Jessica Conditt


This one's a bummer. Mega-publisher Take-Two Interactive is shuttering Rollerdrome studio Roll7 and Kerbal Space Program 2 team Intercept Games, according to paperwork seen by Bloomberg.

Roll7 is based in London, and was founded in 2008 by lifelong friends Tom Hegarty and Simon Bennett. Roll7 is the studio behind OlliOlli, OlliOlli World and Rollerdrome, all fantastic games with wheel-based mechanics. OlliOlli was a Vita hit in 2014 and World landed in early 2022 — they're both great, and the latter in particular is a flow-state-inducing skateboarding platformer with an adorable art style. Rollerdrome was one of our favorite games of 2022; it's a luscious third-person rollerskating-and-gunplay title that looks like a slice of 1970s dystopian sci-fi

Roll7 has picked up multiple prestigious awards over the years, including recent wins at BAFTA and DICE. As the studio name implies, Roll7 developers know how to make incredibly smooth action games.

Take-Two purchased Roll7 in November 2021 and made it a subsidiary of Private Division, the company's label for small- and mid-size publishing deals. According to Bloomberg, Take-Two plans to close Roll7 and will offer severance packages to staff.

Intercept Games is based in Seattle and is responsible for Kerbal Space Program 2, a popular flight-simulation title that's still technically in early access on Steam. Take-Two founded Intercept in 2020 specifically to manage Kerbal Space Program 2, and the game has been receiving updates since going live in February 2023.

Take-Two has yet to confirm that it's closing Intercept Games — but it hasn't said it isn't, either. The company filed a notice in Washington on Monday outlining plans to lay off 70 people in the state and permanently close their place of business, and some Kerbal developers have confirmed their recent departures. Private Division will continue to update Kerbal Space Program 2, Take-Two said in a statement.

Take-Two is one of the largest video game companies around, reporting $5.3 billion in revenue last year. It's the owner of Grand Theft Auto and the parent company of Rockstar Games, 2K, Private Division, Zynga and — very recently — Gearbox Software. Take-Two purchased Borderlands studio Gearbox in March for $460 million. Grand Theft Auto VI, arguably the most anticipated game of the decade, is due to add billions to Take-Two's bottom line in 2025.

In April, Take-Two announced plans to lay off 5 percent of its employees, or roughly 600 people, by the end of 2024. It also canceled some in-development projects. When news of the planned firings broke last month, Take-Two didn't identify which studios would take the hit, but now we know it includes Roll7 and Intercept. The company laid off some Private Division workers in 2023 as well.

An estimated 9,400 people have been laid off in the video game industry so far in 2024, and a total of 10,500 workers were let go in 2023. Sony, Microsoft and Riot Games have fired a combined 3,300 employees this year alone, and the fallout from Embracer Group's funding implosion keeps spreading, with numerous shuttered studios and more than 1,400 displaced workers.

This article originally appeared on Engadget at https://www.engadget.com/take-two-is-shutting-down-the-studios-behind-rollerdrome-and-kerbal-space-program-2-000253545.html?src=rss

Take-Two is shutting down the studios behind Rollerdrome and Kerbal ...   Recently updated !


Starfield, the excellent Digipick puzzle game surrounded by 80 hours of sci-fi mediocrity, is getting a performance update on Xbox Series X that unlocks frame rates above 30 fps. Starfield's May update adds the option to target 30 fps, 40 fps, 60 fps or an uncapped frame rate — for displays that support VRR running at 120hz. Displays without VRR will have the choice of 30 fps or 60 fps. 

The May update also includes the ability to prioritize visuals or performance at each frame rate target. Visuals mode means the game will do its best to maintain a high resolution and full detail in lighting, special effects and NPCs, while performance lowers the resolution and clarity of those same details. Of course, both modes adjust the game's base resolution alongside heavy on-screen action. 

Bethesda recommends performance mode when playing at 60 fps and above. For Xbox Series X players with 120hz VRR displays, Starfield's settings now default to 40 fps, prioritizing visuals.

