Security

  • The online alcohol retailer Drizly was hit by a data breach this week, with as many as 2.5M accounts compromised
    • Information taken includes email address, date of birth, hashed passwords, and in some cases even delivery addresses
    • Data obtained by TechCrunch also included phone numbers, IP address, and location data associated with billing information
    • Though the company said that no financial data was taken, a listing on a dark web marketplace claims to be selling a hacked Drizly account including a valid credit card
      • This may not have been part of the same breach though, as the listing is from February and according to haveibeenpwned.com the hack occurred on July 2nd
    • Quick reminder, don’t re-use your passwords and if you have an account on Drizly it’s time to change it

Free games

  • Epic Games

    • 20XX

      • 2016
      • Mega Man X inspired roguelike action platformer that you can play with a friend on the couch or online
    • Barony

      • 2015
      • First person roguelike RPG with optional cooperative play and graphics that are kind of like Doom meets Minecraft, it’s described as a love-note to classics like System Shock and Daggerfall
    • Superbrothers: Sword & Sworcery

      • 2012
      • Indie exploratory action-adventure featuring an award-winning soundtrack by Jim Guthrie, that has you traversing a mythic realm, use a sword to do battle, and evoke sworcery to solve musical mysteries
  • Xbone

    • Dunk Lords

      • 2020
      • 2-on-2 basketball beat ’em up with over the top special moves, unique attacks, and abilities
    • Portal Knights

      • 2016
      • Indie RPG in a multiplayer sandbox where you can explore and build, craft items, and go adventuring
    • Override: Mech City Brawl

      • 2018
      • 3D mech brawler featuring giant robots, local and online versus modes, 4-player Voltron-style combat, and a single player campaign
    • MX Unleashed

      • 2004
      • Motocross racing game that has you racing to the finish while performing crazy stunts
    • Red Faction II

      • First person shooter based on a Mars where humankind is ruled by an evil dictatorship and only your group of elite soldiers can stand in its way
  • PS4

    • Fall Guys: Ultimate Knockout

      • 2020
      • Cute MMO party game with up to 60 players in a delightful free-for-all struggle through rounds of escalating chaos
    • Call of Duty: Modern Warfare 2 Campaign Remastered

      • 2020
      • The campaign from 2009’s first person military shooter Modern Warfare 2 fully remastered with improved textures, animations, lighting, and more

iOS 14’s new security features continue to catch bad apps in the act

  • The latest culprit is Instagram, who thanks to a new indicator introduced in the upcoming software’s beta was caught using peoples’ cameras while they were just scrolling through the feed
  • According to Instagram in a statement to The Verge, they only access the camera when you tell them to, and this is a bug in the new iOS saying things are using the camera when they aren’t
    • While this is a beta piece of software, I’d tend to believe that the Facebook-owned company is getting caught in some shenanigans a lot more easily than that there’s a weirdly targeted bug saying that this one app is using your camera
  • One theory on reddit is that they keep your camera active in the background to remove the usual initialization delay when you first open it, so you’re ready to take pictures immediately, but I for one am not as inclined to give Facebook that kind of benefit of the doubt
    • And even if that was the case, then they’re still lying about this being a bug AND they’re purposefully killing your battery that much faster for a tiny bit of convenience
  • Either way, Instagram says they’ll work on fixing this “bug” in a future update

On July 27th, every player nuke was disarmed on the PS3 version of Metal Gear Solid 5, officially earning everyone on the platform a special cutscene that many believed would never been seen legitimately

  • in MGSV you run a private military corporation and are given the option to build nuclear weapons, which in a not-so-surpisingly true to reality situation many did to at least have them as a deterrent
  • This was triggered by a bug on PC a few years back where people actually had so many nukes that the counter glitched out and flipped back to zero, but the 5 year old game apparently still had a group of people dedicated to invading player bases and disarming or destroying any nukes that were left in the game
  • Unfortunately other platforms like PC may never see this happen, as some players have used hacks or exploits to do things like make other players’ games crash when they invade

Google’s taking heat in Australia over data privacy, with the country’s competition regulator accusing them of misleading users

  • The issue here is Google’s 2016 move to combine personal info in Google accounts with browsing activities on non-Google websites, which the Australian Competition and Consumer Commission says they didn’t get explicit permission to do
    • Part of the change saw Google’s privacy policy lose a statement that it wouldn’t combine advertising cookies with personal information, and replace it with one saying that “Depending on your account settings, your activity on other sites and apps may be associated with your personal information in order to improve Google services.”
  • The complaint says that linking that data together provided Google with extreme market power and was worth a lot of money, but was achieved through misleading behaviour
  • Google argues that the change was optional and that they fully intend to defend their actions
  • But the regulator believes that Google didn’t sufficiently inform consumers about what it sought to do, including information about activity on sites not actually related to Google, and is seeking a fine “in the millions”
  • For anyone more local that might be worried, you can check your settings at adssettings.google.com

Google’s announced the launch of a new Google One app for iOS, designed to let users store photos, videos, contacts, and calendars for backups

  • You can use the free 15GB of storage that comes with your Gmail accounts, or upgrade to a Google One membership for additional storage and the ability to share it with family
  • It pretty closely mirrors Apple’s iCloud offerings, but is an alternative for people using iPhones but still deep in the Google ecosystem

This Week In Gaming History:

July 25 – 2004 – I Have No Tomatoes – Windows/Linux

  • Strange name so I needed to bring it up
  • I Have No Tomatoes is a Bomberman-styled game set on an isometric playfield. The player’s goal is to kill as many enemy tomatoes as possible across ten levels, each of them 60 seconds long.

July 26 – 2010 – Gorillaz: Escape to Plastic Beach – iPhone

  • Gorillaz: Escape to Plastic Beach is a game based on Gorillaz, an English virtual band created by musician Damon Albarn and artist Jamie Hewlett.
  • It consists of four animated members: 2-D (lead vocals, keyboards), Murdoc Niccals (bass guitar), Noodle (guitar, keyboards) and Russel Hobbs (drums and percussion). Their debut album sold 7 million copies in 2001 and was accompanied by animated music videos. The band later even went on tour with projected video and later virtual characters on stage. This game was made as a promotion for their third music album, Plastic Beach, released in 2010.
  • The final chapter of the game includes an MP3 download of the band’s single ‘Superfast Jellyfish’ featuring De La Soul and Gruff Rhys from Super Furry Animals.
    • Super Fast Jellyfish is a song I chose to put on out PS2J Spotify Playlist

July 27 – 2010 – StarCraft II: Wings of Liberty – PC/Mac

  • The much anticipated followup to the real time strategy juggernaut.
  • Fans waited 12 years for Star Craft 2
  • This game is now a decade old and has over a million hours watched and 2300 broadcasters on Twitch, in this past week.

July 28 – 2004 – Electronic Arts acquires Criterion Software

  • Electronic Arts, Inc. – The company acquires Criterion, the studio responsible for the successful Burnout series and, most importantly, the RenderWare engine used by a great number of developers and many AAA titles. EA bought the studio from Canon Europe.
  • Criterion’s latest title of note, is Star Wars: Jedi – Fallen Order

July 29 – 2003 – Mario Golf: Toadstool Tour – Gamecube

  • The follow up to the N64 Release, I was very surprised to find that this was the last Mario Golf title for home console
  • The last golf game was made for 3DS and released May 1st, 2014
  • I find it strange as golf can be easily emulated with a Wii-mote or Joy-Con

July 30 – 1975 – Black Jack – Altair 8800

  • I like to find older game for the weekly list, and wanted to know what the Altair 8800 was
  • Wikipedia says: The Altair 8800 is a microcomputer designed in 1974 by MITS and based on the Intel 8080 CPU. Interest grew quickly after it was featured on the cover of the January 1975 issues and was sold by mail order through advertisements there In Radio-Electronics, and in other hobbyist magazines
  • It looks more like a lit switchboard than a computer

July 31 – 1996 – Virtua Fighter: Kids – SEGA Saturn

  • Virtua Fighter Kids is a modified version of Virtua Fighter 2 for the Sega Saturn. All characters were left the same, but the difference is that they are no longer adults but kids with traditional anime huge heads and short arms and legs.
  • A variety of new features has been added to increase the gameplay such as the ability to program specified moves for each character or new endings.
  • Its something that new generations will not have to deal with, a bit of a spin on a new game for a full game price. Makes me happy for DLC and updates.

Josh bought Clubhouse 51 Games for Nintendo

  • I learned a few board games I am interested in getting physical copies of
    • Hare and Hounds
    • Shogi
    • Backgammon
    • Mancala
  • Learned a few card games popular in Japan too!
    • For 2 players:
      • Speed
      • Pig’s Tail
      • Takoyaki
    • For 4 players:
      • Sevens
      • President
  • Some games feel phoned in
    • Toy Tennis
    • Toy Soccer
    • Toy Curling
    • Toy Boxing
    • Toy Baseball
  • And there is also Hanafuda
    • A complex card game, I’m sort of unwilling to learn even on this game
    • Hanafuda are Japanese playing cards that are used to play a variety of games. Hanafuda translates to “flower cards”. The name also refers to games played with the cards.
  • Cool features I’d like to try
    • There is the option for TV and Switch out with the kickstand standing it up, or laying down and players can use the touch screen
    • As well as a Mosaic Mode, there Switch consoles can be laid on a table and up against each other to extend the game past the limit of one screen. A mosaic of consoles
    • And there is a Clubhouse Games Guest Pass
      • Your friends can download this for free and play with you, without getting the full game for themselves.

