Asus just hit us with an officially licensed Xbox gaming controller for CES 2023, the ROG Raikiri Pro. Not only does it hold a bunch of neat configuration features, it goes all out with an OLED panel slapped on the top.
That’s not an OLED for gaming on, however. It’s a 1.3-inch OLED display that can play custom animations, show mic status, or indicate battery life—the latter being our main concern in adding an OLED panel to anything wireless.
The little display is tucked neatly at the top of the controller, and comes as part of a a few design features for personalising your gameplay. The ROG Raikiri Pro also features a physical switch to change the trigger actuation, in case you prefer a shorter travel for your pew-pews. It even comes with a mute button, built in ESS DAC and 3.5 mm headphone jack.
Through the Armoury Crate app you can remap the Raikiri Pro’s buttons, adjust joystick sensitivity and dead zones, and of course add some cute animations to its titchy OLED display.
Every gamer needs a controller. It’s a fact of life. Eventually you’re going to need to switch over from your trusty mouse and keyboard when you feel like a quick lap in F1 22 (opens in new tab), or get fed up with the keyboard controls in The Witcher (opens in new tab). Whether we need an OLED panel on it another matter, but I am very excited about the other features.
We’ll have to wait and see about battery life, and if the price is right you may well find it sneaking its way onto our best gaming controller (opens in new tab) roundup. For now we can safely say it’s the most extra controller we’ve seen at CES 2023.
https://gamingarmyunited.com/wp-content/uploads/2023/01/1673094791_Asus-heard-you-like-OLED-so-it-slapped-one-on.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-06 12:04:112023-01-06 12:04:11Asus heard you like OLED so it slapped one on an Xbox controller
After a rough couple of decades at the start of the millennium, adventure games have once again found their place on the PC gaming landscape. Just off to the left, through a door you had to open by combining an antique bust, some costume makeup and a bucket of drool to form a key which… well, you get the joke.
Children of Silentown does carry some classic point-and-click DNA, most evident in the way Lucy interacts with her lugubrious surroundings. Just as the Lucasarts classics of yore used to task you with increasingly absurd and convoluted item combinations in their puzzles, developer Elf Game Works stamps its own take on the trope, allowing for all manner of unexpected and inevitably, creepy conclusions.
But rather than mimic the past like Thimbleweed Park (which did so to great effect, mind you), Children of Silentown finds its own ground in a dark, gloomy, and oddly cute world. It’s like a Tim Burton fever dream, expressed in Chibi.
Protagonist Lucy has a mystery to solve in the village of Silentown, which isn’t without its sinister elements. Like the fact that people go missing from it with alarming regularity, for example. But despite a populous of ghostly eyed, ever-diminishing, mournful-looking denizens, the real danger lies outside the village, in the forest. Seriously. Do not go into the forest. Stop even thinking about the forest.
(Image credit: Daedalic)
While it’s not explicitly a horror title—no jump scares here, YouTubers circa 2012, move along – the dark atmosphere pervades every corner of Lucy’s adventure. Including and not limited to a mischievous cat who teases and torments Lucy at every opportunity, and—wait, you’re thinking about the forest again, aren’t you? Seriously, we told you: don’t.
Music’s a big player here. Not only is it working hard to set the game’s Burton-esque atmosphere, it also doubles up as a mechanic. As you learn to sing with Lucy, you learn to wield music as another tool to call upon in times of trouble.
Children of Silentown is available now on Steam—this is a full release too, not an Early Access version. Sample Lucy’s investigation into the missing persons cases of Silentown, what lies beyond it in the woodland, and why she finds it so hard to get a good night’s rest without disturbing dreams. Given her location, we think we’d probably struggle too. Buy or Wishlist Children of Silentown (opens in new tab) on Steam now.
https://gamingarmyunited.com/wp-content/uploads/2023/01/What-if-Tim-Burton-was-a-game-developer-Dark-adventure.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-06 11:56:112023-01-06 11:56:11What if Tim Burton was a game developer? Dark adventure Children of Silentown answers the question
Solve the Wordle of the day quickly and easily—just scroll or click straight down to the answer on this very page. Alternatively, stay a while and check out our helpful hint for the January 6 (566) puzzle, or improve your daily game with our guides and tips.
I ended up in a hopeless tangle with today’s Wordle. I could take an educated guess at the back end of the word, thanks to the yellows and solitary green I’d already found, but the beginning just didn’t take shape before I ran out of guesses.
Wordle hint
A Wordle hint for Friday, January 6
The answer today is a relatively uncommon term used to describe a contradiction, something that is false or hidden. A speaker’s calm tone may _____ the anger they feel underneath, for example. There are two vowels to find today, and one of them is used twice.
Wordle help: 3 tips for beating Wordle every day
If there’s one thing better than playing Wordle, it’s playing Wordle well, which is why I’m going to share a few quick tips to help set you on the path to success:
A good opener contains a balanced mix of unique vowels and consonants.
A tactical second guess helps to narrow down the pool of letters quickly.
The solution may contain repeat letters.
There’s no time pressure beyond making sure it’s done by midnight. So there’s no reason to not treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank.
Today’s Wordle answer
(Image credit: Josh Wardle)
What is the Wordle 566 answer?
Let’s turn those greens over. The January 6 (566) Wordle answer is BELIE .