The May 1 display updates bring the Xbox Series X version of Starfield closer to its PC counterpart in terms of customization options. The Xbox Series S edition remains capped at 30 fps. This is the version I played when I reviewed Starfield last year, and while a frame rate upgrade won't make the game less bland, its combat scenes would definitely benefit from a boost to 40 fps, at least. It's a shame that the most popular Xbox Series console isn't seeing any frame rate love in today's update.

Additionally in the May update, Starfield's surface maps have been overhauled in order to increase legibility on all platforms. The new design shows top-down 3D images of terrain, buildings, and objects like trees and rocks, which makes a lot of sense for, you know, a map. The original surface map tries to make landscapes out of white dots on a bright blue background, so this is a welcome improvement. The update also allows players to customize their difficulty options on the ground and in ship battles, and it adds navigation markers to the environment when walking around a planet.

This is Bethesda's fourth and largest Starfield update since the game came out in September 2023. It's all scheduled to go live by May 15.

This article originally appeared on Engadget at https://www.engadget.com/explore-starfields-barren-planets-at-60-fps-on-xbox-series-x-starting-this-month-185653374.html?src=rss

Explore Starfield’s barren planets at 60 fps on Xbox Series ...   Recently updated !



I found myself in a variety of odd situations while solving puzzles in Lorelei and the Laser Eyes. I spent some time staring at a mid-century movie poster for a documentary about a decomposing cat, wondering if I should focus on the runtime or the date it came out. I pulled up old hotel blueprints and deciphered the math of dead architects. I played a handful of ASCII-style PC games to receive messages from a 19th-century magician who calls me his sister. I found some toy blocks and shoved them into the walls of a secret cathedral. I slipped between realities and traversed a maze that shattered under my feet. I watched a woman fall to her death. I wondered if that woman was me.

Lorelei and the Laser Eyes is a third-person noir detective game set in a haunted hotel with impossible architecture and a gruesome history. Its hallways are dense with logic-melting puzzles about magicians, mazes, astrology, filmmaking, mausoleums and physics, and it isn’t even clear why the protagonist is there in the first place. With artifacts from the 1800s, set pieces from the 1960s and technology out of the 2010s, it’s barely clear when she’s there. Lack of direction is a key tenet of the game, resulting in a sense of solitude that’s oppressive and supremely unsettling.

It’s also empowering. The hotel in Lorelei is a playground of secrets with no set path for players, and there’s a rich density of riddles and lore to untangle in every scene. Though I still have no idea where I’m heading in the game, I’ve rarely felt lost. It's kind of like Tunic in that regard, but it also feels like something directed by David Lynch, and visually, the game resembles Kentucky Route Zero or Sin City. There’s really no direct comparison for Lorelei and the Laser Eyes. Playing it feels like nothing I’ve experienced before.

Lorelei and the Laser Eyes
Simogo

The actual gameplay in Lorelei is straightforward: Walk around and press a button (on a gamepad, literally any button) to interact with objects that glow when you’re near. Otherwise, pressing a button pulls up a menu with the protagonist’s stats, inventory, reference materials, unsolved puzzles and handheld gaming system. Her stats include caffeine, stress, temperature, cash and bladder trackers, her inventory comes with a tampon and the hotel provides both coffee machines and bathrooms that she can actually use. I haven’t discovered a gameplay reason for the bathrooms or the tampon yet, but I’ve enjoyed the fact that they exist, and I will keep trying to insert the tampon into every statue and keyhole until it finally works. If it ever does. With Lorelei and the Laser Eyes, you just don’t know until you know.

Lorelei’s world is built on Roman numerals, Greek letters, zodiac signs and 24-hour clocks, and it’s filled with puzzle boxes, keypad codes, logic riddles, mazes, image reconstructions, memory tests and other ultra-satisfying mystery-solving mechanics. Even then, part of the game’s genius lies in the actions that take place off-screen. Lorelei and the Laser Eyes is meant to be played with a notebook and pen close by, and I do not suggest starting without these tools. Yes, even you, the person who just scoffed and thought, “I won’t need to write anything down.” I promise, you will.