Tidbits

  • Paramount has announced Sonic The Hedgehog 2 to be released April 8th, 2022
    • Confirmed by Ben Schwartz, the voice of Sonic
  • Animal Crossing bug that removed camera user interface, is now put into the game!
  • After offering more movies online while theatres were closed, Universal has set up a new deal to shorten theatrical windows from 75 days to 17
    • That means that just over two weeks after a movie comes to theatres you could buy or rent it digitally on iTunes or other online platforms
  • Spotify has launched their new Group Session feature for all premium subscribers, allowing people to listen to music and podcasts together long-distance
    • Groups of two to five people can simultaneously stream audio by sharing a Join link over messaging apps or social media
    • Once you’re in everyone can play, pause, skip, and queue up tracks for a full listening party
  • In a now-familiar turn of events, the 2021 Consumer Electronics Show has been announced as an all-digital event running from January 6-9
    • Even after borders reopen and restrictions are lifted, I can see a lot more digital events going forward just because of accessibility and budget advantages
  • Thanks to a leak via Doritos promotional material, we now know that the Activision project code named The Red Door is Call of Duty Black Ops Cold War
  • KFC is partnering with bioprinting companies in Russia to create 3D-printed chicken nuggets
    • The process uses chicken cells and plant material to reproduce the taste and texture of real meat “almost without involving animals in the process”, according to a press release
    • KFC plans to hit final testing this fall in Moscow

 

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And thanks to all our ‘fanily’ that support us.
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Free Games

  • Microsoft

    • Batman: The Enemy Within

      • 2017
      • Episodic adventure game in classic Telltale Games fashion, and a sequel to 2016’s Batman: The Telltale Series, it features the usual branching narrative and choices carrying over from the previous title
    • Shantae: Half-Genie Hero

      • 2016
      • The fourth game in the Shantae series, and the first full HD title, it’s a cute platformer with metroidvania elements that has you transforming into different animals to access new areas
    • Castlevania: Lords of Shadow 2

      • 2014
      • An action-adventure sequel to the 2010 Castlevania: Lords of Shadow, you play a weakened Dracula on a quest through medieval and modern worlds to defeat Satan
    • Sonic Generations

      • 2011
      • Produced for the 20th anniversary of Sonic the Hedgehog, and featuring both classic sidescrolling and full 3D levels, it follows Sonic and Tails as they team up with their past selves to stop an evil entity from erasing time itself
  • Sony

    • Shadow of the Colossus

      • 2018 remake of the 2005 PS2 game
      • Beautiful action-adventure game that has you exploring a vast expanse on horseback to defeat the 16 colossi to restore the life of a girl, it’s minimalist in that there are no towns to explore, characters to interact with, or enemies to defeat other than the colossi
    • Sonic Forces

      • 2017
      • Platformer published for Sonic’s 25th anniversary, it features both classic side-scrolling and modern 3D Sonic gameplay, as well as a mode featuring custom characters inspired by fanart over the years
      • This one caught some flack for being released after the success of Sonic Mania
  • Epic

    • InnerSpace

      • 2018
      • Adventure game inspired by Journey and Grow Home that has you soaring through the sky and diving into the ocean in search of the ancient gods of the Inverse, a realm of inside-out planets

Google’s strange stance on the ToTok messaging app malware is making a lot of people suspicious

  • ToTok first hit as a popular social messaging app receiving millions of downloads from the Play and App Stores combined, with the iOS app alone having more than 32,000 reviews
  • Then late last year both Google and Apple removed the app from their app stores after US intelligence officials found it was a tool for spying by the United Arab Emirates government
    • They told the New York times that the UAE was trying to track “every conversation, movement, relationship, appointment, sound, and image of those who install it on their phones.”
    • An independent analysis of the iOS and macOS apps confirmed that, if you gave it permission to access your contacts, it did in fact collect entire address books and send them back to head office
    • Not to mention the fact that all in-app communications would be readily accessible to the developers if they so choose
  • Then a week later, Google put it right back with no explanation
  • And then this week they removed it from the Play Store a second time, again with no explanation
  • Finally, over the last few days Google’s Play Protect app scanning service started showing the warning “This app tries to spy on your personal data, such as SMS messages, photos, audio recordings, or call history. Even if you have heard of this app or the app developer, this version of the app could harm your device.”
    • The message then gives you two options, either Uninstall or Keep App (Unsafe)
  • That back-and-forth, especially with them not telling users exactly what they know about the app, has people scratching their heads
    • Some are even speculating there may have been some insider on the app approval team that tried to sneak it back in

Slickwraps customers were treated some conflicting information about their privacy this week, but the bullet point here is that the company has been breached

  • Earlier this week the whitehat hacker and cybersecurity consultant known as Lynx posted a full breakdown of exactly how they hacked Slickwraps’ website and, by extension, their internal systems
    • Basically it looks like the case customization feature, that lets you upload a photo to make a custom decal, allowed users to upload any file to any location on the webserver
    • That allowed access to the full contents of the server, including employee resumes and 9GB of customer photos (which, of course, included nudes)
    • From there Lynx got into configuration files, leading to their entire database including customer addresses, emails, phone numbers, and transaction histories
      • As a bonus they also got access to Slickwraps’ admin accounts and credentials for their payment partners, admin accounts, social media, and help desk
    • Basically, at this point Lynx owned Slickwraps’ entire digital infrastructure
    • Now you might ask, why did they post this info publicly? Well apparently they tried to contact support subtly on Twitter, directly through the support portal, and then no subtly by adding a page to their website saying “Lynx was here” and tweeting it to their support account
      • The company’s response, apparently, was to block Lynx on Twitter and, according to Lync, try to erase the data breach from their logs and reset passwords, even reinstalling their whole eCommerce platform, without actually closing the hole in their security
    • Days afterward they continued to ignore Lynx, even after other unscrupulous activity could be seen going on as other hackers caught wind of the vulnerability
    • Eventually the company messaged Lynx asking if they were looking for a bounty. Lynx replied, saying they didn’t want anything but for Slickwraps to notify their users of the breach as they’re required to do as part of European data privacy laws, which they were already in breach of since it took them so long after first contact to do anything
      • Then things got a little dark, with Lynx threatening that if Slickwraps didn’t contact customers they would do it themselves and potentially leak the entire database of information
      • The response? “Why are you doing this?”, followed up by “Are you able to help?” and “We are just the social team, btw and done via a 3rd party”
      • So Lynx did what they perhaps should have done in the first place- they found the CEO’s email in the Slickwraps database and emailed him, telling him to check the messages
      • Shortly afterward, Lynx was once more blocked. So days after first contact they gave up and published their findings
  • Eventually Slickwraps did sent out a notification on February 21st, 6 days after the initial hack, saying “On February 22nd, we discovered information in some of our non-production databases was mistakenly made public via an exploit. During this time, the databases were accessed by an unauthorized party.” and claiming to have closed the databases in question
    • The timeline here is a little suspect, as well as the claim that it was non-production databases accessed rather than their entire infrastructure
    • It was also sent to a lot fewer users than were actually exposed- other whitehats sent out emails to the entire database details what happened, including each customer’s name and physical address as evidence, and there are many reports online of people receiving this email and not the official one
  • There’s also the fact that at this point, depending on how far Slickwraps has come in actually addressing the issue, I would avoid their website since who knows what malware or other surprises people have snuck into place
  • But there is good news here- no passwords or financial data were leaked, and if you checked out as Guest instead of creating an account you’re completely safe
  • People that have been affected will need to be on the lookout for more targeted phishing attacks though, as a lot of identifying information is out in the wild now
  • If you want to see if you’re affected you can punch your email address into haveibeenpwned.com to see a list of data breaches that include your information

Having fun with MTG Commander again

  • Thanks to my friend Cam for inviting me to his MTG night
  • Cam helped pick out some mean cards for my Mogis Commander deck
    • Here are some Highlights:
    • Mogis, God of Slaughter
      • For reference my commander, when on the field causes my opponent to sacrifice a creature or take 2 damage every upkeep
    • Dictate of the Twin Gods, 5 mana Enchantment
      • If a source would deal damage to a permanent or player, it deals double dame to that permanent or player instead.
    • Painful Quandry, 5 mana Enchantment
      • Whenever an opponent casts a spell, that player loses 5 life unless he or she discards a card
    • Ob Nixilis, Unshackled, 6 mana Legendary Creature, 4/4
      • Flying, Trample
      • Whenever an opponent searches his or her library, that player sacrifices a creature and loses 10 life.
      • Whenever another creature dies, put a +1/+1 on this creature
    • God-Pharoh’s Statue, 6 mana Legendary Artifact
      • Spells your opponents cast cost 2 more to cast
      • At the beginning of your end step, each opponent loses 1 life
    • Hour of Devastation, 5 mana Sorcery
      • All creatures lose indestructible until end of turn.
      • Hour of Devastation deals 5 damage to each creature and non-Bolas planeswalker
    • Fraying Omnipotence, 5 mana Sorcery
      • Each player loses half their life, then discards half the cards in their hand, then sacrifices half the creatures they control.
      • Round up.
    • Dingus Staff, 4 mana Artifact
      • Whenever a creature is put into any graveyard from play, Dingus Staff deals 2 damage to that creatures contoller

Overwatch Experimental 1-3-2

  • There is a new tab when selecting your game called Experimental.
    • It is reserved for radically different tests, that are not meant to roll into the game, which is why they aren’t seen exclusively on the Public Test Realm.
  • The first is a test to change the dynamic of team play to have one tank, three damage and two support.
    • To make one tank more viable, here are the interesting changes made to the Tank Heroes.
  • D.Va

    • Health
      • Still 600, but adjusted to have 200 more armor
    • Defense Matrix
      • Lasts twice as long, now 4 seconds
    • Fusion Cannons, primary fire
      • Now only reduce movement speed by 30% instead of 50%
  • Orisa

    • Protective Barrier
      • Cooldown reduced from 10 seconds to 8
      • Barrier health increased to 900
  • Reinhardt

    • Health
      • Still 500, adjusted to have 100 more armor
    • Rocket Hammer, primary fire
      • Damage increased from 75 to 90
    • Barrier Field
      • Regeneration increased from 200 to 250 per second
  • Roadhog

    • Take A Breather
      • In addition to regular effect, leaves a cloud when used.
      • The cloud heals all allies for 25 health per second and provides 25% damage reduction
    • Chain Hook
      • Reduced from 8 to 6 seconds
    • Scrap Gun, primary fire
      • Damage per pellet reduced from 6 to 5 (150 damage per shot down to 125 damage)
    • Whole Hog
      • Cost increased by 15%
  • Sigma