Previous answers
Wordle archive: Which words have been used
The more past Wordle answers you can cram into your memory banks, the better your chances of guessing today’s Wordle answer without accidentally picking a solution that’s already been used. Past Wordle answers can also give you some excellent ideas for fun starting words that keep your daily puzzle solving fresh.
Here are some recent Wordle solutions:
January 5: SLEEK
January 4: LAYER
January 3: ANTIC
January 2: SKIRT
January 1: WHINE
December 31: MANLY
December 30: MOLAR
December 29: HAVOC
December 28: IMPEL
December 27: CONDO
Learn more about Wordle
Every day Wordle presents you with six rows of five boxes, and it’s up to you to work out which secret five-letter word is hiding inside them.
You’ll want to start with a strong word (opens in new tab) like ALERT—something containing multiple vowels, common consonants, and no repeat letters. Hit Enter and the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
You’ll want your second go to compliment the first, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer.
After that it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used you’ll find those below.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
Solve the Wordle of the day quickly and easily—just scroll or click straight down to the answer on this very page. Alternatively, stay a while and check out our helpful hint for the January 6 (566) puzzle, or improve your daily game with our guides and tips.
I ended up in a hopeless tangle with today’s Wordle. I could take an educated guess at the back end of the word, thanks to the yellows and solitary green I’d already found, but the beginning just didn’t take shape before I ran out of guesses.
Wordle hint
A Wordle hint for Friday, January 6
The answer today is a relatively uncommon term used to describe a contradiction, something that is false or hidden. A speaker’s calm tone may _____ the anger they feel underneath, for example. There are two vowels to find today, and one of them is used twice.
Wordle help: 3 tips for beating Wordle every day
If there’s one thing better than playing Wordle, it’s playing Wordle well, which is why I’m going to share a few quick tips to help set you on the path to success:
A good opener contains a balanced mix of unique vowels and consonants.
A tactical second guess helps to narrow down the pool of letters quickly.
The solution may contain repeat letters.
There’s no time pressure beyond making sure it’s done by midnight. So there’s no reason to not treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank.
Today’s Wordle answer
(Image credit: Josh Wardle)
What is the Wordle 566 answer?
Let’s turn those greens over. The January 6 (566) Wordle answer is BELIE .
Previous answers
Wordle archive: Which words have been used
The more past Wordle answers you can cram into your memory banks, the better your chances of guessing today’s Wordle answer without accidentally picking a solution that’s already been used. Past Wordle answers can also give you some excellent ideas for fun starting words that keep your daily puzzle solving fresh.
Here are some recent Wordle solutions:
January 5: SLEEK
January 4: LAYER
January 3: ANTIC
January 2: SKIRT
January 1: WHINE
December 31: MANLY
December 30: MOLAR
December 29: HAVOC
December 28: IMPEL
December 27: CONDO
Learn more about Wordle
Every day Wordle presents you with six rows of five boxes, and it’s up to you to work out which secret five-letter word is hiding inside them.
You’ll want to start with a strong word (opens in new tab) like ALERT—something containing multiple vowels, common consonants, and no repeat letters. Hit Enter and the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
You’ll want your second go to compliment the first, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer.
After that it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used you’ll find those below.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672995581_Todays-Wordle-566-answer-and-hint-for-Friday-January-6.jpg6071200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-06 08:05:252023-01-06 20:00:13Today’s Wordle 566 answer and hint for Friday, January 6
X0r_jmp, the anonymous leaker(s) behind the cavalcade (opens in new tab) of prototype Dukes Nukem (opens in new tab) revealed to us over the past year, has branched out to another beloved ’90s shooter franchise, Blood. On January 4, x0r_jmp made Blood’s in-progress source code from a year prior to its release available to the public (opens in new tab).
Developed by Monolith, who would go on to create FEAR and the Shadow of Mordor series, Blood was created in the same Build Engine as Duke Nukem and can thus be seen as a sort of sister game. Blood has the lightning-fast movement and sprawling, maze-like levels common to shooters of the time, and also differentiates itself with a unique arsenal (sticks of dynamite? A hairspray and Zippo lighter flamethrower?) as well as a gothic, horror-adjacent atmosphere.
Unlike prior releases in the Year of Duke Nukem and Duke Nukem-Adjacent Leaks, there doesn’t seem to be anything actionable for players or modders here—Blood has had excellent source ports like NBlood and Raze for years. The real treat is purely academic: this archive is a window into the development of a PC classic, and can provide insight into Monolith’s creative and technical process.
For example, the BLOOD.txt file in the archive contains a changelog for the in-progress game, with patch notes dating back to January 1995. That first entry has a round-up of the enemies implemented in the game up to that point, alongside a brief summary of their state in the build. Describing Blood’s riff on the Evil Dead disembodied hand enemy, the log’s writer declares it’s “Way cool!” I just find it neat to see the creator’s fingerprint in this way, especially when it’s so endearing and completely unaffected.
Similarly, the ’90s FPS Twitter fan account Build Engine Aesthetics (opens in new tab) found complaints and snarky digs at Build Engine architect Ken Silverman buried in the comments on the build’s code: “Call this function periodically to fix all the problems Ken causes by rearranging the database with abandon,” one comment reads.
