a peer, there’s definitely some idolatry from the fresher faces. “We were instantly pretty hyped,” recalled Krueger. “No matter what game we’re making, we just keep going back to Robotron, because I think it’s the gold standard in terms of pacing in an action game … Getting to work with this kind of legend in the game industry, when we both have similar design sensibilities, was a dream come true.”

Jarvis is a special character, with a lot of opinions and a shedload of insight. His role in the development of Nex Machina is as a creative consultant. He’s offered input and guidance along the way, some of it invaluable, but the real reason he’s working with Housemarque is larger than the game itself. He’s also involved because Housemarque wants to make Nex Machina an arcade game, complete with its own cabinet, built by Raw Thrills.


A very early sketch by Mikael Haveri, head of self-publishing at Housemarque.

Cabinet dreams

It almost makes perfect sense: Housemarque, a company that built its reputation on fast-paced action games, will build an arcade cabinet for its new arcade-inspired game. But then you take a step back, remind yourself of the world and realize just how batshit crazy the idea is.

Arcades are, for the most part, dead. The multi-billion-dollar industry of the ’80s is long gone, and the Sega-led surge of the ’90s, with games like Daytona USA, didn’t last. Consoles and PCs got more and more capable, and now, outside of Japan and China, at least, it’s tough to find a classic arcade.

You can run a successful arcade if you have alcohol to bring in the real money.

Arcade cabinets are still alluring, though. For those of us old enough to have seen their heyday, that’s probably down to nostalgia, but a new generation is being introduced to retro cabinets through venues like Barcade. Turns out that you can run a successful arcade if you have other things — like alcohol — that bring in the real money.

Jarvis’ Raw Thrills isn’t refurbishing the retro cabinets that fill arcade-themed bars, though; it’s making fresh, bespoke arcade experiences. Over the past decade, it’s released new games like Moto GP, Jurassic Park Arcade, Batman and Snocross. But while beautifully crafted, its roster isn’t cutting-edge — the drawback of a limited budget.

With the Housemarque partnership, Raw Thrills is not only getting a game with a medium-size budget; it’s getting a game built from the ground up as an homage to one of the most memorable arcade games of all time. A game that Jarvis created.

The Nex Machina cabinet is not ready, but early concepts look impressive. It’ll have a large LCD monitor, twin sticks and some “cablepunk” dressing. The renders are exciting, and the cabinet will no doubt be an inviting proposition in the corner of a bar.

But this isn’t Millipede or Asteroids; you need a powerful machine to run Nex Machina. One with a solid graphics card, one that’s connected to the internet (for high scores and updates) and one rugged enough to withstand the chaos of an alcohol-fueled arcade. That’s going to make this cabinet expensive. Like $7,500 expensive.

The official line is that Housemarque and Raw Thrills are currently “exploring” bringing a cabinet to market. “We don’t know if we can make one, but we’d like to start a conversation with the crowds to see if it could become a possibility,” Haveri said.

I can see quite a few ways that might happen — partnering with a chain like Barcade, heading to Kickstarter or just selling direct. “Basically if we know people will buy it, we will make it,” Krueger said. If no routes prove viable, Housemarque may end up just building a few as a showcase for the game — it really loves arcade cabinets.


A more advanced (but nowhere near final) “Nex Machina” cabinet concept.

The market


No matter what route is chosen, it’s fair to say that neither company will get rich from these cabinets. Obviously, they’re hoping they can make a profit, but they’re not expecting to sell tens of thousands of them.

The same can’t be said of Nex Machina itself. After the somewhat inexplicable failure of Alienation, Housemarque needs a hit.

Nex Machina is the company’s first self-published game. Over the past two decades it’s partnered with companies like Take-Two, Activision, Ubisoft and Sony to release its games. The benefits of working with a publisher are pretty simple: developers get money up front to help cover costs, and support for marketing and logistics. In exchange for these perks, however, they need to give up a percentage of the game’s revenues.

Of course, no one aside from publishers and developers knows exactly what that cut is — and it changes from game to game — but it’s obviously not insignificant. Often the initial split is more heavily skewed toward the publisher as it seeks a return on its initial investment. After the publisher recoups the up-front payment, terms can be more favorable for developers. Essentially, working with a publisher is lower-risk, lower-reward.

