Razer Made a Soundbar That Tracks Your Head To Optimize Sound

The popular gaming tech company just announced the Leviathan V2 Pro at CES 2023, the latest addition to its existing range of soundbars designed to provide compact, low-profile audio for PC gamers. The Verge reports: Created in partnership with THX and Audioscenic, Razer claims that the Leviathan V2 Pro can envelop a user with “3D audio” by combining beamforming surround sound with head-tracking AI technology. A built-in IR camera can detect the user’s position, allowing the soundbar to optimize sound by adapting the audio beams to the listener’s position in real time. There are two modes available for the 3D audio feature: THX Spatial Audio Virtual Headset for stereo content that allegedly mimics positional audio typically found in headsets and THX Spatial Audio Virtual Speakers for multi-channel audio that fills a room like a home theatre system. Given this is a Razer product, it also comes with customizable Chroma RGB lighting effects across 30 different lighting zones — dwarfing the 18 zones you get on the standard Leviathan V2 soundbar.

The Razer Leviathan V2 Pro also comes with a subwoofer to enhance bass. A dedicated 3.5mm input for the subwoofer is included on the rear of the soundbar, alongside a second 3.5mm port for headphones, a power adapter port, and a single USB-C port to connect to your PC. The Leviathan V2 Pro also supports Bluetooth 5.0 if you want to wirelessly connect it to your computer or mobile device. Interesting features and funky lighting aside, pricing is going to be the hardest sell for the Leviathan V2 Pro. Starting at $399.99, it’s considerably more expensive than both the standard Leviathan V2 ($249.99) and Leviathan V2 X ($99.99), but you do at least get more ports with this latest model. The Leviathan V2 Pro will be available to buy from February 2023 (if you have deep enough pockets for the purchase).

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EA Announces Kernel-Level Anti-Cheat System For PC Games

Electronics Arts (EA) is launching a new kernel-level anti-cheat system that’s been developed in-house to protect its games from tampering and cheaters. It’ll debut first in FIFA 23 but not all of its games will implement the system. The Verge reports: Kernel-level anti-cheat systems have drawn criticism from privacy and security advocates, as the drivers these systems use are complex and run at such a high level that if there are security issues, then developers have to be very quick to address them. EA says kernel-level protection is “absolutely vital” for competitive games like FIFA 23, as existing cheats operate in the kernel space, so games running in regular user mode can’t detect that tampering or cheating is occurring. “Unfortunately, the last few years have seen a large increase in cheats and cheat techniques operating in kernel-mode, so the only reliable way to detect and block these is to have our anti-cheat operate there as well,” explains [Elise Murphy, senior director of game security and anti-cheat at EA].

EA’s anti-cheat system will run at the kernel level and only runs when a game with EAAC protection is running. EA says its anti-cheat processes shut down once a game does and that the anti-cheat will be limited to what data it collects on a system. “EAAC does not gather any information about your browsing history, applications that are not connected to EA games, or anything that is not directly related to anti-cheat protection,” says Murphy.

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Twitch Founder Justin Kan: Web3 Games Don’t Need To Lure Players With Profit

An anonymous reader quotes a report from TechCrunch: Top crypto VCs are constantly touting the potential of video games as one of the most compelling use cases for blockchain technology. […] TechCrunch talked to Justin Kan, co-founder of Twitch and more recently, Solana-based gaming NFT marketplace Fractal, to get his thoughts on what it will take for this subsector of web3 to live up to the hype. Kan said that web3 gaming has a long way to go — while there are about 3 billion gamers in the world, including those who play mobile games, he noted, far fewer have bought or interacted with any sort of blockchain-based gaming asset. Kan sees this gap as an opportunity for blockchain technology to fundamentally change how video game studios operate. “I think the idea of creating digital assets, and then taxing everyone for all the transactions around them is a good model,” Kan said.

In some ways, web3 gaming was been built in response to the success of games such as Fortnite that were able to unlock a lucrative monetization path for gaming studios through micro-transactions from users buying custom items such as outfits and weapons. Web3 game developers hope to take that vision a step further by enabling players to take those custom digital assets between different games, turning gaming into an interoperable, immersive ecosystem, Kan explained. Kan has made around 10 angel investments in web3 gaming startups, including in the studio behind NFT-based shooter game BR1: Infinite Royale, he said. Still, he admitted that building this interoperable ecosystem, which he sees as the future of video games overall, doesn’t technically require blockchain technology at all. “Blockchain is just the way that it’s going to happen, I think, because there’s a lot of cultural momentum around people equating blockchain with openness and trusting things that are decentralized on the blockchain.”

[T]he appeal of an open gaming ecosystem is more about the principle of the matter than it is about making a living. “I actually think that people equate NFTs and games with this play-to-earn model where people are making money and doing their job [by gaming], and I think that’s completely unnecessary,” Kan said. “Having digital assets in your game can work and be valuable, even if nobody is making money and there’s no speculative appreciation or price appreciation on your assets,” he added. It’s common for popular games to attract new development on top of their existing intellectual property. Kan shared the example of Counter-Strike: Global Offensive (CSGO), a video game in which custom “skins” have sold for as much as $150,000 each. “I funded a company that builds on top of the CSGO skins,” he said. “CSGO changed the rules about what was allowed and actually confiscated over a million dollars just from this company — so yeah, I don’t want to build on top of these non-open platforms anymore.” “Kan sees blockchain-based games as just a ‘more economically immersive’ version of the marketplaces that already exist in video games,” adds TechCrunch. “He doesn’t think users will flock to blockchain gaming just to make money, though.”