However x0r_jmp keeps uncovering these classic shooter artifacts, I find them priceless, a peek behind the curtain of gaming history that just feels precious and unlikely. If you’d like to peruse the Duketrove + Blood yourself, you can find the files on x0r_jmp’s Rentry.co page (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672974085_The-Duke-Nukem-Forever-leaker-just-dropped-the-source-code.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-06 00:50:142023-01-06 20:00:30The Duke Nukem Forever leaker just dropped the source code for another beloved ’90s FPS
2022 was a banner year for labor organizing in the games industry, with a wave of successful union drives at major studios. As labor issues in gaming became more public and widely discussed, workers in the industry have advocated for collective bargaining and union protections as a key component in battling endemic burnout and exploitation, as well as acute management abuses like the ones documented at Activision Blizzard (opens in new tab), Riot, and Ubisoft.
Organizations like Game Workers Unite sprung up in the late 2010s to advocate for labor power in the games industry as critiques of crunch culture at studios drew wider attention. Workers at Stockholm-based studio Paradox Interactive successfully unionized and signed a collective bargaining agreement with the company in 2020, but it was at the end of 2021 leading into 2022 that things really started to boil over, resulting in the first successful union drives at major North American developers.
Raven QA
(Image credit: Game Workers Alliance)
In December 2021, Activision Blizzard laid off 12 quality assurance (game testing) workers at Raven Software, a long-lived FPS studio and co-developer of Call of Duty’s Warzone battle royale mode. Raven’s remaining QA staff walked off the job in protest (opens in new tab), with other developers across Activision Blizzard joining in. With support from the wider A Better ABK employee advocacy group, the striking employees decided to unionize, forming the Game Workers Alliance through the Communications Workers of America.
Activision Blizzard proved hostile (opens in new tab) to the new union, refusing to voluntarily recognize it while arguing that any organizing effort at Raven should encompass the whole studio. Additionally, Activision Blizzard pushed through pay raises for other QA workers across the company, excluding Raven.
Both Activision Blizzard and Starbucks (opens in new tab), another multinational corporation seeing unprecedented union activity, have utilized this tactic, but this pattern of issuing pay raises to non-unionizing employees in response to labor action has drawn condemnation (opens in new tab) from the National Labor Relations Board.
The NLRB further ruled that there are enough differences in compensation and type of work done by videogame QA departments to warrant unionizing independently from the rest of a studio, opening the door to a union vote despite Activision Blizzard’s objections. The GWA at Raven won its vote to unionize (opens in new tab), and is currently in negotiations with Activision Blizzard over its first contract.
Knock-on effects
(Image credit: ZeniMax Workers United (via Twitter))
The first union at a big-budget game developer in North America was quickly followed by several more, all in QA departments working on major franchises. QA workers at Keywords Studios, a support studio to BioWare with employees currently working on the next Dragon Age, unanimously voted to unionize in June (opens in new tab). Blizzard Albany, the developer formerly known as Vicarious Visions and a support studio on the upcoming Diablo 4, saw its QA staff successfully unionize (opens in new tab) at the beginning of December under the same GWA/CWA umbrella as Raven.
These early victories precipitated the biggest coup so far in videogame labor organizing: the successful unionization of all 300 QA workers across ZeniMax Media (opens in new tab), which includes Starfield and Elder Scrolls developer Bethesda. In addition to the sheer size of the union organized, the ZeniMax drive was notable for the relative cooperation of parent company Microsoft. In the lead-up, figures like Xbox head Phil Spencer and Microsoft CVP and general counsel Lisa Tanzi issued public statements (opens in new tab) affirming Microsoft employees’ right to organize and the company’s willingness to recognize unions.
Microsoft followed through with this rhetoric in its dealings with ZeniMax Workers United, and CWA president Chris Shelton stated that Microsoft’s actions “should serve as a model for the industry and as a blueprint for regulators.” The stark contrast with Activision Blizzard’s combativeness is particularly notable given Microsoft’s pending $68.7 billion acquisition of the Call of Duty and World of Warcraft publisher.
That acquisition and its success could have a major influence on the labor movement in gaming going into 2023. This wave of studio unionizations first sprung up in opposition to Activision Blizzard management, with the company’s resistance to labor organization galvanizing its workers but also significantly impeding the unionization process. A milder Activision Blizzard moderated by Microsoft could provide a more favorable environment for future studios to organize in.
Even if the merger doesn’t go through though, it’s hard to see this momentum as a glitch games industry companies can patch out. An important test coming up is the union drive at the amusingly named Spellbreak developer Proletariat (opens in new tab), which was acquired by Activision Blizzard in 2022. The Proletariat Workers Alliance (again, great name) is the first instance in this current wave of unionizations of multiple departments, not just quality assurance, participating in the effort.
It also remains to be seen what kind of contracts can be won at successfully unionized workplaces, and if similar movements can take hold at other publishers like Ubisoft and EA.
2022 was a banner year for labor organizing in the games industry, with a wave of successful union drives at major studios. As labor issues in gaming became more public and widely discussed, workers in the industry have advocated for collective bargaining and union protections as a key component in battling endemic burnout and exploitation, as well as acute management abuses like the ones documented at Activision Blizzard (opens in new tab), Riot, and Ubisoft.
Organizations like Game Workers Unite sprung up in the late 2010s to advocate for labor power in the games industry as critiques of crunch culture at studios drew wider attention. Workers at Stockholm-based studio Paradox Interactive successfully unionized and signed a collective bargaining agreement with the company in 2020, but it was at the end of 2021 leading into 2022 that things really started to boil over, resulting in the first successful union drives at major North American developers.