    • Experimental Barrier
      • Regeneration rate increased from 120 to 200 per second
      • Barrier health increased from 900 to 1200
  • Winston

    • Health
      • Armor health pool increased from 100 to 200 (Total health is now 600)
    • Barrier Projector
      • Cooldown reduced from 13 seconds to 10 seconds
  • Zarya

    • Health and Energy
      • Shields health pool increased from 200 to 300. (Total health is now 500)
      • Maximum energy gain per barrier decreased from 40 to 30
    • Particle Cannon, primary fire
      • Maximum primary fire damage per second reduced from 170 to 140
    • Particle Cannon, secondary fire
      • Maximum secondary fire damage reduced from 95 to 80
    • Particle Barrier (Self)
      • Cooldown decreased from 10 seconds to 8 seconds
    • Particle Barrier (Ally)
      • Now creates barriers on all allies within 8 meters of your target
      • Duration increased from 2 seconds to 3 seconds

Tidbits

  • Apple’s taking some heat this week for their Mac Pro option that changes its solid feet to a set of wheels
    • The $400 upgrade doesn’t offer any way to lock the wheels, so while it could be decent on the floor it would be a terrible idea to put it on a table or desk
  • In a pretty confusing turn of events, the popular mobile game Plague Inc has been pulled from the iOS App Store in China because authorities say it “includes content that is illegal in China”
    • The strangest part is that it’s been available for years, so the best guess is that it has something to do with the COVID-19 coronavirus, but that still doesn’t really map
  • The United States FTC has announced that it’s sending out refund cheques to people who fell victim to tech support scams
    • The agency will be sending out a total of $1.7M, averaging $30 each, to users tricked into paying for fake tech support from companies like Click4Support
  • Samsung users got a surprise last week, receiving Find My Phone notifications that just said “1”
    • Apparently the alert was an accident- basically someone pressed a button they didn’t mean to and set out the mass notification during an internal test
    • Some users also noticed an odd spike in the app’s battery usage, with no explanation
  • Director Rian Johnson shared some interesting info in a Vanity Fair interview this week- Apple lets you use iPhone in movies, but the bad guys cannot have iPhones on camera

 

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Marvel Villainous – August 2020

Free Games

  • Epic Games

    • Faeria

      • 2017
      • A turn based collectible card strategy game that takes place on a dynamic hexagon-based board set in a fantasy universe
    • Assassin’s Creed Syndicate

      • 2015
      • The ninth instalment in the open world action adventure Assassin’s Creed series that introduced new traveling systems, and refined combat and stealth mechanics, it was seen as a large step forward after the previous game, Unity

Update: GeForce Now seems to have lost access to its library of Activision Blizzard games due to a misunderstanding

  • According to an investor conference call Stadia isn’t part of Blizzard’s Overwatch deal with Google after all, as we speculated last week
  • From the sounds of it there was some confusion about whether they had permission to continue offering them post-beta, and they do hope to negotiate a new agreement and get the games back online in the future

In a cautionary tale, a journalist for the Guardian was stranded this week when her internet-connected rental car lost connection

  • The car sharing service, Gig Car Share, is marketed as something you can just sign up for on your phone and instantly rent a car
  • Unfortunately when Kari Paul and her partner, on a long-weekend road trip outside of the city, decided to pull over and take a quick hike, they found that they could no longer start the car
    • A customer service rep told them that there was an issue with the car’s software that couldn’t be fixed because there wasn’t enough cell service for a reset that the vehicles require every few hours, so they needed to be towed- they had found a 40-mile stretch of highway with no cell service, and phone support couldn’t restart the car’s systems remotely
      • Initially they were just taken back into cell range and told to wait, but after another rep said they should sleep in the car and try again in the morning they gave up and paid out of pocket for a tow back to their bed and breakfast
  • Five hours, two tow trucks, and more than 20 calls to customer service later, they finally got the car to start again
    • Once they did get it going, the rep on the phone said “Can I give you one more piece of advice? Get the hell out of there – now.”
  • So what can be done? Well buried in the company’s website is mention of the Gig Card, an RFID card you can use to lock or unlock the cars in areas of poor cell service. It won’t prevent the software issue Kari saw, but it could help in other cases
    • The downside is that the cards are a little antithetical to Gig’s “sign up and go” idea- it takes two weeks to receive them, and there’s very little marketing to let people know about how necessary they could get on long drives
  • Ultimately she was refunded, given an additional credit, and she’s being sent a Gig Card for long trips in the future. And hopefully this story can help save others the same trouble she went though

The reviews are starting to come in for the new Motorola Razr, and they’re not looking good

  • The look and feel seem pretty cool, and they’ve definitely nailed the nostalgia factor
  • Unfortunately there are some pretty serious trade-offs involved, especially with the screen
    • First off it’s made of plastic, compared to Samsung’s Galaxy Z Flip which is using a similar form-factor with a folding glass screen, so that’s some tough timing
      • And because it’s a flexible plastic you can feel the dips and bumps of components underneath, instead of a solid surface as we’ve grown accustomed to with our phones
        • It’s even to the point where, in their Caring for the Razr video, they mention that bumps and lumps are normal
    • Input has also been seeing many issues with the device, having a large air bubble appear at the fold where the display seems to be peeling away from the lamination
      • After a week of use it looked like the flexible display stopped unfolding completely, even though the protective plastic front did, leaving a gap between the two along the hinge
      • The damage isn’t just cosmetic, either- there’s a strip of broken pixels where the screen started peeling away, and touch and taps are virtually unresponsive
      • Their theory is that it had something to do with temperature- the device was used in just below freezing temperatures and brought back into warm rooms a couple of times, so that could be something, but it’s not exactly unreasonable behaviour
        • Speaking of temperature, that’s also the theory behind an issue with the Samsung Galaxy Z Flip- one customer reported receiving the device, unpacking it, and flipping it open only to be treated to a loud cracking noise and a series of fractures in the glass along the hinge
      • Motorola responded to the story by saying they don’t recommend storing it in temperatures below -20C and above 60C, but in this case we’re talking about -1 so it should be covered under their standard warranty
    • It also seems to be the norm with these flexible displays that, even when they’re working perfectly they just can’t hit the same quality as their stationary brethren- everything looks washed out and dim compared to flagship Android and iOS devices
  • There are also reports of Motorola’s fancy hinge regularly having an embarrassingly obnoxious creaking noise, which they say is “intrinsic to the mechanical movement of the phone”
  • On top of that, the camera can be compared to phones that cost a fraction of the price years ago- it has a 16-megapixel sensor, but movement, shadow, or low light all seem to be too much for it. The Verge even had trouble getting it to focus on faces
  • The battery power has also been reported to be underwhelming, even with the midrange hardware running the phone
  • The $1500 device seems to be mainly defined by its gimmick, when all of its compromises are outshined by the just announced Moto G Power that goes for $250

We skipped the question for a Valentines theme segment, so picking up from a couple weeks ago…

If you’re life had a video game soundtrack, what game would it be from?

Anita B on Twitter
  • Bastion
Thanks for all the shares! But this question didn’t pan out to get many answers.

Josh really enjoyed the Sonic Movie

Josh is still hooked on Slay the Spire

Tidbits

  • The Witcher 3 on Nintendo Switch is getting a pretty slick update, adding new graphical options and cross-save support for the PC version
    • CD Projekt Red has confirmed to Polygon that they’ve added touch control support, save integration with GOG and Steam, more languages, and the ability to adjust video options like depth of field, anti-aliasing, motion blur, and chromatic aberration
    • Modders had actually already found a way to tweak those settings to increase The Witcher’s framerate on the Switch, so official support is a nice bonus
  • Apple was officially smacked down this week by the California Supreme Court in a bag search case, so they’re now forced to pay employees kept waiting for bag checks before they’re allowed to leave work
    • The case dates back to 2013, and had employees saying they were kept up to 45 minutes after their shifts, off the clock waiting for managers during busy times
  • Sonic the Hedgehog has officially achieved the biggest opening weekend of any video game movie, sitting at $57M in the US
    • The previous record holder, Detective Pikachu, only made $54M

We want to know,

If you could have any video game weapon Nerf’d, what would you like to see?

 

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Free games

  • Epic Games

    • The Messenger

      • 2018
      • As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount to his clan’s survival. What begins as a classic action platformer soon unravels into an expansive time-traveling adventure full of thrills, surprises, and humour.

Pokemon Sword and Shield are under fire ahead of their release this weekend because of weird limitations and broken promises

  • First up is the fact that even though new Pokemon are being introduced, bringing the total up over 1,000, they’ve actually removed many older ones from the game
    • For instance, Bulbasaur and Squirtle were cut but we’ve seen Charizard in trailers so far
    • Apparently the game’s producer, Junichi Masuda, worried that the new ones would be overshadowed by fan favourites, and that it would be too time-consuming to include all the different Pokemon
    • Many fans are disappointed though, because not being able to catch some is one thing but since they’re being completely excluded from the game you can’t even trade them forward
      • There are hardcore fans that complete the National Pokedex, owning every single Pokemon, in each game as it comes out. This is the first time that it won’t be possible
    • The worst part of this is that they said it would be too time-consuming to rebuild all the Pokemon from scratch, and they didn’t have the manpower to do all 800+ from the previous generations, but dataminers have confirmed that the character models are taken almost completely from the 3DS games
  • Not only have they removed Pokemon, but they’ve also removed some random moves (like Karate Chop and Hidden Power) so that even if a Pokemon is included in the game it can’t be traded forward if it knows one of them
  • Some are saying that if The Pokemon Company wanted to clear the way for the new generation, they should have just started with a clean slate and let this be its own isolated experience instead of picking and choosing which previous gen moves and monsters would be brought forward
  • And in one last strange little feature, the sound control settings are locked behind an optional item
    • There’s an NPC in one of the cities that gives you ‘Hi-tech Earbuds’, and unless you speak to them the options for changing Background Music, Sound Effects, and Pokemon Cries are not available in your settings screen.