Lorelei and the Laser Eyes
Simogo

Lorelei definitely has puzzles with straightforward solutions, but the bulk of its queries are challenging, relying on previous answers, significant amounts of reading, object manipulation, deduction and creative thinking. The simple riddles supply a steady cadence of endorphin hits, especially in the early game. They also provide a guide for approaching the trickier puzzles: Trust your instincts. If you think of something, try it, no matter how outlandish it may seem. Lorelei and the Laser Eyes rewards curiosity and the game is incredibly adept at planting the seeds of concepts that’ll be useful hours later.

I hit my first mental wall around hour seven, and that’s when Lorelei’s pacing shifted downward for a spell. I went from consistently — but not effortlessly — solving puzzles and unlocking new areas of the hotel, to lingering on a handful of rooms I simply couldn’t figure out, pacing among them and scouring my notes for hidden clues. After 45 minutes or so, I remembered I still had a simple puzzle from my first hour waiting to be solved; I returned to it, completed it, and the game expanded beautifully in response, offering up an entirely new area of the hotel to explore and increasing the tempo once again.

Lorelei and the Laser Eyes
Simogo

Each eureka moment in Lorelei introduces more questions, and the secrets pile up as a grand, overarching narrative elegantly unfurls around the protagonist. There are classic horror elements here: children in owl masks giving advice from beyond the grave, hell-dark hallways, spooky phonograph music, ghosts with no eyes. A man with a maze for a head floating right behind you, reaching for the back of your neck. The game seamlessly introduces various visual styles at regular intervals, breaking its own reality in perfectly orchestrated ways.

All of this weirdness forms a cohesive experience because Simogo knows how to make a damn fine puzzle game. This is the studio behind Device 6, an iOS title that played with text and physical input methods in trippy ways, and Year Walk, a haunting adventure about Swedish mythology and death. Lorelei feels like a magnum opus for Simogo, an atmospheric powerhouse of a puzzle game that proves how deeply its developers understand these systems, and pushes the genre into strange and unchartered territory.

Lorelei and the Laser Eyes is a rat king of riddles. It’s a game composed entirely of mysteries, with each puzzle twisted around the previous one and strangling the next, solutions knotted with concealed information. Mark my words, the game guides for this thing are going to look like House of Leaves.

I’m ten hours in and plenty of mysteries remain. There’s a six-handed clock with zodiac signs and Roman numerals in the west wing that I still can’t figure out, and there’s a journal with a lock based on moon phases that’s been slowly driving me batty. More than a dozen puzzles are waiting to be solved in my character’s on-screen scratchpad. In real life, the pages of my notebook look similar, covered in hastily scribbled numbers, letters, dates, arrows and symbols, solutions sprinkled among the chaos.

Lorelei and the Laser Eyes is due to hit Steam and Switch on May 16.

This article originally appeared on Engadget at https://www.engadget.com/lorelei-and-the-laser-eyes-preview-this-may-be-my-goty-140030011.html?src=rss

Lorelei and the Laser Eyes preview: This may be my ...   Recently updated !


Children of the Sun burst onto the indie scene like a muzzle flash on a dark night. Publisher Devolver Digital dropped the game’s first trailer on February 1, showcasing frenzied sniper shots and a radioactive art style. A Steam demo highlighting its initial seven stages went live that same day and became a breakout hit during February’s Steam Next Fest. Two months later it landed in full and to broad acclaim. This explosive reveal and rapid release timeline mirrors the game itself — chaotic but contained, swift and direct, sharp and bright.

Though it feels like Children of the Sun popped into existence over the span of two months, it took solo developer René Rother more than 20 years to get here.

Children of the Sun
René Rother

As a kid in Berlin in the early 2000s, Rother was fascinated by the booming mod community. He spent his time messing around with free Counter-Strike mapping tools and Quake III mods from the demo discs tucked into his PC magazines. Rother daydreamed about having a job in game development, but it never felt like an attainable goal.

“It just didn't seem possible to make games,” he told Engadget. “It's like it was this huge black box.”

Rother couldn’t see an easy entry point until the 2010s, when mesh libraries and tools like GameMaker and Unity became more accessible. He discovered a fondness for creating 3D interactive art. But aside from some free online Javascript courses, he didn’t know how to program anything, so his output was limited.

