Tag: video games

  • How to Preorder Sony’s PS5 Pro (Before a Scalper Bot Does)

    How to Preorder Sony’s PS5 Pro (Before a Scalper Bot Does)

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    We’re barely done with the years-long period where it was almost impossible to get your hands on a PlayStation 5, and now Sony is launching the PlayStation 5 Pro. It has a more powerful graphics processor, better AI upscaling, and tons more storage, with a higher price to match. If you want to get your hands on one when it launches, though, it might take some effort.

    It’s no secret at this point that scalpers are, metaphorically, armed to the teeth with tools that can snag dozens of PS5s before you can click the Buy button on one. There’s little reason to expect this new console launch will be any different. (Even if the $700 price makes it one of the most expensive consoles of all time.) Still, there are things you can do to improve your odds of nabbing one of these consoles. And while you’re at it, check out our Best PS5 Accessories and Best PS5 Games guides for more.

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    When Do Preorders Start?

    Grey video game console and controllers

    Photograph: Sony PlayStation

    Preorders for the new PlayStation 5—as well as the extremely limited-edition 30th-anniversary PS5 Pro models designed to be reminiscent of the original PlayStation—will begin in stages. The PlayStation Direct website will get first dibs, followed by other retailers a couple of weeks later. Here are all of the important dates:

    The PS5 Pro is $700 for the disc-less version. If you want to add a disc drive, it’s a separate purchase. You can read more about the differences between all the PS5 models here.

    Tips to (Hopefully) Score Your Preorder

    White video game console and video game controller beside the box packaging

    Photograph: Walmart

    Unfortunately, there’s no way to guarantee that you’ll be able to get a console, even if you’re at your computer the minute sales go live. But there are things you can do to increase your odds:

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  • Meta’s $300 Quest 3S Headset Significantly Lowers VR’s Buy-In Price

    Meta’s $300 Quest 3S Headset Significantly Lowers VR’s Buy-In Price

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    The Quest 3S, Meta’s newest mixed reality headset, will be out in the world soon. If you’re familiar with the features currently offered by Meta’s VR headsets, then the only surprising thing about the new hardware will be the price. But it’s reverse sticker shock: The new Meta Quest 3S is a $300 headset that has nearly all the capabilities of the $500 Meta Quest 3. This much more modestly priced entry into the metaverse is available for preorder today; Meta says it will be out on October 15.

    The Meta Quest 3S was announced today at Meta Connect, the company’s big annual developer fete where it typically also announces new products. In the keynote address, Meta CEO Mark Zuckerberg laid out his vision for the company’s latest AR and VR devices and the many, many updates to the AI features being built into its platforms.

    Image may contain Electronics

    The new Quest 3S.

    Courtesy of Meta

    Image may contain Electronics Appliance Blow Dryer Device and Electrical Device

    The hand controllers.

    Courtesy of Meta

    Like the Quest 3, the Quest 3S is powered by Qualcomm’s Snapdragon XR2 Gen 2 platform. It has full color passthrough vision, so you can pipe in a view of your immediate environment (and navigate around your coffee table) without taking the goggles off. There’s even a new dedicated button on the bottom of the headset for this; press it whenever you want to see your real-life surroundings. The headset is compatible with most Quest 3 accessories, but not all of them. The Quest 3S also features Meta’s Horizon OS, which allows for a desktop-like experience where you can cycle through 2D apps and browser tabs and then seamlessly switch to watching a movie or playing a game. And yes, you can play Wordle in it.

    The base configuration of the Quest 3S comes with 128 GB of storage, and for an extra $100 you can add up to 256 GB (bringing the price to $400). The only version of the older Quest 3 you’ll be able to buy is the 512 GB version, and the price on that model is dropping from $650 down to $450. Meta will wind down production of its other headsets, too; the company says it will soon stop selling the Meta Quest 2 and Meta Quest Pro.

    These cheaper prices, along with a diminished emphasis on the premium models, are meant to entice a broader swath of the VR curious. Meta is likely to announce Quest headsets with beefier specs in the future, though for now that higher class of device faces an uncertain fate. Meta is clearly taking guidance from the underwhelming reception of Apple’s Vision Pro headset, and choosing to focus on devices that are cheaper and more accessible.

    Image may contain Smoke Pipe

    Courtesy of Meta

    Image may contain Accessories and Goggles

    Courtesy of Meta

    The day before the announcement, Meta offered a 40-minute demo of the Meta Quest 3S at its headquarters in Silicon Valley. I played a demo of the VR game Batman: Arkham Shadow, which comes installed on the Quest 3S if you buy it before April 2025. (If you’ve ever wanted to feel what it’s like to crouch around in a sewer while dressed as Batman, this is a game for you.)