Google has quietly partnered with Ascension, the USA’s second-largest health system, and gained access to medical records for tens of millions of Americans

  • In what they’ve code-named Project Nightingale, at least 150 Google employees have access to patient health info including diagnoses, test results, and hospital records, including names and birthdates
  • Both Google and Ascension say the project is compliant with federal health information privacy protections, but the more you spread this kind of thing around in the cloud the more vulnerable it’s going to be
    • Whether that’s actually the case remains to be seen, as after the Wall Street Journal broke the story the project is now under investigation by the Office for Civil Rights in the Department of Health and Human Services

Bringing more ammunition to the Delete Facebook bonfire, users have discovered that Facebook actively uses your iPhone’s camera while you’re scrolling through your timeline

  • It only works if you’ve granted the app permission to use your camera, so that’s something at least
  • Facebook has apparently confirmed the issue, calling it a bug, but say they have no evidence of photos or videos uploaded due to it

Many smartphone owners were surprised this week when they started receiving delayed text messages from Valentine’s Day this year

  • Apparently the glitch was due to the cross carrier messaging system, causing cell companies across north america to send or re-send random texts from that day
  • People reported everything from random messages, Valentines from exes, or even messages from people who have since died

Han Shot Last Video

Hazbin Hotel

Tidbits

  • Good news everyone, they seem to have fixed the crime against nature that was the live-action Sonic model
    • Instead of weirdly almost-human proportions, Sonic is back to his usual spindly limbs and big hands, feet, and head
  • Disney+ is here, and for $9 CAD/month or $90/year you can get access to decades of Disney-owned content along with new stuff like The Mandalorian and The World According to Jeff Goldblum
    • One thing of note is that the service brings us yet another re-edit of the Han Solo / Greedo interaction, removing the straight-on shot of the exploding dummy and making it look like Greedo shouted something right before being killed
    • I do really want to watch The Mandalorian though

Alan and Josh recommend Living With Yourself

 

Literally Misleading

Last Week:

Reddit User – Pyro4201990
8 men have to go and bring a coworker to see his mom.
Saving Private Ryan

This Week:

Reddit User – WyngZero
A goat teaches the progeny of incest to kill things effectively

 