“I dabbled into it a little bit, but then got kicked out. Again,” Rother said. “It was just like the whole entrance barrier was so big.”

René Rother, developer of Children of the Sun.
René Rother

Rother pursued graphic design at university and he found the first two years fulfilling, with a focus on classical art training. By the end of his schooling, though, the lessons covered practical applications like working with clients, and Rother’s vision of a graphic design career smashed into reality.

“There was an eye-opening moment where I felt like, this is not for me,” Rother said.

In between classes, Rother was still making games for himself and for jams like Ludum Dare, steadily building up his skillset and cementing his reputation in these spaces as a master of mood.

“Atmospheric kind of pieces, walking simulators,” Rother said, recalling his early projects. “Atmosphere was very interesting to me to explore. But I never thought that it was actually something that could turn into a game. I never thought that it would become something that can be sold in a way that it's actually a product.”

Children of the Sun
René Rother

By the late 2010s Rother decided he was officially over graphic design and ready to try a job in game development. He applied to a bunch of studios and, in the meantime, picked up odd jobs at a supermarket and as a stagehand, setting up electronics. He eventually secured a gig as a 3D artist at a small studio in Berlin. Meanwhile, his pile of game jam projects and unfinished prototypes continued to grow.

“In that timeframe, Children of the Sun happened,” Rother said.

In Children of the Sun, players are The Girl, a woman who escaped the cult that raised her and is now enacting sniper-based revenge on all of its cells, one bullet at a time. In each round, players line up their shot and then control a single bullet as it ricochets through individual cult members. The challenge lies in finding the most speedy, efficient and stylish path of death, earning a spot at the top of the leaderboards.

“It was just a random prototype I started working on,” Rother said. “And one Saturday morning I was thinking, ‘I don't know what I'm doing with my life.'” With an atmospheric prototype and a head full of ennui, Rother emailed Devolver Digital that same day about potentially publishing Children of the Sun.

“The response was basically, ‘The pitch was shit but the game looks cool,’” Rother said. “And then it became a thing.”

Children of the Sun
René Rother

Visually, Children of the Sun is dazzling. It has a sketchy 3D art style that’s covered in bruise tones, with dark treelines, glowing yellow enemies and layers of texture. Every scene looks like The Girl just took a hit of adrenaline and her senses are on high alert, lending a hectic sense of hyper-vigilance to the entire experience. It’s a game built on instinct.

“I didn't make any mood boards,” Rother said. “I didn't prepare [for] it. It was just like, oh, let's make it this color. Ah, let's make it this color…. This is something to very easily get lost in. I spent a lot of time just adjusting the color of grass so it works well with the otherwise purplish tones and these kinds of things. I spent way too much time on the colors.”

Children of the Sun went through multiple visual iterations where Rother played with contrast, depth, fog density and traditional FPS color palettes, before landing on the game’s dreamlike and neon-drenched final form. The residue of this trial and error is still visible beneath Children of the Sun’s frames, and that’s exactly how Rother likes it.

“I see it as a big compliment, actually,” he said. “In paintings, when we talk about visual art, I really like when you can see the brushstrokes. I like when you can still see the lines of the pencil before the painting got made. I like the roughness. I wanted everything to be rough. I didn't want it to be polished.”

Rother picked up the game’s soundtrack collaborator, experimental ambient composer Aidan Baker, the same way he hooked up with Devolver. Rother was a fan of Baker and his band Nadja, and he wanted a similar droning, slowcore vibe as a backdrop for Children of the Sun. On a whim, Rother sent Baker a casual message asking if he’d like to make music for a video game.

“He was like, ‘Well I've never done it, so I don't know,’” Rother remembered. “So we met one evening and then afterwards he was like, ‘Yeah, let's just do it.’ Instead of just emulating something that I like in the game, I somehow managed to get straight to the source of it. And that was a really nice experience.”

For Rother, Children of the Sun has been a lesson in trusting his gut. He hasn’t found the proper word in English or German to describe the atmosphere he created in the game, but it’s something close to melancholy, spiked with an intense coiled energy and bright, psychedelic clarity. He just knows that it feels right — visuals, music, mechanics and all.