Raven QA
(Image credit: Game Workers Alliance)
In December 2021, Activision Blizzard laid off 12 quality assurance (game testing) workers at Raven Software, a long-lived FPS studio and co-developer of Call of Duty’s Warzone battle royale mode. Raven’s remaining QA staff walked off the job in protest (opens in new tab), with other developers across Activision Blizzard joining in. With support from the wider A Better ABK employee advocacy group, the striking employees decided to unionize, forming the Game Workers Alliance through the Communications Workers of America.
Activision Blizzard proved hostile (opens in new tab) to the new union, refusing to voluntarily recognize it while arguing that any organizing effort at Raven should encompass the whole studio. Additionally, Activision Blizzard pushed through pay raises for other QA workers across the company, excluding Raven.
Both Activision Blizzard and Starbucks (opens in new tab), another multinational corporation seeing unprecedented union activity, have utilized this tactic, but this pattern of issuing pay raises to non-unionizing employees in response to labor action has drawn condemnation (opens in new tab) from the National Labor Relations Board.
The NLRB further ruled that there are enough differences in compensation and type of work done by videogame QA departments to warrant unionizing independently from the rest of a studio, opening the door to a union vote despite Activision Blizzard’s objections. The GWA at Raven won its vote to unionize (opens in new tab), and is currently in negotiations with Activision Blizzard over its first contract.
Knock-on effects
(Image credit: ZeniMax Workers United (via Twitter))
The first union at a big-budget game developer in North America was quickly followed by several more, all in QA departments working on major franchises. QA workers at Keywords Studios, a support studio to BioWare with employees currently working on the next Dragon Age, unanimously voted to unionize in June (opens in new tab). Blizzard Albany, the developer formerly known as Vicarious Visions and a support studio on the upcoming Diablo 4, saw its QA staff successfully unionize (opens in new tab) at the beginning of December under the same GWA/CWA umbrella as Raven.
These early victories precipitated the biggest coup so far in videogame labor organizing: the successful unionization of all 300 QA workers across ZeniMax Media (opens in new tab), which includes Starfield and Elder Scrolls developer Bethesda. In addition to the sheer size of the union organized, the ZeniMax drive was notable for the relative cooperation of parent company Microsoft. In the lead-up, figures like Xbox head Phil Spencer and Microsoft CVP and general counsel Lisa Tanzi issued public statements (opens in new tab) affirming Microsoft employees’ right to organize and the company’s willingness to recognize unions.
Microsoft followed through with this rhetoric in its dealings with ZeniMax Workers United, and CWA president Chris Shelton stated that Microsoft’s actions “should serve as a model for the industry and as a blueprint for regulators.” The stark contrast with Activision Blizzard’s combativeness is particularly notable given Microsoft’s pending $68.7 billion acquisition of the Call of Duty and World of Warcraft publisher.
That acquisition and its success could have a major influence on the labor movement in gaming going into 2023. This wave of studio unionizations first sprung up in opposition to Activision Blizzard management, with the company’s resistance to labor organization galvanizing its workers but also significantly impeding the unionization process. A milder Activision Blizzard moderated by Microsoft could provide a more favorable environment for future studios to organize in.
Even if the merger doesn’t go through though, it’s hard to see this momentum as a glitch games industry companies can patch out. An important test coming up is the union drive at the amusingly named Spellbreak developer Proletariat (opens in new tab), which was acquired by Activision Blizzard in 2022. The Proletariat Workers Alliance (again, great name) is the first instance in this current wave of unionizations of multiple departments, not just quality assurance, participating in the effort.
It also remains to be seen what kind of contracts can be won at successfully unionized workplaces, and if similar movements can take hold at other publishers like Ubisoft and EA.
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672978041_2022-was-the-year-the-dam-broke-on-major-videogame.jpg500850Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-05 22:38:192023-01-06 20:00:552022 was the year the dam broke on major videogame unions
A few weeks ago, we got wind that HTC was working on a standalone wireless AR/VR (opens in new tab)headset to rival the Meta Quest 2. And here it is: at CES 2023, HTC revealed the HTC XR Elite, an all-in-one XR headset set for release next month. And it won’t be cheap.
The Vive XR Elite can achieve 4K resolution (2K per eye) at 90Hz with a 110-degree FOV. It’s also got an external camera for mixed reality hijinx. It’s powered by a Snapdragon XR2 with 12GB RAM and 128GB of onboard storage. On paper, the Vive XR Elite is about three times more powerful than Meta Quest 2 (opens in new tab); it’s also three times as expensive at $1,099, so there’s that.
The Vive XR Elite is going for a comfort-focused design with as little bulk as possible. The back headrest is detachable, and the rest of the headset can be folded like a pair of sunglasses to store in a carry case.
I wear large-framed glasses, which makes wearing certain VR headsets really uncomfortable, so I’m excited that the XR Elite has built-in diopters that adjust focus, so you can actually use the headset without glasses.
According to HTC, the expected battery life is about 15 hours, and it offers 30W fast charging, which can charge the battery to 50% capacity in half an hour. The battery can also be swapped out and replaced if you want to buy a second one for longer VR sessions.
With the battery, the XR Elite weighs about 625g (about 1.4 pounds), making it with a fairly lightweight headset, while the Meta Quest 2 is still lighter at 503g. Both are significantly lighter than the Valve Index, which weighs 809 grams. Without the XR Elite’s battery, you’re looking at only 240g, which is pretty light when connected to a PC or phone. Though I’d imagine it wouldn’t last long when plugged into a phone.