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Sega released the Master System’s successor, the Mega Drive, in Japan on October 29, 1988, though the launch was overshadowed by Nintendo’s release of Super Mario Bros. 3 a week earlier. Positive coverage from magazines Famitsu and Beep! helped to establish a following, but Sega only managed to ship 400,000 units in the first year. The Mega Drive was unable to overtake the venerable Famicom and remained a distant third in Japan behind Nintendo’s Super Famicomand NEC’s PC Engine throughout the 16-bit era. Sega announced a North American release date for the system on January 9, 1989. At the time, Sega did not possess a North American sales and marketing organization, but ultimately decided to launch the console through its own Sega of America subsidiary, which launched later that year.
For the North American market, where the console was renamed “Sega Genesis”, former Atari executive and new Sega of America CEO Michael Katz instituted a two-part approach to build sales in the region. The first part involved a marketing campaign to challenge Nintendo head-on and emphasize the more arcade-like experience available on the Genesis, summarized by slogans including “Genesis does what Nintendon’t”. Since Nintendo owned the console rights to most arcade games of the time, the second part involved creating a library of instantly recognizable games which used the names and likenesses of celebrities and athletes. Nonetheless, it had a hard time overcoming Nintendo’s ubiquitous presence in consumers’ homes. Tasked by Nakayama to sell one million units within the first year, Katz and Sega of America managed to sell only 500,000 units.
While Sega was seeking a flagship series to compete with Nintendo’s Mario series along with a character to serve as a company mascot, Naoto Ohshima designed “a teal hedgehog with red shoes that he called Mr. Needlemouse.” This character won the contest and was renamed Sonic the Hedgehog, spawning one of the best-selling video game franchises in history. The gameplay of Sonic the Hedgehog originated with a tech demo created by Yuji Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka’s original prototype was a platform game that involved a fast-moving character rolling in a ball through a long winding tube, and this concept was subsequently fleshed out with Ohshima’s character design and levels conceived by designer Hirokazu Yasuhara. Sonic’s blue pigmentation was chosen to match Sega’s cobalt blue logo, and his shoes were a concept evolved from a design inspired by Michael Jackson’s boots with the addition of the color red, which was inspired by both Santa Claus and the contrast of those colors on Jackson’s 1987 album Bad; his personality was based on Bill Clinton’s “can do” attitude.
In mid-1990, Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the razor and blades business model, he developed a four-point plan: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue and expand the aggressive advertising campaigns, and replace the bundled game Altered Beast with a new game, Sonic the Hedgehog. The Japanese board of directors initially disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, “I hired you to make the decisions for Europe and the Americas, so go ahead and do it.” Magazines praised Sonic as one of the greatest games yet made, and Sega’s console finally became successful. In large part due to the popularity of Sonic the Hedgehog, the Sega Genesis outsold its main competitor, Nintendo’s SNES, in the United States nearly two to one during the 1991 holiday season. This success led to Sega having control of 65% of the 16-bit console market in January 1992, making it the first time Nintendo was not the console leader since December 1985.
To compete with Nintendo, Sega was more open to new types of games than its rival, but still tightly controlled the approval process for third-party games and charged high prices for cartridge manufacturing. Technicians from American third-party video game publisher Electronic Arts (EA) reverse engineered the Genesis in 1989, following nearly one year of negotiations with Sega in which EA requested a more liberal licensing agreement than was standard in the industry before releasing its games for the system. As a result, EA signed what founder Trip Hawkins described as “a very unusual and much more enlightened license agreement” with Sega in June 1990: “Among other things, we had the right to make as many titles as we wanted. We could approve our own titles … the royalty rates were a lot more reasonable. We also had more direct control over manufacturing.” The first Genesis version of EA’s John Madden Football arrived before the end of 1990, and became what EA creative officer Bing Gordon called a “killer app” for the system.
Sega was able to outsell Nintendo four Christmas seasons in a row due to the Genesis’ head start, a lower price point, and a larger library of games when compared to the Super Nintendo at its release. Sega’s advertising positioned the Genesis as the cooler console, and as its advertising evolved, the company coined the term “blast processing” to suggest that its processing capabilities were far greater than those of the SNES. According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market. However, according to a 2014 Wedbush Securities report based on revised NPD sales data, the SNES outsold the Genesis in the U.S. market.
After the release of the Sega Genesis in 1989, video game publisher Accolade began exploring options to release some of their PC games on the console. At the time, Sega had a licensing deal in place for third-party developers that increased the costs to the developer. According to Accolade co-founder Alan Miller, “One pays them between $10 and $15 per cartridge on top of the real hardware manufacturing costs, so it about doubles the cost of goods to the independent publisher.” To get around licensing, Accolade chose to seek an alternative way to bring their games to the Genesis. As a result of piracy in some countries and unlicensed development issues, Sega incorporated a technical protection mechanism into a new edition of the Genesis released in 1990, referred to as the Genesis III. This new variation of the Genesis included a code known as the Trademark Security System. Accolade successfully identified the TMSS file. It later added this file to the games HardBall!, Star Control, Mike Ditka Power Football, and Turrican. In response to the creation of these unlicensed games, Sega filed suit against Accolade in the United States District Court for the Northern District of California, on charges of trademark infringement, unfair competition, and copyright infringement. In response, Accolade filed a counterclaim for falsifying the source of its games by displaying the Sega trademark when the game was powered up. Despite winning an injunction in the initial district court case, as a result of Accolade’s appeal, the Ninth Circuit overturned the district court’s verdict and ruled that Accolade’s decompilation of the Sega software constituted fair use. Ultimately, Sega and Accolade settled the case on April 30, 1993. As a part of this settlement, Accolade became an official licensee of Sega, and later developed and released Barkley Shut Up and Jam! while under license. The terms of the licensing, including whether or not any special arrangements or discounts were made to Accolade, were not released to the public. The financial terms of the settlement were also not disclosed, although both companies agreed to pay their own legal costs.
In 1993, the American media began to focus on the mature content of certain video games. Games such as Night Trap for the Sega CD, an add-on, received unprecedented scrutiny. Issues about Night Trap were brought up in the United Kingdom, with former Sega of Europe development director Mike Brogan noting that “Night Trap got Sega an awful lot of publicity … it was also cited in UK Parliament for being classified as “15” due to its use of real actors.” This came at a time when Sega was capitalizing on its image as an edgy company with attitude, and this only reinforced that image. By far the year’s most controversial game was Midway’s Mortal Kombat, which we did back on PS2J 139,m ported to the Genesis and SNES by Acclaim. In response to public outcry over the game’s graphic violence, Nintendo decided to replace the blood in the game with “sweat” and the arcade’s gruesome “fatalities” with less violent finishing moves. Sega took a different approach, instituting America’s first video game ratings system, the Videogame Rating Council (VRC), for all its current systems. Ratings ranged from the family friendly GA rating to the more mature rating of MA-13, and the adults-only rating of MA-17. With the rating system in place, Sega released its version of Mortal Kombat, appearing to have removed all the blood and sweat effects and toning down the finishing moves even more than in the SNES version. However, all the arcade’s blood and uncensored finishing moves could be enabled by entering a “Blood Code”. This technicality allowed Sega to release the game with a relatively low MA-13 rating. Meanwhile, the tamer SNES version shipped without a rating. The Genesis version of Mortal Kombatwas well-received by gaming press, as well as fans, outselling the SNES version three- or four-to-one, while Nintendo was criticized for censoring the SNES version of the game. Executive vice president of Nintendo of America Howard Lincoln was quick to point out in United States congressional hearings in 1993 that Night Trap had no such rating. In response, Sega of America vice president Bill White showed a videotape of violent video games on the SNES and stressed the importance of rating video games. At the end of the hearing, Senator Joe Lieberman called for another hearing in February 1994 to check on progress toward a rating system for video game violence. Although experiencing increased sales, Sega decided to recall Night Trap and re-release it with revisions in 1994 due to the Congressional hearings. After the close of these hearings, video game manufacturers came together to establish the rating system that Lieberman had called for. Initially, Sega proposed the universal adoption of its system, but after objections by Nintendo and others, Sega took a role in forming a new one. This became the Entertainment Software Rating Board, an independent organization that received praise from Lieberman.
In 1990, Sega launched the Game Gear to compete against Nintendo’s Game Boy. The console had been designed as a portable version of the Master System, and featured more powerful systems than the Game Boy, including a full-color screen, in contrast to the monochromatic screen of its rival. Due to issues with its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling approximately 11 million units.
By 1991, compact discs had gained in popularity as a data storage device for music and software. PCs and video game companies had started to make use of this technology. NEC had been the first to include CD technology in a game console with the release of the TurboGrafx-CD add-on, and Nintendo was making plans to develop its own CD peripheral as well. Seeing the opportunity to gain an advantage over its rivals, Sega partnered with JVC to develop a CD-ROM add-on for the Genesis. Sega launched the Mega-CD in Japan on December 1, 1991, initially retailing at JP¥49,800. The CD add-on was launched in North America on October 15, 1992, as the Sega CD, with a retail price of US$299; it was released in Europe as the Mega-CD in 1993. In addition to greatly expanding the potential size of its games, this add-on unit upgraded the graphics and sound capabilities by adding a second, more powerful processor, more system memory, and hardware-based scaling and rotation similar to that found in Sega’s arcade games. The Mega-CD sold only 100,000 units during its first year in Japan, falling well below expectations. Although many consumers blamed the add-on’s high launch price, it also suffered from a small software library; only two games were available at launch. This was due in part to the long delay before Sega made its software development kit available to third-party developers. Sales were more successful in North America and Europe, although the novelty of full motion video (FMV) and CD-enhanced games quickly wore off as many of the Sega CD’s later games were met with lukewarm or negative reviews.
Sega experienced success with arcade games during the years it was supporting the Genesis. At the end of the 1980s, with the arcade game market once again in good shape, Sega was one of the most recognized brands in gaming. In the later part of the decade, it focused on releasing titles to appeal to diverse tastes, including racing games and side-scrollers. Some time after the release of Power Drift, Sega realigned its arcade development divisions into the Amusement Machine Research and Development teams, or AM teams, which were strictly segregated and often had rivalries with each other and with the consumer development divisions. In 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2’s Virtua Racing and Virtua Fighter (the first 3D fighting game), which played a crucial role in popularizing 3D polygonal graphics. In particular, Virtua Fighter garnered praise for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter’s fluid animation and relatively realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites. The Model 1 was an expensive system board, and bringing home releases of its games to the Genesis required more than its hardware could handle. Several alternatives helped to bring Sega’s newest arcade games to the console, such as the Sega Virtua Processor chip used for Virtua Racing, and eventually the Sega 32X add-on.
Development on Sega’s next video game console, the Sega Saturn, started over two years before the system was showcased at the Tokyo Toy Show in June 1994. The name “Saturn” was the system’s codename during development in Japan, but was chosen as the official product name. According to Kalinske, Sega of America “fought against the architecture of Saturn for quite some time”. Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal. Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Kalinske, Sony Electronic Publishing’s Olaf Olafsson, and Sony America’s Micky Schulhof had discussed development of a joint “Sega/Sony hardware system”, which never came to fruition due to Sega’s desire to create hardware that could accommodate both 2D and 3D visuals and Sony’s competing notion of focusing on 3D technology. Publicly, Kalinske defended the Saturn’s design: “Our people feel that they need the multiprocessing to be able to bring to the home what we’re doing next year in the arcades.” In 1993, Sega restructured its internal studios in preparation for the Saturn’s launch. To ensure high-quality 3D games would be available early in the Saturn’s life, and to create a more energetic working environment, developers from Sega’s arcade division were asked to create console games. New teams, such as Panzer Dragoon developer Team Andromeda, were formed during this time.
In January 1994, Sega began to develop an add-on for the Genesis, the 32X, which would serve as a less expensive entry into the 32-bit era. The decision to create the add-on was made by Nakayama and widely supported by Sega of America employees. According to former Sega of America producer Scot Bayless, Nakayama was worried that the Saturn would not be available until after 1994 and that the recently released Atari Jaguar would reduce Sega’s hardware sales. As a result, Nakayama ordered his engineers to have the system ready for launch by the end of the year. The 32X would not be compatible with the Saturn, but Sega executive Richard Brudvik-Lindner pointed out that the 32X would play Genesis games, and had the same system architecture as the Saturn. This was justified by Sega’s statement that both platforms would run at the same time, and that the 32X would be aimed at players who could not afford the more expensive Saturn. Because both machines shared many of the same parts and were preparing to launch around the same time, tensions emerged between Sega of America and Sega of Japan when the Saturn was given priority. Sega released the 32X on November 21, 1994 in North America, December 3, 1994 in Japan, and January 1995 in PAL territories, and was sold at less than half of the Saturn’s launch price. After the holiday season, however, interest in the 32X rapidly declined.