“That's kind of how I live my life,” Rother said. “Not that I'm, like, super spontaneous or just flip-flopping around with opinions or these kinds of things. It's more about doing things that feel right to me without necessarily knowing why.”

When he booted up that Quake III demo disc and started making 3D vignettes for game jams, Rother didn’t realize he was building the path that would eventually lead him to a major publishing deal, a collaboration with a musician he admires, a big Steam release and a game about cult sniping called Children of the Sun. When Rother takes a moment to survey his current lot in life, he feels lucky, he said.

Children of the Sun
René Rother

“I feel like in the last three years, somehow, lots of things fell into my lap,” Rother said. “Although I still had to do something for it. I needed to be prepared for this moment, that required work.… But in the time where I prepared myself, I was not aware that I was preparing myself. So that's how the feeling of luck gets amplified a bit more.”

“Luck” is one way to describe it, but “artistic instinct” might be just as fitting. Children of the Sun is available now on Steam for $15.

This article originally appeared on Engadget at https://www.engadget.com/it-took-20-years-for-children-of-the-sun-to-become-an-overnight-success-194511363.html?src=rss

It took 20 years for Children of the Sun to ...



Panic is celebrating Playdate's second birthday this month, and the party favors include some piping-hot statistics about Catalog game sales.

Playdate hit the market in April 2022 with 24 free games. Its Catalog store went live in March 2023, offering 16 curated games for purchase directly on the device. Panic has added more titles to Catalog on a bi-weekly basis for the past year, and the marketplace today has 181 games and apps. More than 150,000 games have been sold on Catalog, giving developers $544,290 in gross revenue — that's after taxes, processing fees and Panic’s 25 percent cut. 

Playdate two-year data
Panic

The average price of a Playdate Catalog game is $5.36. The average install size is 5.03MB, while the smallest Catalog game is 30.1KB and the largest is 107MB. Playdate ships with 4GB of flash storage. It also has 16GB of RAM, an accelerometer, a 400 x 240 1-bit display, Wi-Fi and Bluetooth capabilities, a mono speaker, and a condenser mic and stereo headphone jack. Oh, and it has a delightful little crank.

The figures Panic shared today cover Catalog purchases, which means they only tell part of the story. While Catalog has just under 200 titles, there are more than 800 Playdate games and apps available on itch.io alone, and the community there is active and vibrant. As I described in our Playdate retrospective published last week, browsing the device's itch.io page feels like "hanging out in a friendly underground clubhouse populated by crank-obsessed video game freaks." But, like, in a great way.

Playdate supports games from new and veteran developers, and some of its most notable titles include Mars After Midnight by Lucas Pope, Crankin’s Time Travel Adventure from Keita Takahashi’s studio uvula and Zipper by Bennett Foddy. Some of my personal favorites include Root Bear, Spellcorked, Word Trip, Chopter Copter and Pocket Pets.

This is the first time Panic has publicly shared data about Playdate game sales or its revenue-share model. The 25 percent cut that Panic takes is less than the standard set by Steam, which gets 30 percent of most game sales, but it's more than split on the Epic Games Store, which reserves 12 percent for Epic.

Playdate costs $199 and there's an optional teal cover available for $30. Panic has also been teasing the Stereo Dock — an adorable Playdate charging station, Bluetooth speaker and pen holder — for more than two years, but the accessory is still "coming soon." There's no word on a price or release window for the Stereo Dock, but Playdate Project Lead Greg Maletic recently told Engadget to expect an update in the coming months.

"We apologize to everyone with a Playdate who has been waiting patiently for the Stereo Dock; it’s been a trickier project than we anticipated and we had a few false starts," Maletic said. "We thought we'd save some time on that project by having our factory do the software for the Stereo Dock, but we've learned that you don't always necessarily want that in some cases. The Stereo Dock is very much alive, we have the physical prototypes to prove it! We expect to have a formal update on when you can buy one later this year."

Playdate Stereo Dock
Panic

More than 70,000 Playdates have been sold in the past two years and a little more than half of all owners have purchased a Catalog game, according to Panic.