Housemarque has worked almost exclusively with Sony over the past five years. While no one at the company would speak ill of that partnership — indeed, it’s working with Sony right now on Matterfall — it hasn’t always been smooth. Resogun may be installed on millions of PlayStation 4s, but a majority of those downloads were “free” to gamers as part of PlayStation Plus. Housemarque wouldn’t discuss any figures, but from off-the-record talks with other developers, it’s likely that revenues per PS Plus download are better counted in cents than dollars.

PS Plus is fantastic for a game’s “tail,” bringing in additional revenues when sales are drying up, just like Humble Bundle’s pay-what-you-want model, Xbox’s Games with Gold program or Steam sales. For a game’s launch, though, it essentially puts a hard cap on profits: Your game will be successful, but you’re unlikely to make millions.

Haveri put it to me that if Resogun hadn’t been on PS Plus, I wouldn’t have even visited Finland to discuss Nex Machina. “You might have bought it, yeah, but the popularity of Resogun wouldn’t be nearly to the level it was. It would’ve been one of those off-brand, niche games.” That’s perhaps true, and it’s impossible to call Resogun anything but a success. But this partnership with Sony clearly didn’t work for Alienation. It was buried between huge AAA games, and, although no one would say as much, that has to have been Sony’s decision.

Its core strategy is to make the best game it can.

Self-publishing is, in some ways, liberating. Housemarque has more creative control over the game, when it’s released and how it’s marketed. But it’s also perilous. The company has chosen to focus on technology and gameplay over marketing. Its core strategy is to make the best game it can, and hope that enough press, streamers and fans pick it up and enjoy it to help make it a hit.

Of course, there will be other efforts. It’s partnered with a video team to produce a “making of” documentary in the vein of Indie Game: The Movie. It’s signed a deal with Sony to make the game a PlayStation 4 exclusive, which assumedly comes with a financial reward, and the chance to showcase the game to a captive audience at PlayStation Experience. Nonetheless, the press team for Nex Machina is essentially a guy with a desk, and its marketing budget is pretty much paying that guy’s wage. I’ve seen how one person can help make a game a success, but I’ve also seen that same person fail to persuade gamers to care about another.


Housemarque co-founder Ilari Kuittinen plays “Nex Machina” after hours.

High stakes

With Nex Machina, Housemarque is going high-risk, high-reward, and not just by self-publishing. There are a lot of conversations happening at the studio about its future. Usually, when a company asks a question like “What game would you like us to make next?” I take it as insincere flattery: Sega isn’t about to make Burning Rangers 2 because I told them to. When Housemarque asked, it felt like a genuine question.

We’d just moved from the confines of the Housemarque office to a nearby bar. It was me, Haveri, Krueger and Tommaso De Benetti, the company’s long-serving community manager — one of the employees made redundant the following day. (De Benetti was already aware of this; the coming announcement was to inform other employees.)

“We’re known as the twin-stick-shooter company pretty much,” said De Benetti. “We’ve been discussing if twin-stick is our future or if this is the last twin-stick shooter we’re doing. When you look at the market, there aren’t many twin-stick shooters that are multi-million-sellers, y’know.”

“I’d argue that’s true for arcade games in general,” Krueger said. “Outside of games like Dark Souls that have that arcade spirit in the AAA space, there’s this huge divide now … medium-to-large-budget games need to have a return on their investment, so they go to safer, cinematic experiences.”

“This is the day-to-day that we deal with,” Haveri said. “It’s not like we can say, ‘This is our dream project’ and people will understand that and it’ll sell well. Reality hits in and it’s like, ‘Well, fuck, maybe people don’t really feel the same way we do [about twin-stick shooters].’”

I’ve heard similar stories, off the record, from many developers. Making a $1 million game, or even a $10 million game, is very difficult in 2016. Either you throw enough money at a game to almost guarantee a success — Assassin’s Creed, Call of Duty, Far Cry and so on — or you make one small enough to mitigate the risks of commercial failure. It’s an industry-wide problem, but one that particularly affects a studio the size of Housemarque. It can’t afford to make low-budget, low-reward games without making layoffs. It can’t afford to make high-budget games, period. The middle ground is where the real problems are, and there’s no clear solution in sight.


This is the day-to-day that we deal with. It’s not like we can say, ‘This is our dream project’ and people will understand that and it’ll sell well. Reality hits in and it’s like, ‘Well, fuck, maybe people don’t really feel the same way we do [about twin-stick shooters].’