Sega released the Saturn in Japan on November 22, 1994, at a price of ¥44,800. Virtua Fighter, a faithful port of the popular arcade game, sold at a nearly one-to-one ratio with the Saturn console at launch and was crucial to the system’s early success in Japan. Fueled by the popularity of Virtua Fighter, Sega’s initial shipment of 200,000 Saturn units sold out on the first day, and was more popular than the PlayStation in Japan. In March 1995, Sega of America CEO Tom Kalinske announced that the Saturn would be released in the U.S. on “Saturnday” (Saturday) September 2, 1995. However, Sega of Japan mandated an early launch to give the Saturn an advantage over the PlayStation. At the first Electronic Entertainment Expo (E3) in Los Angeles on May 11, 1995, Kalinske gave a keynote presentation in which he revealed the release price of US$399 (including a copy of Virtua Fighter), and described the features of the console. Kalinske also revealed that, due to “high consumer demand”, Sega had already shipped 30,000 Saturns to Toys “R” Us, Babbage’s, Electronics Boutique, and Software Etc. for immediate release. The announcement upset retailers who were not informed of the surprise release, including Best Buy and Walmart; KB Toys responded by dropping Sega from its lineup. The Saturn’s release in Europe also came before the previously announced North American date, on July 8, 1995, at a price of ₤399.99. European retailers and press did not have time to promote the system or its games, harming sales. The Saturn’s U.S. launch was accompanied by a reported $50 million advertising campaign that included coverage in publications such as Wired and Playboy. Early advertising for the system was targeted at a more mature, adult audience than the Sega Genesis ads. Because of the early launch, the Saturn had only six games (all published by Sega) available to start as most third-party games were slated to be released around the original launch date. Virtua Fighter’s relative lack of popularity in the West, combined with a release schedule of only two games between the surprise launch and September 1995, prevented Sega from capitalizing on the Saturn’s early timing.
Within two days of its September 9, 1995 launch in North America, the PlayStation sold more units than the Saturn had in the five months following its surprise launch, with almost all of the initial shipment of 100,000 units being sold in advance, and the rest selling out across the U.S. On October 2, 1995 Sega announced a Saturn price reduction to $299. Notwithstanding a subsequent increase in Saturn sales during the 1995 holiday season, new games were not enough to reverse the PlayStation’s decisive lead. By 1996, the PlayStation had a considerably larger library than the Saturn, although Sega hoped to generate interest with upcoming exclusives such as Nights into Dreams. Within its first year, the PlayStation secured over 20% of the entire U.S. video game market. On the first day of the May 1996 E3 show, Sony announced a PlayStation price reduction to $199, a reaction to the release of the Model 2 Saturn in Japan at a price roughly equivalent to $199. On the second day, Sega announced it would match this price, though Saturn hardware was more expensive to manufacture.
In spite of the launch of the PlayStation and the Saturn, sales of 16-bit hardware/software continued to account for 64% of the video game market in 1995. Sega underestimated the continued popularity of the Genesis, and did not have the inventory to meet demand for the product. Sega was able to capture 43% of the dollar share of the U.S. video game market and sell more than 2 million Genesis units in 1995, but Kalinske estimated that “we could have sold another 300,000 Genesis systems in the November/December timeframe.” Nakayama’s decision to focus on the Saturn over the Genesis, based on the systems’ relative performance in Japan, has been cited as the major contributing factor in this miscalculation. According to Sega Technical Institute head Roger Hector, after Sony’s release of the PlayStation, the atmosphere at Sega became political, with “lots of finger-pointing”.
Due to long-standing disagreements with Sega of Japan, Kalinske lost most of his interest in his work as CEO of Sega of America. On July 16, 1996, Sega announced that Shoichiro Irimajiri had been appointed chairman and CEO of Sega of America, while Kalinske would be leaving Sega after September 30 of that year. A former Honda executive, Irimajiri had been actively involved with Sega of America since joining Sega in 1993. Sega also announced that David Rosen and Nakayama had resigned from their positions as chairman and co-chairman of Sega of America, though both men remained with the company. Bernie Stolar, a former executive at Sony Computer Entertainment of America, was named Sega of America’s executive vice president in charge of product development and third-party relations. Stolar, who had arranged a six-month PlayStation exclusivity deal for Mortal Kombat 3 and helped build close relations with Electronic Arts while at Sony, was perceived as a major asset by Sega officials.Finally, Sega of America made plans to expand its PC software business.
Stolar was not supportive of the Saturn due to his belief that the hardware was poorly designed, and publicly announced at E3 1997 that “The Saturn is not our future.” While Stolar had “no interest in lying to people” about the Saturn’s prospects, he continued to emphasize quality games for the system, and subsequently reflected that “we tried to wind it down as cleanly as we could for the consumer.” At Sony, Stolar opposed the localization of certain Japanese PlayStation games that he felt would not represent the system well in North America, and advocated a similar policy for the Saturn during his time at Sega, although he later sought to distance himself from this perception. These changes were accompanied by a softer image that Sega was beginning to portray in its advertising, including removing the “Sega!” scream and holding press events for the education industry.
In January 1997, Sega announced its intentions to merge with Bandai, a Japanese toy maker that was Japan’s largest and the world’s third largest at the time. The merger, planned as a $1 billion stock swap whereby Sega would wholly acquire Bandai, was set to form a planned company known as Sega Bandai, Ltd. Plans for the merger were necessitated by the struggling financial state of both Sega and Bandai, with Bandai announcing their anticipated loss for the fiscal year and Sega announcing a lower than expected profit. Sega Bandai was planned to be an entertainment conglomerate, with an estimated $6 billion in revenue. Some financial analysts expressed doubt about this strategy; according to SBC Warburg Securities analyst Reinier Dobbelmann, “both companies have big ideas, but they don’t carry them out.”
Initially planned to be finalized in October of that year, the merger was called off in May 1997. Opposition to the merger had grown in the ranks of Bandai’s midlevel executives, with reasons cited including cultural differences with Sega’s corporate culture colliding with Bandai’s family-run business. This opposition had become so great that Bandai’s board of directors called a meeting to discuss the situation and decided to cancel the merger, although they did agree to a business alliance with Sega. The following day, Bandai president Makoto Yamashina resigned his position, taking responsibility for the failed merger and apologizing publicly for his inability to get the merger completed. In a separate press conference, Nakayama elaborated on his reason for agreeing to cancel the acquisition of Bandai, stating, “We will not be successful working together if Bandai’s management cannot take hold of people’s hearts.”
As a result of the company’s deteriorating financial situation, Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri. It has been speculated that Nakayama’s resignation was in part due to the failure of the Sega Bandai merger, as well as Sega’s 1997 performance. Stolar would subsequently accede to become CEO and president of Sega of America.
The Saturn failed to take the lead in the market as its predecessor had. After the launch of the Nintendo 64 in 1996, sales of the Saturn and its games were sharply reduced, while the PlayStation outsold the Saturn by three-to-one in the U.S. in 1997. As of August 1997, Sony controlled 47% of the console market, Nintendo 40%, and Sega only 12%. Neither price cuts nor high-profile game releases proved helpful. Following five years of generally declining profits, in the fiscal year ending March 31, 1998 Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange. Due to a 54.8% decline in consumer product sales (including a 75.4% decline overseas), the company reported a net loss of ¥43.3 billion (US$327.8 million) and a consolidated net loss of ¥35.6 billion (US$269.8 million). Shortly before announcing its financial losses, Sega announced that it was discontinuing the Saturn in North America to prepare for the launch of its successor. The Saturn would last longer in Japan and Europe. The decision to abandon the Saturn effectively left the Western market without Sega games for over one year. Sega suffered an additional ¥42.881 billion consolidated net loss in the fiscal year ending March 1999, and announced plans to eliminate 1,000 jobs, nearly a quarter of its workforce. With lifetime sales of 9.26 million units, the Saturn is considered a commercial failure, although its install base in Japan surpassed the Nintendo 64’s 5.54 million. Lack of distribution has been cited as a significant factor contributing to the Saturn’s failure, as the system’s surprise launch damaged Sega’s reputation with key retailers. Conversely, Nintendo’s long delay in releasing a 3D console and damage caused to Sega’s reputation by poorly supported add-ons for the Genesis are considered major factors allowing Sony to gain a foothold in the market.
While Sega struggled greatly with its consumer division during the Saturn years, its arcade divisions also faced difficulty in the later 1990s in part due to a market slump from the success of home video game consoles. Entering this period of time, Sega had partnered with GE to develop the Model 2 arcade system board, building onto 3D technology in the arcade industry at the time. This led to several successful arcade titles, including Daytona USA, Virtua Cop, and Virtua Fighter 2. The Model 2 was equipped with better hardware than any home video game consoles at the time. Despite the arcade market difficulties and the company’s struggles with the Saturn in its consumer division, Sega’s arcade division continued strong.
Aside from the Saturn, Sega made forays in the PC market with the 1995 establishment of SegaSoft, which was tasked with creating original Saturn and PC games. The mid-1990s also saw Sega making efforts to expand beyond its image as a strictly kids-oriented, family entertainment company, by publishing a number of games with extreme violence and sexual themes, and introducing the “Deep Water” label to mark games with mature content. In 1996, Sega operated a number of in-door theme parks not only in Japan with Joypolis, but also overseas, with Sega World branded arcades in the UK and Australia. From 1994 to 1999, Sega participated in the pinball market when it took over Data East’s pinball division.
Despite taking massive losses on the Saturn, including a 75 percent drop in half-year profits just before the Japanese launch of the Dreamcast, Sega felt confident about its new system. The Dreamcast attracted significant interest and drew many pre-orders. Sega announced that Sonic Adventure, the next game starring company mascot Sonic the Hedgehog, would arrive in time for the Dreamcast’s launch and promoted the game with a large-scale public demonstration at the Tokyo Kokusai Forum Hall. However, Sega could not achieve its shipping goals for the Dreamcast’s Japanese launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process. As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of JP¥29,000, and the entire stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well. Sega estimated that an additional 200,000-300,000 Dreamcast units could have been sold with sufficient supply. Irimajiri hoped to sell over 1 million Dreamcast units in Japan by February 1999, but less than 900,000 were sold, undermining Sega’s attempts to build up a sufficient installed base to ensure the Dreamcast’s survival after the arrival of competition from other manufacturers. Prior to the Western launch, Sega reduced the price of the Dreamcast to JP¥19,900, effectively making the hardware unprofitable but increasing sales.
In America, Sega of America’s senior vice president of marketing Peter Moore, a fan of the attitude previously associated with Sega’s brand, worked with Foote, Cone & Belding and Access Communications to develop the “It’s Thinking” campaign of 15-second television commercials, which emphasized the Dreamcast’s hardware power. According to Moore, “We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke all the things we loved about Sega, primarily from the Genesis days.” On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch. Prior to the Dreamcast’s release, Sega was dealt a blow when EA—the largest third-party video game publisher—announced it would not develop games for the system. EA executive Bing Gordon claimed ” couldn’t afford to give us [EA] the same kind of license that EA has had over the last five years”, but Stolar recounted that EA president Larry Probst wanted “exclusive rights to be the only sports brand on Dreamcast”, which Stolar could not accept due to Sega’s recent $10 million purchase of sports game developer Visual Concepts. While the Dreamcast would have none of EA’s popular sports games, “Sega Sports” games developed mainly by Visual Concepts helped to fill that void.
The Dreamcast launched in North America on September 9, 1999 at a price of $199—which Sega’s marketing dubbed “9/9/99 for $199”. Eighteen launch games were available for the Dreamcast in the U.S. Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning the company $98.4 million in what Moore called “the biggest 24 hours in entertainment retail history”. Within two weeks, U.S. Dreamcast sales exceeded 500,000. By Christmas, Sega held 31 percent of the North American video game marketshare. On November 4, Sega announced it had sold over one million Dreamcast units. Nevertheless, the launch was marred by a glitch at one of Sega’s manufacturing plants, which produced defective GD-ROMs. Sega released the Dreamcast in Europe on October 14, 1999, at a price of GB₤200. While Sega sold 500,000 units in Europe by Christmas 1999, sales did not continue at this pace, and by October 2000, Sega had sold only about 1 million units in Europe.
Though the Dreamcast launch had been successful, Sony still held 60 percent of the overall video game market share in North America with the PlayStation at the end of 1999. On March 2, 1999, in what one report called a “highly publicized, vaporware-like announcement” Sony revealed the first details of its “next generation PlayStation”, which Ken Kutaragi claimed would allow video games to convey unprecedented emotions. The same year, Nintendo announced that its next generation console would meet or exceed anything on the market, and Microsoft began development of its own console.
In what has been called “a brief moment of remarkable creativity”, in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company’s top designers. Studios included United Game Artists, Hitmaker, Smilebit, Overworks, Sega AM2, Sonic Team, WOW Entertainment, Amusement Vision, and Sega Rosso. Sega’s design houses were encouraged to experiment and benefited from a relatively lax approval process. This resulted in games such as Rez, The Typing of the Dead, Seaman, and Segagaga. Sega also revived franchises from the Genesis era, such as Ecco the Dolphin. AM2 developed what Sega hoped would be the Dreamcast’s killer app, Shenmue, a “revenge epic in the tradition of Chinese cinema.” Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern form), Shenmue went over budget and was rumored to have cost Sega over $50 million. As the first fully 3D platforming game starring Sega’s mascot, Sonic the Hedgehog, Sonic Team’s Sonic Adventure was considered “the centerpiece of the [Dreamcast] launch”. Adventure garnered criticism for technical problems including erratic camera angles and glitches, but was praised for its “luscious” visuals, “vast, twisting environments” and iconic set pieces. It has been described as the Sonic series’ creative apex. However, it failed “to catch on with players in nearly the way that [Nintendo’s] Mario 64 had done”, perhaps due to a perceived lack of gameplay depth. In sports, Visual Concepts’ NFL 2K football series and its NBA 2K basketball series were critically acclaimed. Additionally, with the release of Sega’s NAOMI arcade system board, the focus of the arcade divisions shifted to produce titles that could easily be ported to the Dreamcast.