This article originally appeared on Engadget at https://www.engadget.com/playdate-developers-have-made-more-than-500k-in-catalog-sales-120034296.html?src=rss

Playdate developers have made more than $500K in Catalog sales




The price of a monthly subscription to Tesla's (kind-of) self-driving software has just been cut in half. Tesla's Full Self Driving (Supervised) subscription now costs $99 per month, a reduction from the previous standard of $199. 

Tesla instituted the $199 monthly upgrade fee in 2021, back when its self-driving system was still in beta. It costs $12,000 to add Full Self Driving (Supervised) — full name, every time — to a Tesla outright, so at the current rate, it'll take 10 years for the subscription to lose its value. As far as installment plans go, this one seems like a solid deal. To be fair, so was the $199 rate, which gave (self-)drivers five years before hitting $12,000 in fees.

Tesla is doing what it can to make its EVs (and its stock) more attractive following a rough financial quarter to kick off 2024. For the first time since 2020, Tesla EV shipments fell year-over-year and they dipped significantly compared with the previous quarter. In the first months of 2024, Tesla deliveries were down eight percent yearly and down 20 percent over the final quarter of 2023. Analysts expected Tesla to ship 449,080 EVs in Q1 2024, but it delivered just 386,810.

The company offered a free trial of Full Self Driving (Supervised), which does not make the vehicle autonomous, to Tesla drivers at the end of 2023, seemingly in an attempt to boost its bottom line before reporting came due. As of March 2024, Tesla salespeople in North America are required to demonstrate Full Self Driving (Supervised) to anyone buying a vehicle. The prices of all Model Y vehicles also rose by $1,000 on April 1.

Tesla hasn't shared shipment numbers for the Cybertruck, which started rolling out late last year. The company is preparing to release a "next-generation low-cost" EV in 2025. Probably.

This article originally appeared on Engadget at https://www.engadget.com/tesla-halves-the-price-of-its-full-self-driving-supervised-subscription-to-99-per-month-215321467.html?src=rss

Tesla halves the price of its Full Self Driving (Supervised) ...


Playdate, otherwise known as The Only Handheld That Actually Fits In My Tiny Hands, is almost perfect. It's a small yellow machine with a black-and-white screen and a crank on one side, and it's the home of fantastic, outlandish video games. The Playdate Catalog has more than 100 titles and there are hundreds more on sites like itch.io, created by new developers and established indies like Bennett Foddy, Lucas Pope and Keita Takahashi. Two years after its launch, Playdate is thriving. Panic, the company behind the device, said it's sold more than 70,000 units.

The one thing Playdate is missing is the Stereo Dock, a device that Panic announced back in 2021 and has been "coming soon" ever since. The Stereo Dock is a charging station, Bluetooth speaker, pen holder and stand for Playdate, and it looks like an adorable little tube TV when it's all put together. The Dock connects with Playdate magnetically and charges it wirelessly.

At least, it will do these things when it actually comes out. Playdate Project Lead Greg Maletic told Engadget that Panic is still working on the Stereo Dock, and the hold-up is due to unexpected issues in its factory pipeline. There should be an official update in the coming months. Here's what Maletic said:

"We apologize to everyone with a Playdate who has been waiting patiently for the Stereo Dock; it’s been a trickier project than we anticipated and we had a few false starts. We thought we'd save some time on that project by having our factory do the software for the Stereo Dock, but we've learned that you don't always necessarily want that in some cases. The Stereo Dock is very much alive, we have the physical prototypes to prove it! We expect to have a formal update on when you can buy one later this year."

This isn't the first delay in Playdate's history. Panic had to postpone the handheld's release in November 2021 because of a serious battery issue that forced the company to swap suppliers last minute. Playdate shipments started rolling out about four months behind schedule, in April 2022. It was well worth the wait, according to most reviewers.

It's been two years to the month since Playdate came out, and we just published a re-review looking at the platform's growth and how this cranky yellow square has become a hub for innovation in game development. Read that right here.

This article originally appeared on Engadget at https://www.engadget.com/the-playdate-stereo-dock-got-stuck-in-factory-limbo-but-its-still-coming-010517171.html?src=rss

The Playdate Stereo Dock got stuck in factory limbo, but ...