Mikael Haveri

Chances are, if Resogun scored even five points lower in reviews, it wouldn’t have seen half the success. “All three of us are there at the US launch of the PlayStation 4,” Haveri said. “We have all these big games around like Killzone and the whole hotel is bought out by Sony. We’ve got our Resogun T-shirts on and nobody gives a fuck about us.”

That only changed, he recalled, when the first reviews started coming in, and it became clear that Resogun was getting far better ratings than Knack and Killzone, the two big exclusive launch games. “I remember the moment we got off the elevator into the lobby, and people saw those same T-shirts with Resogun on. Then it was like, ‘Oh, these guys, hey let’s check it out.’”

If Nex Machina lives up to its promise, if it’s lauded as the best of its kind and it still doesn’t sell, what then? “We’re sort of trying to understand where can we go, what can we do,” De Benetti said. “What could be enough for us to get a budget but still fulfill creatively and gameplay-wise what we want to be and do?”

Haveri pondered whether a Dark Souls–like title might be a good fit — Krueger loves the games, in particular Demon’s Souls. I suggested maybe something closer to Platinum Games’ superb Bayonetta series, given its faster pace and hidden complexities. “I like Bayonetta, but those games are not selling very much,” De Benetti said. “Sometimes we wonder: Do we keep doing what we’re good at, or do we try something new?”

Dark Souls gave AAA titles their balls back,” Krueger said. “It proved you don’t have to sacrifice challenge, that it can be a positive and addictive thing for an audience that doesn’t even realize that they like it.”

The problem with making a game like Dark Souls is it requires a lot of money. “We don’t have, business-wise, the opportunity to pursue these things to the ends that we’d love to. There are compromises to be made,” Haveri said. “Sadly, it comes at the cost of losing great people and friends. That’s the reality of every single gaming business out there. In the end it is a business; it’s a tightrope of walking that path to keep it going while still being artistic and following a vision. In the end, it has to be a compromise.”

“That’s the biggest predicament,” he continued. “It’s not just ‘Can we keep doing what we love to do?’ It’s ‘How many people can we feed while keeping that dream alive?’”


Airbnb drops its lawsuit against New York

Some of Airbnb’s larger US legal battles are winding down quickly. In the wake of a settlement with the state, the rental listings company is dropping a lawsuit against New York that fought a ban on short-term rentals where the tenant isn’t present. State assembly member Linda Rosenthal describes this as a victory over a “foolhardy and frivolous” complaint, although there is a degree of compromise involved. Officials won’t aim to directly punish Airbnb, Rosenthal says. While they’d never intended to single out Airbnb in the first place, the focus will instead be on the people abusing services for bootleg hotels and similarly sketchy operations.

The end to the lawsuit was expected given the settlement, but the tricky bit is what comes next. While Airbnb and New York are hoping to work together on eliminating illegal rentals, how they approach cooperation is up for debate. The law lets New York pursue anyone who offers rentals for less than 30 days when they aren’t present, even if it really is their primary residence. Airbnb doesn’t want officials to chase after those people — it would prefer that they tackle systematic abuse, such as snapping up apartments with the sole intention of renting them to short-term guests. The firm might object if New York goes after well-meaning hosts who simply want to make money while they’re out of town.

Source: Bloomberg


Pros and cons: Our verdict on the new Surface Book

The 2016 Surface Book is a lot like last year’s Surface Book, which we already really liked. So we recommend this one too, though the few flaws we noted last time remain as well. As ever, it’s a well-built piece of kit, with a bright detachable screen whose 3:2 aspect ratio makes it comfortable to hold in tablet mode. The keyboard and trackpad are both still comfortable to use, and more than ever (ahem, Apple), we appreciate the port selection, which includes some full-sized USB ports and an SD card reader.

Unfortunately, this year’s configurations are even heavier, at 3.68 pounds, but the extra heft at least comes with longer battery life: 16 hours of video playback in laptop mode, and around four hours in tablet mode. (That last figure still ain’t great, but it is nonetheless an improvement.) The screen also still wobbles in its hinge when you tap the touchscreen, and the whole thing is a little top heavy when you rest it in your lap.

Oh, and it’s expensive: The newest models start at $2,399. For that money, you’ll get great performance and mostly good ergonomics — in other words, one of the best laptops on the market. Still, those insistent on a thinner, lighter design should either look elsewhere, or hold out till next year and see if Microsoft delivers something more portable.

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