Sega’s initial momentum proved fleeting as U.S. Dreamcast sales—which exceeded 1.5 million by the end of 1999—began to decline as early as January 2000. Poor Japanese sales contributed to Sega’s ¥42.88 billion ($404 million) consolidated net loss in the fiscal year ending March 2000, which followed a similar loss of ¥42.881 billion the previous year and marked Sega’s third consecutive annual loss. Although Sega’s overall sales for the term increased 27.4%, and Dreamcast sales in North America and Europe greatly exceeded the company’s expectations, this increase in sales coincided with a decrease in profitability due to the investments required to launch the Dreamcast in Western markets and poor software sales in Japan. At the same time, increasingly poor market conditions reduced the profitability of Sega’s Japanese arcade business, prompting the company to close 246 locations. Arcade sales in 2000 dropped 16% in Japan, and 15% overseas, despite downsizing by competitors.
Moore stated that the Dreamcast would need to sell 5 million units in the U.S. by the end of 2000 in order to remain a viable platform, but Sega ultimately fell short of this goal with some 3 million units sold. Moreover, Sega’s attempts to spur increased Dreamcast sales through lower prices and cash rebates caused escalating financial losses. Instead of an expected profit, for the six months ending September 2000, Sega posted a ¥17.98 billion ($163.11 million) loss, with the company projecting a year-end loss of ¥23.6 billion. This estimate was more than doubled to ¥58.3 billion, and in March 2001, Sega posted a consolidated net loss of ¥51.7 billion ($417.5 million). While the PS2’s October 26 U.S. launch was marred by shortages, this did not benefit the Dreamcast as much as expected, as many disappointed consumers continued to wait for a PS2—while the PSone, a remodeled version of the original PlayStation, was the best-selling console in the U.S. at the start of the 2000 holiday season. According to Moore, “the PlayStation 2 effect that we were relying upon did not work for us … people will hang on for as long as possible … What effectively happened is the PlayStation 2 lack of availability froze the marketplace”. Eventually, Sony and Nintendo held 50 and 35 percent of the US video game market, respectively, while Sega held only 15 percent. According to former Sega of America vice president of communications Charles Bellfield, Dreamcast software sold at an 8-to-1 ratio with the hardware, but this ratio “on a small install base didn’t give us the revenue … to keep this platform viable in the medium to long term.”
In 2000, Sega and CSK Corporation chairman Isao Okawa replaced Irimajiri as president of Sega. Irimajiri had been replaced as a result of Sega’s financial losses. Okawa had long advocated that Sega abandon the console business. His sentiments were not unique; Sega co-founder David Rosen had “always felt it was a bit of a folly for them to be limiting their potential to Sega hardware”, and Stolar had previously suggested that Sega should have sold their company to Microsoft. In September 2000, in a meeting with Sega’s Japanese executives and the heads of the company’s major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software—prompting the studio heads to walk out. On November 1, 2000, Sega changed its company name from Sega Enterprises to Sega Corporation.
On January 23, 2001, a story ran in Nihon Keizai Shimbun claiming that Sega would cease production of the Dreamcast and develop software for other platforms. After initial denial, Sega of Japan put out a press release confirming they were considering producing software for the PlayStation 2 and Game Boy Advance as part of their “new management policy”. On January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a “platform-agnostic” third-party developer. The decision was Moore’s. Sega also announced a Dreamcast price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001. After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95. The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega’s internal game development studios as well as the heads of Visual Concepts and Wave Master and given away with 55 first-party Dreamcast games through a competition organized by GamePro magazine. Okawa, who had previously loaned Sega $500 million in the summer of 1999, died on March 16, 2001; shortly before his death, he forgave Sega’s debts to him and returned his $695 million worth of Sega and CSK stock, helping the company survive the third-party transition. He also talked to Microsoft about a sale or merger with their Xbox division, but those talks failed. As part of this restructuring, nearly one-third of Sega’s Tokyo workforce was laid off in 2001. By March 31, 2002, Sega had five consecutive fiscal years of net losses.
After Okawa’s death, Hideki Sato became president of Sega. Sato, a 30-year veteran of Sega, had previously developed Sega’s video game consoles. Because of poor sales in 2002, Sega was forced to cut its profit forecast by 90% for 2003. As a result, Sega began to look at opportunities for a merger to fix its financial situation. In 2003, Sega began talks with Sammy Corporation and Namco. Sato stated that he would select the partner that fit the business best. Sega made an announcement on February 13, 2003, of its decision to merge with Sammy. However, as late as April 17 of the same year, Sega was still in talks with Namco, which was attempting to overturn the merger and went public with its offer to be acquired. Sega’s consideration of Namco’s offer upset executives of Sammy. However, the day after Sega announced it was no longer planning to merge with Sammy, Namco withdrew its offer. Though Namco expressed that it would be willing to work with Sega on a future deal, Sega expressed it was not interested. Due to the failure to complete a merger, Sato was forced to step down. In 2003, he and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the head of Hitmaker. As part of Oguchi’s restructuring plan, he announced his intention to consolidate Sega’s studios into “four or five core operations.” Sega’s studios were consolidated and reintegrated into Sega as its R&D division, no longer existing as independent companies.
Although talks of a merger had soured earlier, Sega and Sammy were able to resume discussions. In August 2003, Sammy bought the outstanding 22% of shares that CSK had, becoming Sega’s largest shareholder in the process. In the same year, Hajime Satomi, primary owner and president and CEO of Sammy, stated that Sega’s activity will focus on their profitable arcade business as opposed to their loss-incurring home software development sector. Satomi was determined to push this strategy, stating, “if [Sammy’s] vision does not agree with that of Sega then we might have to consider taking more shares.”
After the decline of the global arcade industry around the 21st century, Sega introduced several novel concepts tailored to the Japanese market. Derby Owners Club was an arcade machine with memory cards for data storage, designed to take over half an hour to complete and costing JP¥500 to play. Testing of Derby Owners Club in an arcade in Chicago showed that it became the most popular machine in the arcade, with a 92% replay rate. While the eight-player Japanese version of the game was released in 1999, due to size issues, the game was reduced to a smaller four player version and released in North America in 2003. Trading card game machines were introduced, with games such as World Club Champion Football for general audiences and Mushiking: King of the Beetles for young children. Sega also introduced internet functionality in arcades with Virtua Fighter 4 in 2001, and further enhanced it with ALL.Net, introduced in 2004.
During mid-2004, Sammy bought a controlling share in Sega Corporation at a cost of $1.1 billion, creating the new company Sega Sammy Holdings, an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged. According to Satomi, Sega had been operating at a loss for nearly 10 years and lacked a clear financial base. Sammy feared stagnation and overreliance of its highly profitable pachislot and pachinko machine business, and wanted to divesify its business in new fields using Sega’s broader range of involvement in different entertainment fields. Sega Sammy Holdings was structured into four parts, three of which were Sega: Consumer Business (video games), Amusement Machine Business (arcade games), Amusement Center Business (Sega’s theme parks and arcades) and Pachislot and Pachinko Business (Sammy’s pachinko and pachislot business). Satomi did state that not all Sega executives were in favor of the takeover. While it is unclear for his reasons, head of Wow Entertainment (previously Sega AM1) Rikiya Nakagawa resigned a week after the merger. Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.
In 2005, Sega sold Visual Concepts to Take-Two Interactive, and purchased UK-based developer Creative Assembly, known for its Total War series. In the same year, Sega Racing Studio was also formed by former Codemasters employees. In 2006, Sega Europe purchased Sports Interactive, known for its Football Manager series. Sega of America purchased Secret Level in 2006, which was renamed to Sega Studios San Francisco in 2008. In early 2008, Sega announced that they would re-establish an Australian presence, as a subsidiary of Sega of Europe, with a development studio branded as Sega Studios Australia. In the same year, Sega launched a subscription based flash website called “PlaySEGA” which played emulated versions of Sega Genesis as well original web-based flash games. It was subsequently shut down due to low subscription numbers. In 2013, following THQ’s bankruptcy, Sega bought Relic Entertainment, known for its Company of Heroes series. In 2008, Sega announced the closure of Sega Racing Studio, although the studio was later acquired by Codemasters. Closures of Sega Studios San Francisco and Sega Studios Australia followed in 2010 and 2013, respectively.
In 2007, Sega and Nintendo collaborated using Sega’s acquired Olympic Games license to create the Mario and Sonic at the Olympic Games series, which has sold over 20 million in total. In the console and handheld business, Sega found success in Japan with the Yakuzaand Hatsune Miku: Project DIVA series of games, amongst others primarily aimed at the Japanese market. In Japan, Sega distributes games from smaller Japanese game developers and localizations of Western games. In 2013, Index Corporation was purchased by Sega Sammy after going bankrupt. After the buyout, Sega implemented a corporate spin-off with Index, and re-branded the video game assets of the company as Atlus, a wholly owned subsidiary of Sega.
For amusement arcades, Sega’s most successful games continued to be based on network and card systems. Games of this type include Sangokushi Taisen and Border Break. Arcade machine sales incurred higher profits than their console, portable, and PC games on a year-to-year basis until 2010s. In 2004, the GameWorks chain of arcades became owned by Sega, until the chain was sold off in 2011. In 2009, Sega Republic, an indoor theme park in Dubai, opened to the public. In 2010, Sega began providing the 3D imaging for Hatsune Miku’s holographic concerts. In 2013, in co-operation with BBC Earth, Sega opened the first interactive nature simulation museum, Orbi Yokohama in Yokohama, Japan.
Due to the decline of packaged game sales both domestically and outside Japan in the 2010s, Sega began layoffs and reduction of their Western businesses, such as Sega shutting down five offices based in Europe and Australia on July 1, 2012. This was done in order to focus on the digital game market, such as PC and mobile devices. The amount of SKU gradually shrunk from 84 in 2005 to 32 in 2014. Because of the shrinking arcade business in Japan, development personnel would also be relocated to the digital game area. Sega gradually reduced its arcade centers from 450 facilities in 2005, to around 200 in 2015. In the mobile market, Sega released its first app on the iTunes Store with a version of Super Monkey Ball in 2008. Since then, the strategies for Asian and Western markets have become independent. The Western line-up consisted of emulations of games and pay-to-play apps, which were eventually overshadowed by more social and free-to-play games, eventually leading to 19 of the older mobile games being pulled due to quality concerns in May 2015. Beginning in 2012, Sega also began acquiring studios for mobile development, with studios such as Hardlight, Three Rings Design, and Demiurge Studios becoming fully owned subsidiaries.
In the 2010s, Sega established operational firms for each of their businesses, in order to streamline operations. In 2012, Sega established Sega Networks for its mobile games; and although separate at first, it merged with Sega Corporation in 2015. Sega Games was structured as a “Consumer Online Company”, while Sega Networks focused on developing games for mobile devices. In 2012, Sega Entertainment was established for Sega’s amusement facility business, and in 2015, Sega Interactive was established for the arcade game business. In January 2015, Sega of America announced their relocation from San Francisco to Atlus USA’s headquarters in Irvine, California, which was completed later that year.
Over the course of the existence of Sega Sammy Holdings to 2015, Sega’s operating income generally saw improvements compared to Sega’s past financial difficulties, but was not profitable every year of operation.
In April 2015, Sega Corporation was reorganized into Sega Group, one of three groups of Sega Sammy Holdings. Sega Holdings Co., Ltd. was established, with four business sectors under its organization. Haruki Satomi, son of Hajime Satomi, took office as president and CEO of the company in April 2015.
Sega announced at the Tokyo Game Show in September 2016 that they acquired the intellectual property and development rights to the games developed and published by Technosoft. Factors that influenced the acquisition included the former Technosoft president stating that they did not want the Technosoft brand to desist, and so handing over the intellectual properties to Sega was the only other option. Sega and Technosoft also had an established collaboration during the Genesis/Mega Drive era and so this pre-established relationship was also a factor when acquiring the brand rights to Technosoft games.
In April 2017, Sega Sammy Holdings announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the Tokyo metropolitan area to Shinagawa-ku by January 2018. Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel, while pursuing efficient group management by consolidating scattered head office functions of the group, including Sega Sammy Holdings, Sammy Corporation, Sega Holdings, Sega Games, Atlus, Sammy Network, and Dartslive. In October 2017, Sega of America announced its own online store, known as the Sega Shop. Ian Curran, a former executive at THQ and Acclaim Entertainment, replaced John Cheng as president and COO of Sega of America in August 2018.
Following a 70% fall in profits for the 2018 fiscal year in comparison to the previous year, despite a 35% increase in the sale of console games and success in its PC game business, Sega announced that it would focus on releases for its existing intellectual property instead of new ones. Sega blamed the loss on miscalculations of the market and having too many games being developed. Projects in development at Sega include a new game in the Yakuza series, Persona 5 Scramble: The Phantom Strikers, Project Sakura Wars, the Sonic the Hedgehogfilm, and the Sega Genesis Mini. In 2019, Sega acquired Two Point Studios, known for its positively reviewed Two Point Hospital.