Playdate came out two years ago, and it’s still miniscule and yellow with a black-and-white screen and a delightful crank on its side. Today, the device has a built-in library of more than 100 titles, none of which are Call of Duty, Dark Souls, The Last of Us or any other big-budget, mainstream game — and this is precisely what makes it so damn charming. The community that’s sprung up around this palmheld is lively and creative, and scrolling through the Playdate tags on itch.io or github feels like hanging out in a friendly underground clubhouse populated by crank-obsessed video game freaks.

It’s less disturbing than it sounds, I promise.

For real though, Playdate has only gotten cuter and more relevant with age. Firewatch publisher Panic and hardware studio Teenage Engineering unveiled the device in February 2019, pitching it as a sub-$200 handheld with a monochromatic screen, a crank and seasonal drops of free games. Pre-orders for Playdate opened in July 2021 and the plan was for shipments to start by the end of that year. However, in November, Panic discovered a severe battery issue in its production line and the company was forced to swap suppliers and delay the release. Playdate officially landed in players’ hands in April 2022, and overall, reviewers found that it was entirely worth the wait.

Playdate
Panic

Playdate shipped with 4GB of flash storage and 24 free games, including Crankin’s Time Travel Adventure from Keita Takahashi’s studio uvula and Zipper by Bennett Foddy. Playdate has always supported sideloading, too, meaning it’s easy to get titles from itch.io and other distribution sites on the device. In March 2023, Playdate’s Catalog went live, offering a curated selection of 16 games for purchase. Panic also upped the price of Playdate from $179 to $199 at this time, citing rising manufacturing costs.

Today, Panic has sold roughly 70,000 Playdates and its Catalog features over 100 games, with more added regularly. Panic held a software showcase in February and the headliner was Mars After Midnight, a Playdate-exclusive project from Papers, Please and Return of the Obra Dinn creator Lucas Pope. Mars After Midnight came out on March 12, and Playdate had a big games sale that week, just like a grown-up storefront would.

Two years post-launch, it’s clear that there’s no single formula for a Playdate game. Chopter Copter, for instance, turns the Playdate on its side and uses the crank as a helicopter-style rotor, spinning the propeller cap on a demon trapped in a gothic tower. Cranking controls this horned dude as he slices through flying enemies, leaving bits of meat and bone to fall out of the narrow frame. And then there are titles like Word Trip, a simple yet addictive letter-shifting game that I would recommend to all Wordle fans. Playdate supports first-person shooters, detective mysteries, bullet hells, shoot-em-ups, puzzle games, RPGs, pocket pets, rhythm situations, action-adventures, racing sims and all manner of subgenres, including some that have been invented just for the platform.

Root Bear
Root Bear by TEAM ROOT

Across Playdate’s UI and games, the crank transforms into hundreds of different tools. There are the standard iterations like crank to scroll and crank to buy, but there’s also crank to pour a drink, crank to fly, crank to fish, crank to spin a record, crank to build a city, crank to control time, crank to crank, crank to survive. Literally every game on Playdate reveals a new use case for the crank or helps demonstrate the absurd level of detail possible on a 400 x 240 1-bit display. Many games do both of these things — and Mars After Midnight is one of them.

As the creature in charge of a community room on a Martian colony, Mars After Midnight players crank open an observation window and identify the correct aliens for each session, while also providing snacks, cleaning up with two long tentacles and planning future support groups. Players use the crank to slam the room’s peephole open and shut, but the game also fully incorporates Playdate’s A and B buttons, D-pad and speaker, rolling out fresh mechanics at a steady pace. The game is populated by adorable, bumbling aliens and cartoonishly cute set pieces, and it even introduces an entire language.

Like the vast majority of Playdate games, Mars After Midnight doesn’t feel like a pared-down version of a bigger idea; it was simply meant to be a colorless, crank-powered experience.

Mars After Midnight
Mars After Midnight by Lucas Pope

I’ve encountered one consistent issue with Playdate, and it’s something that I didn’t think would be a huge problem when I first reviewed it in 2022. The lack of backlight in its display is noticeable and occasionally annoying, particularly in low-light spaces. I often find myself tilting the screen toward a nearby window or lamp, and the device is pretty much unplayable on a dark plane or bus, or without a light source after sunset. If you remember trying to play an original Game Boy at night in the backseat of your parents’ car, waiting for the street lights to flicker past the window at regular intervals, it’s a lot like that. There’s a tinge of nostalgia here, but it’s mostly just kinda frustrating.