The Vive XR Elite is positioning itself as a premium alternative to Meta’s wildly popular headset. At launch, it’s expected to have 100 games in its digital store (opens in new tab), but you’ll also be able to use it as a Steam VR headset, too.
CD Projekt’s troubled RPG Cyberpunk 2077 won the Labor of Love category in the 2022 Steam Awards (opens in new tab), given to the game that “is still getting new content after all these years.” But in the wake of the win, it’s become clear that not everyone feels that the correct decision was made.
Steam Award winners are chosen by vote, which means that a majority of users selected it over the other entrants in the category: Dota 2, Project Zomboid, No Man’s Sky, and Deep Rock Galactic. But in a way, Steam’s user review system means the Steam Awards are never really over. And sure enough, a slew of new negative user reviews were posted on Steam following the Labor of Love win, many of them expressing the feeling that it was the popularity of the Cyberpunk: Edgerunners (opens in new tab) show on Netflix, and not the game itself, that put it over the top.
“Labor of Love my ass, the game is where it should’ve released at. It only got labor of love cause of the weebs and the dumb anime.”
“This won labor of love because of the show and nothing else. There has been 0 content added to this game over 2 years compared to literally any of the other nominees. The game is still trash, and will continue to be till the company gets their ♥♥♥♥ together.”
“Shocking how a decent animated adaptation can fool so many people into thinking the source material is worth forgiving, let alone awarding it as a ‘Labor of Love’.”
“Cyberpunk Edgerunners didn’t make this a good game.”
(Image credit: Steam)
It’s not a review-bombing in the classic sense. While there was a decided uptick in negative reviews since the Steam Award winners were announced—193 in total so far—by all appearances it’s a handful of fans expressing their frustration with the ongoing state of things, rather than a coordinated effort to cause grief for one reason or another. And there were still far more positive reviews posted over the same two days: 836 in all.
In fact, that ratio isn’t too far off the user reviews posted in December 2020, when Cyberpunk 2077 first launched and was in its most dire state: More than 63,000 negative reviews, which is an absolutely wild number but still not much more than a quarter of the 227,000 positive reviews posted in the same period.
Despite its rocky history, Cyberpunk 2077 has only ever been “officially” review-bombed on Steam once. That happened in March 2022, when thousands of negative user reviews were posted after CD Projekt halted sales of its products in Russia and Belarus (opens in new tab) to protest Russia’s invasion of Ukraine. As noted by The Gamer (opens in new tab), the volume of negative reviews was enough to pull the game’s “recent” review rating to “mixed,” although Valve later marked those reviews as off-topic, thereby excluding them from the overall rating (opens in new tab).
CD Projekt’s troubled RPG Cyberpunk 2077 won the Labor of Love category in the 2022 Steam Awards (opens in new tab), given to the game that “is still getting new content after all these years.” But in the wake of the win, it’s become clear that not everyone feels that the correct decision was made.
Steam Award winners are chosen by vote, which means that a majority of users selected it over the other entrants in the category: Dota 2, Project Zomboid, No Man’s Sky, and Deep Rock Galactic. But in a way, Steam’s user review system means the Steam Awards are never really over. And sure enough, a slew of new negative user reviews were posted on Steam following the Labor of Love win, many of them expressing the feeling that it was the popularity of the Cyberpunk: Edgerunners (opens in new tab) show on Netflix, and not the game itself, that put it over the top.
“Labor of Love my ass, the game is where it should’ve released at. It only got labor of love cause of the weebs and the dumb anime.”
“This won labor of love because of the show and nothing else. There has been 0 content added to this game over 2 years compared to literally any of the other nominees. The game is still trash, and will continue to be till the company gets their ♥♥♥♥ together.”
“Shocking how a decent animated adaptation can fool so many people into thinking the source material is worth forgiving, let alone awarding it as a ‘Labor of Love’.”
“Cyberpunk Edgerunners didn’t make this a good game.”
(Image credit: Steam)
It’s not a review-bombing in the classic sense. While there was a decided uptick in negative reviews since the Steam Award winners were announced—193 in total so far—by all appearances it’s a handful of fans expressing their frustration with the ongoing state of things, rather than a coordinated effort to cause grief for one reason or another. And there were still far more positive reviews posted over the same two days: 836 in all.
In fact, that ratio isn’t too far off the user reviews posted in December 2020, when Cyberpunk 2077 first launched and was in its most dire state: More than 63,000 negative reviews, which is an absolutely wild number but still not much more than a quarter of the 227,000 positive reviews posted in the same period.
Despite its rocky history, Cyberpunk 2077 has only ever been “officially” review-bombed on Steam once. That happened in March 2022, when thousands of negative user reviews were posted after CD Projekt halted sales of its products in Russia and Belarus (opens in new tab) to protest Russia’s invasion of Ukraine. As noted by The Gamer (opens in new tab), the volume of negative reviews was enough to pull the game’s “recent” review rating to “mixed,” although Valve later marked those reviews as off-topic, thereby excluding them from the overall rating (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672991918_Cyberpunk-2077-players-furious-at-other-Cyberpunk-2077-players-for.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-05 21:13:462023-01-06 20:02:25Cyberpunk 2077 players furious at other Cyberpunk 2077 players for awarding it Steam’s 2022 Labor of Love
Inside a game industry job applicant today there are two wolves: One is tearing shit up in reckless glee because they just got a job offer from Netflix as a videogame graphics programmer earning $600,000 a year. The other is howling in despair for getting the same job offer, but at a salary of only $50,000, which is barely enough to live in your car in Los Angeles. “We rely on market indicators to determine compensation and consider your specific job family, background, skills, and experience to get it right,” says Netflix.