    But ultimately, the Meta mixed reality experience felt like most other immersive headset experiences. Sprawling, ambitious, blurry, and occasionally disorienting. The headset is light and easy to wear, but still makes you sweat if you keep it on your head too long. The apps it offers are fun, but can be experienced more comfortably on more traditional devices. (I will play Wordle on my phone, thank you.) Horizon Worlds, Meta’s virtual meeting and hangout space, could be a neat place to stream a concert, but all the different realms still feel disconnected and strangely thrown together, like if you could shove your head directly into a random subreddit.

    Image may contain Couch Furniture Cushion Home Decor Person Bed Indoors Interior Design Electronics and Plant

    Courtesy of Meta

    Image may contain Accessories Goggles Sunglasses Couch Furniture VR Headset Home Decor and Cushion

    Courtesy of Meta

    That said, the weirdness also makes for some of the more interesting moments. At one point during my Quest 3S demo, I navigated, to the chagrin of my Meta press handlers, to a user-created realm in Horizon Worlds called MetDonalds. This turned out to be a VR rendering of a McDonalds restaurant that was exclusively operated by children. Nearly every person there was on mic, and every one of them sounded like a child. I tried to order a digital Happy Meal, and was immediately called out. They asked me how old I was, and when I told them my age there was a great chorus of laughter.

    “You’re 34?” One of them shouted, her tone a combination of teasing and astonishment. “What are you even doing here?”

    Good question, kid. Good question.

    Ultimately, the Meta Quest 3S is here to serve up the same kinds of VR features that its VR headsets have offered for a while. The metaverse isn’t fully here yet, and Horizon Worlds still feels janky and disorienting. But hey, if these untamed experiences are your thing, then at least the Quest 3S will lower the cost of entry. The toddlers running the VR McDonalds in Horizon Worlds are having a blast, so maybe this is just their world now.

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  • MSI Stealth 18 AI Studio A1V Review: No AI Needed

    MSI Stealth 18 AI Studio A1V Review: No AI Needed

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    I was able to max out at 120 frames per second while playing Doom Eternal on Ultra settings, and even got around 70 fps in Starfield on Medium. Starfield dropped down to a still-playable 50 fps on Ultra, though I got it up to 80 fps on Ultra by enabling frame generation. I’m not a fan of this feature as it can sometimes lead to some weird smoothing effects—to my mind, it hits the same nerve as motion smoothing on TVs—but your mileage may vary.

    In terms of battery life, your best bet is to keep your charger nearby for gaming sessions. The nearly 100-watt-hour battery is massive, but so is the power draw. It lasted around three hours of heavy gaming, and closer to six to seven hours with more typical use.

    These limitations make the MSI Stealth 18 best suited to being a workhorse laptop you can play games on at the end of the day. Running media editing apps like DaVinci Resolve and Blender was smooth, and I rarely noticed performance problems while working on it. Most gaming laptops would run similarly with comparable GPUs, but the new Meteor Lake CPU gives you a bit of future-proofing. Companies like Blackmagic are working on adding support for NPUs generally, so if there’s an area where Intel’s NPU is likely to be used in the future, it’s likely media creation first.

    There might be better laptops purely for gaming—the Razer Blade 18, for example, trades a lower-resolution screen for a whopping 300-Hz refresh rate. But if you’d rather have one powerful laptop for work and play, the Stealth 18 is a solid investment.

    All the Right Extras

    The design of the Stealth 18 feels a little bit more gam3r than I like, but I can live with it for all the extra little touches MSI has put in this thing. For starters, it comes with a NumPad. I don’t care what anyone else says, NumPads are great, and I appreciate that there’s a powerful gaming laptop with one. It’s most handy while doing various video editing tasks, less for gaming, but if you’re like me, you’ll appreciate its presence.

    The rest of the keyboard is similarly delightful. The font on the keys looks strikingly similar to the font Sony inexplicably used for both PlayStation and Spider-Man branding back in the aughts. The chiclet-style keys are flat, with no dimples, but they’re raised enough to feel easy to distinguish while typing, though my most common mistake was hitting the new and largely unnecessary Copilot key, which takes up room near the space bar. The trackpad is super smooth. It could be a bit bigger, but I only wished this while connected to a second monitor.

    Back of a black laptop showing the ports

    Photograph: Eric Ravenscraft

    There’s an Ethernet port, HDMI port, and the proprietary charging port on the rear of the device, which is an incredibly convenient location for plugging the laptop into a desk workstation. It’s not quite as convenient as a laptop docking station, but it’s less cluttered than cables sticking out the sides. I’m also a fan of the dedicated fingerprint sensor, which makes it easier to sign in to Windows and unlock password managers.