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Netflix has a fun update that flew under our radar. Bungie breaks free from EA. This week’s bad description, might be too easy. Alan gave a movie a shot when he expected the worst.

I want to not have to use ‘fans’. Cause they are the friends we haven’t met yet, and friends are just the family you aren’t born to. That logic, I’m going to refer to our listeners as ‘fanily’

Netflix has a cool little update!

Bojack twitter posted an update

  • Unflattering pic

You can change your profile pic to be a character from many other Netflix exclusives

  • Bojack
  • Big Mouth
  • Stranger Things
  • Orange is the New Black
  • Defenders
  • Total of 25 different categories
    • Including “The Classics” which is the updated original pics

Choose Your Own Adventure publisher suing Netflix over Bandersnatch 

  • Bandersnatch is really interesting! 
    • Choose your own adventure show
    • Part of the Black Mirror universe/collection? 
  • Thanks to Alaina for telling me to check it out!

Sonic Crash Course Board Game 

BoardGameGook Details

  • 2 – 4 Players
  • 30 – 45 min playtime
  • Weight 2/5
  • Designed by Sean Mcdonald
    • Train Heist (2013) 6.7 on BGG
  • Published by IDW
    • Machi Koro

Best review is based on the Kotaku Review

  • Review written by Luke Plunkett
  • Pick your miniature!
    • Sonic
    • Tails
    • Knuckles
    • or Eggman
  • Gameplay has players building the track as they move forward
    • Items appear to give players a boost
    • Almost like Mario Kart
    • Spikes and enemies can also pop up on the track
  • I am interesting in playing it at a cafe
    • The theme looks on point
  • The concern is variety
    • The variety of track pieces seem lacking
    • Luke suggests a board game called Battle Racers, for a more in-depth race experience

Reminder- The Wii Shop Channel is closing on January 30th!

  • Make sure you’ve purchased and downloaded anything you wanted and put it on the consoles you like, because everything from re-downloading to the Wii System Transfer Tool will be shut down

Update: The Twitter account for the Westworld mobile game we talked about last week has announced that it has been removed from app stores effective immediately, and it will officially be closed on April 16th. In-app purchases have been disabled, and any users with in-game currency left over should spend it before things are shut down

  • It looks like the “amicable solution” here was for WB to completely bail on the entire product

Big news from Bungie- after 8 years they’ve officially cut ties with Activision

  • It seems like things came to a head after Activision expressed disappointment with the new Destiny expansion during an earnings call, basically complaining that it was too focused on end-game players and how they want to “drive stronger engagement and in-game revenue generation”
    • Many were worried that this was a signal the micro-transactions would go back to how bad they were when Destiny 2 first launched, with a lot of content locked away behind dollar signs
  • Bungie released a statement thanking Activision for their partnership, and announced that the publishing rights to Destiny will go with Bungie when they leave
  • Looks like even though they’re working on new projects the Destiny community can still look forward to content and support while Bungie self-publishes their content
  • That said, it’ll be interesting to see how the game evolves- Activision likely wasn’t behind all of the problems with Destiny, but if nothing else this will mean the game stays more true to a single company’s vision. Time will tell what that vision is like

Assassin’s Creed Odyssey is in the news this week after its director apologized for forcing characters into a heterosexual marriage

  • The game has previously been hailed as a step forward, in which you can play as a man or a woman (a series first) and, though you’re presented with a potential partner of the opposite sex, you can choose to pursue same-sex romance options (or just run around and not romance anybody, as you prefer)
  • Unfortunately the latest DLC pack, Legacy of the First Blade, breaks that thread and has your character getting married and pumping out a kid
  • It may seem like it’s not a big deal but these kinds of games have players building up a personal story for the characters and how they interact, and this kind of sudden jarring change removes a whole layer of immersion for many players
    • A lot of fans feel that it’s entirely at odds with how the main character is developed leading up to that point, with little to no motivation for the sudden personality switch
  • According to creative director Jonathan Dumont the intention was that it was a child to carry on your bloodline to the lineage of assassins shown elsewhere in the series, and to let players choose between a utilitarian view of continuing your legacy or forming an actual romantic relationship, but the clarity and motivation was poorly executed
    • There are no plans to change the current DLC, but he’s said that future chapters will be mindful of how they missed the mark

Apparently EA just can’t get enough hate as it is, so they’ve gone ahead and cancelled yet another Star Wars game

  • This one has a bit of a history- it started at Visceral Games, and would have been a linear action-adventure game directed by Amy Hennig, the same woman that directed the Uncharted franchise
  • Then EA closed Visceral back in 2017, and rebooted the game at EA Vancouver into something open-world with the excuse that single-player linear games are dead
    • Thank you Spider-Man and God of War for proving them oh so very wrong
  • There are rumours that this one (where you would play as a scoundrel or bounty hunter exploring various open-world planets and working with different factions) was cancelled because it wouldn’t come out soon enough, which seems like a weird reason to keep rebooting projects
    • Apparently they might be starting work on another smaller-scale Star Wars title, but people aren’t holding on to much hope that it will amount to anything
    • For me, hope for a good SW game from EA died with 1313
  • On the plus side, Respawn’s Jedi: Fallen Order is still slated for a fall 2019 release. So that’s something

Interesting legal news from the US- federal judge Kanis Westmore has ruled that FaceID and TouchID can’t be compelled by law enforcement

  • Ruling basically applies the same rights against self-incrimination to biometrics that previously applied only to passcodes
  • Westmore wrote: “If a person cannot be compelled to provide a passcode because it is testimonial communication, a person cannot be compelled to provide one’s finger, thumb, iris, face, or other biometric feature to unlock that same device. The undersigned finds that a biometric feature is analogous to the 20 nonverbal, physiological responses elicited during a polygraph test, which are used to determine guilt or innocence, and are considered testimonial.”
  • This could still be overturned, and there are already cases where judges have allowed authorities to compel biometric phone unlocks in the past, but it shows that the legal system is slowly catching up with modern tech
  • In the meantime, just a quick reminder since I’m a paranoid guy, if you restart your phone or bring up the emergency screen on an iPhone by hitting the power button 5 times quickly it will disable TouchID and FaceID, and force a passcode unlock which has always been protected

Tidbits

  • Netflix is being sued over their interactive movie Black Mirror: Bandersnatch
    • Apparently they’ve been in negotiations with Chooseco, a publishing company specializing in children’s books, over the Choose Your Own Adventure trademark for years but never actually gained permission to use it
    • Chooseco is suing for $25M in damages, saying Bandersnatch benefits from association with the Choose Your Own Adventure series without actually getting the license to use the name
  • The final season of Game of Thrones will be coming on April 14th, and they released a teaser on YouTube to get the hype-train rolling!
  • PlayStation VR has released its third digital “demo disc”, featuring superstars like Moss, Thumper, Superhot VR, and Astro Bot Rescue Mission
  • There’s an interesting theory going around that Facebook’s ’10 Year Challenge’ could be a way to train facial recognition on age progression
    • Rather than having to comb through user photos, they’re having clean, simple, helpfully labelled sets of photos that they could use to teach computers what people are likely to look like as they get older

Titans mini-review

  • Pretty solid, once they got “fuck Batman” out of their system
  • Took the characters in interesting directions, and gets you invested right before the evil season finale cliffhanger

Recommend Venom (2018)

  • I was expecting some mindless action, but I found myself caring about the plot and characters
  • The symbiote’s characterization is a little sudden, but it felt fresh and interesting
  • Solid superhero movie even for people that don’t like Spider-Man

A full list of free games in June. Complete with clickable links!

Free games of the month! New Fallout game on the horizon. Sims 4 is getting a full priced game as an expansion. Recommendation from Josh is a movie in theatres, and Alan has a sometime homicidal weather app.

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