I call bullshit.
In an economic study of the entire games industry, from fresh college grads to superstar veterans, that half a million dollar salary range may be accurate. But in the case of this specific job posting (opens in new tab), the comically broad $50,000-$600,000 range is Netflix’s way of weaseling out of a new California transparency law requiring employers to list salary bands for new hires. While Netflix may technically be complying with the letter of the new law, which went into effect at the start of 2023, it’s certainly not following the spirit. And Netflix isn’t the only game company posting comically broad salary ranges as a bare minimum act of compliance.
New laws in California, New York City, and Washington state require employers to include expected salaries in job postings, though the wording for each law differs and all three are unfortunately vague. California’s requires listing “the salary or hourly wage range that the employer reasonably expects to pay for the position,” while New York requires a “good faith salary range.” The company doesn’t have to prove its salary range is offered in good faith, of course—if someone objects, it’s on them to prove a listing was made in bad faith, instead.
The intention of these sorts of transparency laws is to ensure that employees are paid equally for equal work despite differences in race, gender, or background (pay inequality remains an ongoing issue, especially in tech). Most game companies I looked at in all three states have already posted salary bands, though a few haven’t (Sucker Punch (opens in new tab) and Valve (opens in new tab), both based in Bellevue, need to update their listings).
In some cases, a broad salary range can make sense—it telegraphs that a game studio is willing to pay a seasoned programmer more in acknowledgement of their experience level. But in most of the games industry job postings I looked at, “broad” is an understatement. The salary minimums and maximums often differed by around $100,000—enough for one person to be making twice as much as a colleague with the same job title and responsibilities.
(Image credit: Bing Guan/Bloomberg via Getty Images)
Take this senior software engineer role (opens in new tab) on Minecraft based in Redmond, Washington. Microsoft says it’s “committed to the principle of pay equity—paying employees equitably for substantially similar work.” But the “typical base pay range” it lists for software engineering is $112,000 – $218,400, which doesn’t tell job applicants much about how what they’ll likely earn. If you’re hoping to buy a home in Redmond’s King County, where the median price is $760,000, the gap between high and low there could make all the difference.
According to Washington’s law, companies need only set a “minimum wage or salary expectation,” so that $112,000 isn’t even a guaranteed minimum—Microsoft could go lower if it chooses, though that’s where competition will theoretically keep offers from dropping too low, and making offers below your suggested salary floor seems like a poor recruiting tactic. But in positions like QA, which often don’t offer six figure minimums to begin with, a confusingly broad salary range is an even bigger problem.
Blizzard in particular has been criticized this week for some of its posted salary ranges being dramatically lower than other studios’ like Riot and Bungie. But some other Activision studios seem to be even worse: COD studio Sledgehammer lists a QA analyst role that pays $14.19 – $26.22 hourly, which works out to a maximum $50,000 a year for 52 weeks of work (not counting potential overtime). Minimum, that job would pay only $29,515 per year before taxes.
Activision somehow managed to limbo below that pitiful threshold with another QA tester role that pays $11.42 – $21.20 hourly in Los Angeles, or minimum $23,753 a year.
Other studios at least offer livable wages for QA, but still with perplexingly broad pay ranges. Tencent’s Lightspeed LA, for example, lists an entry level associate QA tester role paying $67,100 to $134,200.
Riot seems to pay particularly well, with a QA engineer II making between $47.12 and $66.35 base salary in the LA area, aka about $98,000-$133,000 per year. Bungie’s salary ranges were the most believable I saw while perusing big studios: a Destiny test lead stands to earn $86,000-$108,000, which strikes me as a realistic, and actually useful, salary range.
(Image credit: Riot Games)
Far too many other big studios and publishers, though, seem content to throw out vague pay ranges like $203,000-$283,000 (Riot principal software engineer) or $144,500-$237,200 (Epic director of QA). Despite complying with the new laws by posting salary ranges, many companies are simply listing a typical pay range for a particular job title, another cheap obfuscation tactic. Netflix, for example, lists “the overall market range” for a role, which tells you virtually nothing about how much it will actually pay. Tencent lists a far more helpful and specific “base pay range for this position” at its California studio.
Even if most of the salary ranges are too broad to be particularly useful, I do hope they get people talking more about pay across big game studios. If Blizzard really underpays its QA team, that’s going to be harder to hide now. More public information is always better for employees, and not just prospective ones—there are developers at these studios right now who may be seeing this salary range information for the first time and discovering they’re making less than their peers.
Now that salary ranges are out there for jobs in California, Washington, and New York, it’s conspicuous that the same transparency isn’t being offered to candidates applying for positions in other states or internationally. Microsoft could make big waves at any time by instituting public salary ranges at all of its 23 game studios, not just the ones based in California or Washington. Maybe that’s too optimistic, but hopefully some public scrutiny of the current overbroad ranges shames at least a few companies into making them more honest and useful.