    Overall, the MSI Stealth 18 is a powerhouse, even without the NPU. At $3,300 for the RTX 4080 model, you can save a few hundred dollars compared to comparably-specced (minus the refresh rate) laptops like the Razer Blade 18. Just make sure to keep your wall charger handy.

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  • ‘The Legend of Zelda: Echoes of Wisdom’ Trades Tropes for New Tricks

    ‘The Legend of Zelda: Echoes of Wisdom’ Trades Tropes for New Tricks

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    Nintendo, after nearly four decades, is taking The Legend of Zelda somewhere new. With Echoes of Wisdom, the video game company not only builds on the experimentation of its last Switch release, Tears of the Kingdom—it also does something no other Zelda title has done before: Give the princess power that was previously afforded to only Link.

    “They gave Zelda a sword” has been the refrain for Echoes of Wisdom since it was announced back in June. But that isn’t the entirety of what makes the game unique. Rather, it’s part of a top-down 2D series for the franchise, one with a different look and feel than Tears of the Kingdom that still utilizes the freedoms that players got with previous games—like the ability to create everything from Korok prisons to giant mechs.

    In Echoes, that means being able to take various pieces of the world itself to replicate and repurpose them. For series producer Eiji Aonuma it also means players won’t get bored with Zelda (the games). “We started to feel,” Aonuma said recently, “that fans may not continue playing this franchise unless they can think independently and try various things freely on their own, rather than following a set path.”

    It may not be intentional, but this shift also means players won’t get bored with Zelda (the character) too. Here, the namesake hero can make things and fight her way out of dungeons in ways Link never could.

    The game begins as many Legend of Zelda games do: Zelda has been captured, and Link is on his way to save her. This time, however, after fighting off her captor, Link is pulled into a deep, purple rift and Zelda has to free herself. She does, but her happy reunion at home is cut short when Zelda gets blamed for rifts popping up all over Hyrule. Now a fugitive, she must figure out how to close the rifts and save Link with the help of a magical new friend, Tri, who grants her the ability to create copies—“echoes”—of items and enemies.

    Zelda isn’t a prolific fighter, so echoes become her main weapons, her main everything. Beds make great ladders when stacked just so; flying tiles can shoot Zelda across large gaps; pots thrown in the opposite direction create diversions. The joy of Echoes of Wisdom is figuring out how to use everything you find to your advantage. In one puzzle, for example, I could see the pieces that the game expected me to use: two conspicuously stacked rocks perfectly aligned to cut off steam from two vents that would prevent me from moving forward. I skipped the whole thing with a few carefully placed cubes made of water. I swam to my freedom and moved on, feeling like a genius.

    Ingenuity is at the heart of Echoes of Wisdom. Because there are multiple ways to resolve many of the game’s mysteries, progressing through them sometimes gives players the sense that they snuck through a section under the developers’ noses. Areas I had no business being in became accessible with a few cleverly placed beds, a trampoline, and a childlike persistence. I summoned armies of batlike Keese to fight my battles for me while Zelda napped nearby. Is this how I was meant to play? Probably, but it felt mischievous all the same.

    The game’s echoes are so effective that I hardly used Zelda’s Link-like abilities, outside of situations where the game required me to. The princess can transform herself into a blue, sword-wielding, arrow-shooting bomb chucker, but the time spent in this form burns up energy that needs to be purposefully replenished. It’s meant to be used sparingly.

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  • This New Pac-Man Machine Brought Me Closer to My Teen Kids

    This New Pac-Man Machine Brought Me Closer to My Teen Kids

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    Pac-Man is a classic arcade game that deserves all the love. Guiding an abstract mouth around a ghost-patrolled maze in pursuit of dots is pure joy. As good as it is, I never imagined the greedy yellow circle would bring my family closer together, but that’s exactly what happened this summer. Ever since the Arcade1Up Pac-Man Deluxe Arcade Machine displaced a tatty old cat tree in the corner of my office, I have been battling for the high score with my eldest teen.

    As a teenager, figuring out what you want to do and who you want to be is tough at the best of times. Try juggling all of that during a pandemic. And as a parent, you can feel it in your bones when your kids are unhappy. But accepting the unpalatable truth that there’s little you can do about it is one of life’s hardest lessons. My advice, no matter how well-meaning, holds little value right now. My eldest mostly responds to any query about her day with a scowl and the single word “Fine.” The days of playing with Lego blocks, bike rides in the woods, and swimming trips are long gone.