Playdate’s biggest issue, however, might be the Stereo Dock. Panic unveiled the Stereo Dock in mid-2021 — it’s a truly adorable charging stand, Bluetooth speaker and pen holder that matches Playdate’s pleasant yellow hue. I’ve wanted to plop one on my desk since it was announced, but the Stereo Dock has been “coming soon” for two years now.

It really is still coming, Playdate Project Lead Greg Maletic told Engadget.

"We apologize to everyone with a Playdate who has been waiting patiently for the Stereo Dock; it’s been a trickier project than we anticipated and we had a few false starts,” Maletic said. “We thought we'd save some time on that project by having our factory do the software for the Stereo Dock, but we've learned that you don't always necessarily want that in some cases. The Stereo Dock is very much alive, we have the physical prototypes to prove it! We expect to have a formal update on when you can buy one later this year."

Playdate Stereo Dock
Panic

If the worst thing about Playdate is the fact that people can’t get enough of it, then it sounds like things are going well. The device hasn’t faced any widespread recalls or hardware issues, its storefront is growing, its development pipeline is ridiculously easy to enter, and people are still interested in buying it (and the Stereo Dock, one day).

With Playdate, Panic has created a new pocket of curious game enthusiasts, and it’s provided a platform for innovation that will ripple across all sectors of development. Playdate is a simple, small gaming machine with a single twist — a crank — and in its first two years on the market, it’s unearthed wells of creativity in the indie scene. By paring down the graphics and adding a new input method, Playdate changes the way we think about how games are played and made. As many of the industry’s most influential studios are trapped in a cycle of mass layoffs and regularly scheduled crunch, it’s a fantastic time to rethink what we’re all actually doing here. Playdate makes this process natural, accessible and entertaining.

Playdate
Panic

A device like Playdate doesn’t just happen. I wouldn’t be worried about revisiting this thing two years post-launch if it were too underpowered, overcomplicated or unserious, but this isn’t a funny gimmick from a company on a press tour. The sense of elegance, care and proper prioritization built into Playdate is what makes it a blank canvas for so many different styles of game development. Playdate is a little yellow inspiration machine; it’s a physical reset button for the entire industry. Actually, I guess it’s a reset crank.

Go on, turn it. It’s so much fun.

This article originally appeared on Engadget at https://www.engadget.com/playdate-revisited-two-years-with-the-little-yellow-inspiration-machine-125517060.html?src=rss

Playdate revisited: Two years with the little yellow inspiration machine


Vampire Survivors is preparing to invade a whole new platform. More than two years after breaking through the noise on Steam, Android, iOS and Xbox, Vampire Survivors is due to hit PlayStation 4 and PS5 in summer 2024. Yep, the summer that starts in just a few months. The PlayStation version will include all DLCs and latest updates.

Alongside the fresh platform announcement, Vampire Survivors is also getting a batch of crossover DLC on May 9. Vampire Survivors: Operation Guns brings Contra characters and weapons into the game with the mission statement, "The President’s cousin’s sister’s dog has been kidnapped by Red Falcon. Are you bad enough to come to the rescue?" We bet you are.

In classic Contra fashion, the characters added in Operation Guns will encourage min-maxing and stat manipulation, and there will be 11 new players total. The DLC adds 22 guns, a new stage and an old-school arcade difficulty curve. Its soundtrack has six songs that combine Contra jams with Vampire Survivors remixes.

Who said vampires don't like sunlight? With two big updates landing this spring and summer, it seems like Vampire Survivors enjoys the light just fine. Of course, that could be because there are no actual vampires in the game, just hordes of other monster types and hours of mindless, bloody entertainment.

This article originally appeared on Engadget at https://www.engadget.com/vampire-survivors-hits-playstation-this-summer-174515287.html?src=rss

Vampire Survivors hits PlayStation this summer