Inside a game industry job applicant today there are two wolves: One is tearing shit up in reckless glee because they just got a job offer from Netflix as a videogame graphics programmer earning $600,000 a year. The other is howling in despair for getting the same job offer, but at a salary of only $50,000, which is barely enough to live in your car in Los Angeles. “We rely on market indicators to determine compensation and consider your specific job family, background, skills, and experience to get it right,” says Netflix.
I call bullshit.
In an economic study of the entire games industry, from fresh college grads to superstar veterans, that half a million dollar salary range may be accurate. But in the case of this specific job posting (opens in new tab), the comically broad $50,000-$600,000 range is Netflix’s way of weaseling out of a new California transparency law requiring employers to list salary bands for new hires. While Netflix may technically be complying with the letter of the new law, which went into effect at the start of 2023, it’s certainly not following the spirit. And Netflix isn’t the only game company posting comically broad salary ranges as a bare minimum act of compliance.
New laws in California, New York City, and Washington state require employers to include expected salaries in job postings, though the wording for each law differs and all three are unfortunately vague. California’s requires listing “the salary or hourly wage range that the employer reasonably expects to pay for the position,” while New York requires a “good faith salary range.” The company doesn’t have to prove its salary range is offered in good faith, of course—if someone objects, it’s on them to prove a listing was made in bad faith, instead.
The intention of these sorts of transparency laws is to ensure that employees are paid equally for equal work despite differences in race, gender, or background (pay inequality remains an ongoing issue, especially in tech). Most game companies I looked at in all three states have already posted salary bands, though a few haven’t (Sucker Punch (opens in new tab) and Valve (opens in new tab), both based in Bellevue, need to update their listings).
In some cases, a broad salary range can make sense—it telegraphs that a game studio is willing to pay a seasoned programmer more in acknowledgement of their experience level. But in most of the games industry job postings I looked at, “broad” is an understatement. The salary minimums and maximums often differed by around $100,000—enough for one person to be making twice as much as a colleague with the same job title and responsibilities.
(Image credit: Bing Guan/Bloomberg via Getty Images)
Take this senior software engineer role (opens in new tab) on Minecraft based in Redmond, Washington. Microsoft says it’s “committed to the principle of pay equity—paying employees equitably for substantially similar work.” But the “typical base pay range” it lists for software engineering is $112,000 – $218,400, which doesn’t tell job applicants much about how what they’ll likely earn. If you’re hoping to buy a home in Redmond’s King County, where the median price is $760,000, the gap between high and low there could make all the difference.
According to Washington’s law, companies need only set a “minimum wage or salary expectation,” so that $112,000 isn’t even a guaranteed minimum—Microsoft could go lower if it chooses, though that’s where competition will theoretically keep offers from dropping too low, and making offers below your suggested salary floor seems like a poor recruiting tactic. But in positions like QA, which often don’t offer six figure minimums to begin with, a confusingly broad salary range is an even bigger problem.
Blizzard in particular has been criticized this week for some of its posted salary ranges being dramatically lower than other studios’ like Riot and Bungie. But some other Activision studios seem to be even worse: COD studio Sledgehammer lists a QA analyst role that pays $14.19 – $26.22 hourly, which works out to a maximum $50,000 a year for 52 weeks of work (not counting potential overtime). Minimum, that job would pay only $29,515 per year before taxes.
Activision somehow managed to limbo below that pitiful threshold with another QA tester role that pays $11.42 – $21.20 hourly in Los Angeles, or minimum $23,753 a year.
Other studios at least offer livable wages for QA, but still with perplexingly broad pay ranges. Tencent’s Lightspeed LA, for example, lists an entry level associate QA tester role paying $67,100 to $134,200.
Riot seems to pay particularly well, with a QA engineer II making between $47.12 and $66.35 base salary in the LA area, aka about $98,000-$133,000 per year. Bungie’s salary ranges were the most believable I saw while perusing big studios: a Destiny test lead stands to earn $86,000-$108,000, which strikes me as a realistic, and actually useful, salary range.
(Image credit: Riot Games)
Far too many other big studios and publishers, though, seem content to throw out vague pay ranges like $203,000-$283,000 (Riot principal software engineer) or $144,500-$237,200 (Epic director of QA). Despite complying with the new laws by posting salary ranges, many companies are simply listing a typical pay range for a particular job title, another cheap obfuscation tactic. Netflix, for example, lists “the overall market range” for a role, which tells you virtually nothing about how much it will actually pay. Tencent lists a far more helpful and specific “base pay range for this position” at its California studio.
Even if most of the salary ranges are too broad to be particularly useful, I do hope they get people talking more about pay across big game studios. If Blizzard really underpays its QA team, that’s going to be harder to hide now. More public information is always better for employees, and not just prospective ones—there are developers at these studios right now who may be seeing this salary range information for the first time and discovering they’re making less than their peers.
Now that salary ranges are out there for jobs in California, Washington, and New York, it’s conspicuous that the same transparency isn’t being offered to candidates applying for positions in other states or internationally. Microsoft could make big waves at any time by instituting public salary ranges at all of its 23 game studios, not just the ones based in California or Washington. Maybe that’s too optimistic, but hopefully some public scrutiny of the current overbroad ranges shames at least a few companies into making them more honest and useful.