“I think that web3 games are just being more open and saying, instead of this being a black market, we’re going to make this a real market and people’s economic participation is going to vary to different levels. There’s gonna be people who only play the game and never buy things with money. There’s gonna be some people who are making some side money because they’re really good at the game, and they’re getting some things in the game they’re selling [or trading].”

He added: “In order for this market to actually be big, it’s going to require normal people who want to play games for fun to play these games. That doesn’t exist yet. I think most of the market today is people who are crypto-native.”

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Goodbye Zachtronics, Developers of Very Cool Video Games

An anonymous reader quotes a report from Kotaku: On July 5, Zachtronics will be releasing Last Call BBS, a collection of stylish little puzzle games wrapped up in a retro PC gaming vibe. After 11 years in business (and even longer outside of commercial releases), a time which has seen the studio develop a cult following almost unrivaled in indie gaming, it will be the last new game Zachtronics will ever release. We spoke to founder Zach Barth to find out why.

Named for founder Zach Barth, Zachtronics has spent most of those 11 years specializing in puzzle games (or variations on the theme). And pretty much every single one of them has been great (or at least interesting). […] The result has been a succession of games that may not have been to everyone’s tastes, but for those with whom they resonated, it was their shit. It’s not hard seeing why: most of Zachtronics’ games involved challenging puzzles, but also a deeply cool and interesting presentation surrounding them, such as the grimy hacker aesthetic of Exapunks, or the Advance Wars-like Mobius Front 83. Given those initial and superficial differences, it can sometimes be hard pinpointing exactly what makes a game so clearly a Zachtronics joint, but like love and art, when you see it you just know it.

So it’s sad, but also awesome in its own way, that 2022 will see the end of Zachtronics. Not because their publisher shuttered them, or because their venture capital funding ran out, or because Activision made them work on Call of Duty, or any other number of reasons (bankruptcy! scandal!) game developers usually close their doors. No, Zachtronics is closing because…they want to. “We’re wrapping things up!” Barth tells Kotaku’s Luke Plunkett. “Zachtronics will release Last Call BBS next month. We’re also working on a long-awaited solitaire collection that we’re hoping to have out by the end of the year. After that, the team will disband. We all have different ideas, interests, tolerances for risk, and so on, so we’re still figuring out what we want to do next.”

“We felt it was time for a change. This might sound weird, but while we got very good at making ‘Zachtronics games’ over the last twelve years, it was hard for us to make anything else. We were fortunate enough to carve out a special niche, and I’m thankful that we’ve been able to occupy it and survive in it, but it also kept us locked into doing something we didn’t feel like doing forever.”

Last Call BBS will be released on July 5 on Steam. You can view the trailer here.

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Valve’s Steam Deck Makes a Brilliant Case Against Walled Gardens

“Unlike practically every major game console that’s come before it, the Steam Deck, from PC gaming giant Valve, doesn’t lock users into one ecosystem,” writes Fast Company’s Jared Newman. “While Valve’s own Steam store is the default way to buy and play games, the Steam Deck also lets users install whatever software they want on the device’s Linux-based operating system. The experience has been liberating…” From the report: In recent weeks, I’ve gorged on weird indie creations from itch.io, classic games from GOG.com, and free games from the Epic Games Store. I’ve used Plexamp to stream my personal music collection in place of in-game soundtracks, and I’ve used Vivaldi to browse the web in the Steam Deck’s desktop mode. You don’t have to use your Steam Deck this way, but just being knowing that it’s an option makes the device more capable and personal. The tech industry is filled with companies that seem deathly afraid of this model, either because they don’t trust their users or don’t want to risk weakening their own ecosystems. By taking the opposite approach, Valve is proving that open platforms aren’t so catastrophic, and it elevates the Steam Deck from yet another gadget into the most exciting consumer electronics device in years. […]

Valve could have easily used the Steam Deck to lock players into its own ecosystem. It could have opted not to include a desktop mode and withheld instructions on how to lift its read-only restrictions. It could have discouraged users from installing different operating systems and made its recovery tools unavailable to the public. Console makers have long insisted that such restrictions are necessary for the good of their platforms. In 2020, for instance, Microsoft argued that because console makers sell their hardware at or below cost to create a market for their software, they shouldn’t have to accommodate third-party app stores or sideloading.

Similar arguments have spilled out into the broader mobile app business as well. In response to a lawsuit from Epic Games, Apple has claimed that its investments in the App Store wouldn’t be feasible if it couldn’t force developers to use its in-app purchase mechanisms. Some defenders of Apple’s viewpoint, such as Daring Fireball’s John Gruber, have argued that iOS is more like a game console than a PC platform. So, it’s all the more remarkable that Valve ignored all this hand-wringing and made the Steam Deck a haven for tinkerers. Instead of trying to shut out competitors, the company is betting that its own store will prevail on quality. If the Steam Deck successful — as it appears to be so far — it could upend years of conventional wisdom around walled gardens and become a threat to other consoles in more ways than one.

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