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672999223_Game-companies-post-absurdly-broad-salary-ranges-to-comply-with.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-05 20:53:062023-01-06 20:02:44Game companies post absurdly broad salary ranges to ‘comply’ with new pay transparency laws
Sim Wong Hoo, who founded Sound Blaster producer Creative Technology in 1981 and remained at its head ever since, has died. A statement (opens in new tab) released by the company said Sim “passed away peacefully” on January 4.
Creative Technology—known as Creative Labs in North America—was a groundbreaking player in the early days of PC gaming thanks to its long-running series of audio cards. After initially launching as the Creative Music System in 1987, the famous Sound Blaster line debuted in 1989, and quickly took over the market: Ad Lib, which prior to the arrival of Sound Blaster cards was the effective standard for PC gaming audio, lost so much ground so quickly that it was forced to file for bankruptcy in 1992.
The Sound Blaster series evolved through multiple generations after the release of that first card. My second sound card (ironically, replacing an Ad Lib) was a Sound Blaster Pro, which came out in 1991 and helped push the company’s global revenues to well over $1 billion by the mid-1990s.
The advent of onboard audio later took a big bite out of consumer-level sound card sales, and Creative’s efforts to move into other technologies, like CD-ROM drives and video accelerators, failed to catch fire. But the company found continued success by refocusing its efforts on specialty audio, including high-end sound hardware—the Sound Blaster AE-9 really impressed us when it launched in 2019—and speakers.
An audio legacy
(Image credit: Creative Technology)
Creative is a company that has become synonymous with computer audio over the years, to such an extent that I doubt there are many of us that haven’t used a pair of Creative speakers or stuck a sound card from the company inside their machine at some point. I had a set of the go-to Inspire T10 speakers when I went to university and they still sell that exact model to this day. I also still have a Sound Blaster sound card in my PC, and as a child/teen I even had a Creative Zen MP3 player. I guess I can thank Mr Sim for that long-lasting audio legacy.
– Jacob Ridley, senior hardware editor
Creative is also notable for squaring off with Apple—and winning—in a 2006 patent dispute over Apple’s hot new invention, the iPod. Creative had its own lineup of Zen audio players at the time, and these had an interface for scrolling through your library of music that Apple quite liked for its own. Ultimately, the two companies settled for a $100 million payment out of pocket, and Mr. Sim’s company walked away that much richer. Admittedly Apple would have the last laugh considering its success with the iPod thereafter, but Creative continued to build plenty of PC products we use to this day, even if its Zen music player had a limited shelf life.
“I have known and worked with Mr. Sim for over 30 years,” interim CEO Song Siow Hui said in a statement. “This is a sad and sudden development and we feel a great loss.”
A message (opens in new tab) posted on the Creative website says Sim was “a visionary, inventor, and entrepreneur who gave the PC a voice. He will be deeply missed.”
A cause of death was not released by the company. Sim was 67 years old.
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672953937_Sim-Wong-Hoo-founder-of-Sound-Blaster-maker-Creative-Labs.jpg6761200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-05 18:59:462023-01-05 18:59:46Sim Wong Hoo, founder of Sound Blaster maker Creative Labs, has died
The founder and managing director of Games Done Quick (GDQ), Mike Uyuma, has announced that he’ll be stepping down from the role and “taking a break” after the 2023 Awesome Games Done Quick Online event. The current GDQ operations director, Matt Merkle, will take over the role.
The first Games Done Quick event took place in 2010, and was broadcast from the basement of Uyuma’s mother’s house. Over the 13 years since, the organisation has raised more than $41 million for charities including the Prevent Cancer Foundation and Médecins Sans Frontières.
The various Games Done Quick events have attracted attention over the years for showcasing some remarkable feats of speedrunning, and the unusual and sometimes bizarre approaches (opens in new tab) that speedrunners take to everything from Half-Life to Minecraft. A particularly memorable event last year was the debut of a custom Zelda build (opens in new tab), which really was magnificent.
“Since I started Games Done Quick, I’ve seen it grow from a small volunteer effort to the thriving organization that it is today,” said Uyama. “I would not have been able to do it without the help of Matt Merkle and the growth of GDQ would not have been possible without the help of the speedrunning community, which has grown both in size and diversity over the years. I’m not sure where I’ll go next, but one thing I am sure about is that I will take a break and a vacation before diving headfirst into my next adventure.”
It’s with a heavy heart that we announce Mike Uyama, GDQ founder, will be stepping down after AGDQ 2023.Without Mike, GDQ wouldn’t be what it is today and we thank him for everything he’s done to move our community forward.For more information head to: https://t.co/fLQMvAPKs7January 5, 2023
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Awesome Games Done Quick Online 2023, which broadcasts over January 8-15 on the organisation’s Twitch channel, will be Uyuma’s final event, with the proceeds going to the Prevent Cancer Foundation.
“I feel incredibly honored to be entrusted with the future of GDQ by Uyama, and will do everything I can to build upon the foundation he has built for the organization since its inception,” said Merkle. “It’s incredible to see how much we’ve grown, transitioning from a group of friends in a basement to a company with over 50 staff members, raising millions of dollars for charity! I look forward to working with the speedrunning community and our staff going forward, and I hope to lead GDQ to new fundraising records!”
https://gamingarmyunited.com/wp-content/uploads/2023/01/1672946644_Dude-who-founded-AGDQ-in-his-moms-basement-13-years.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-01-05 18:11:492023-01-05 18:11:49Dude who founded AGDQ in his mom’s basement 13 years ago is moving on after raising $41 million for charity
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