    Part of growing up is turning away from your parents, especially during the teenage years. As a dad who always enjoyed hanging out with my kids, that rejection has been a bitter pill that even Pac-Man would struggle to swallow. If I want them to hang out with me now I need a solid sales pitch, so I was delighted when the bleeps and bloops of the new arcade machine brought quizzical teens into my office. They watched me play, and I could see they were itching for a shot. So began a summer pursuit for the high score and the bragging rights that come with it.

    Simply Irresistible

    The Arcade1Up Pac-Man Deluxe Arcade Machine arrived flat-packed in a couple of boxes. This easy-to-build cabinet features a 17-inch color LCD screen, a light-up marquee, and authentic arcade controls. It runs 14 Namco games, including Galaxian, Galaga, Dig Dug, and Rolling Thunder, but as the artwork attests, this is all about Pac-Man, and you get Pac-Land, Pac-Man Plus, Super Pac-Man, Pac & Pal, and Pac-Mania alongside the original.

    Pac-Man began life in Japan in 1980 as Puckman. The nine-strong development team led by Toru Iwatani wanted to make a game with universal appeal. With 300,000 cabinets sold by 1987, gracing every arcade in the land, we can agree they succeeded. The name change for the North American release came amid fears that mischievous vandals would alter the first letter. The arcade was the perfect habitat for Pac-Man, but it has since been ported to every conceivable system and device, racking up an estimated $15 billion worth of lifetime sales.

    Closeup of arcade machine screen showing a maze with yellow dots within the path lines

    Photograph: Simon Hill

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  • Nintendo Is Suing ‘Palworld’ Creator Pocketpair

    Nintendo Is Suing ‘Palworld’ Creator Pocketpair

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    Palworld, colloquially known to fans as “Pokémon with guns,” is in hot water. Nintendo and The Pokémon Company announced Thursday that they’ve filed a patent infringement lawsuit in Tokyo against Pocketpair, the company behind the game, claiming Palworld “infringes multiple patent rights.”

    The lawsuit isn’t completely unexpected. In Palworld, players catch creatures by weakening them and trapping them in Pal Spheres, similar to pokéballs. Fans have also pointed out numerous similarities in design between Pals and Pokémon. Players have also drawn Nintendo’s ire for creating mods that make the connection explicit by including actual Pokémon.

    Curiously, though, Nintendo’s statement alleges patent violations, not copyright ones, which may indicate the suit could be more about game mechanics than creature design.

    Palworld, released in January, was an instant success. Within its first month, the open-world survival game sold more than 12 million copies and became Microsoft’s biggest third-party Game Pass launch ever.

    On Thursday, as news of the lawsuit spread, Pocketpair released a statement saying the company was “unaware of the specific patents we are accused of infringing upon,” but vowing to investigate the claims.

    The company says it will continue to work on improving the game; it released a patch with bug fixes earlier this week. “It is truly unfortunate that we will be forced to allocate significant time to matters unrelated to game development due to this lawsuit,” the statement reads “However, we will do our utmost for our fans, and to ensure that indie game developers are not hindered or discouraged from pursuing their creative ideas.”

    Online, fans continue to vocally support the game. “Instead of bullying smaller companies, the ones going after you guys should make better products,” one X user wrote in response to Pocketpair’s post about the lawsuit. “Nintendo really needs to be humbled, and competition is healthy for everyone involved,” wrote another. Others backed Nintendo, which as Serkan Toto, the CEO of game industry consultancy Katan Games, noted on X has a “legendary track record (especially in Japan) regarding lawsuits like this one.”

    In previous interviews, Pocketpair CEO Takuro Mizobe has pushed back against claims of wrongdoing, saying “we have absolutely no intention of infringing upon the intellectual property of other companies.”

    Nintendo, clearly disagrees. In the statement it released, the company says it “will continue to take necessary actions against any infringement of its intellectual property rights including the Nintendo brand itself, to protect the intellectual properties it has worked hard to establish over the years.” The company has a long history of doing just that. The biggest surprise here? That it took this long.

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  • A Game Designer Just Hid a Gold Trophy in the Woods for a Real-Life Treasure Hunt. It Starts Now

    A Game Designer Just Hid a Gold Trophy in the Woods for a Real-Life Treasure Hunt. It Starts Now

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    The muddy trail levels out and we stop to catch our breath. Which is good, because hiking with my eyes covered has been a pain in the ass. A voice says: “You can take your blindfold off now.” I squint as I get my bearings. Then, after a bit more hiking and some bushwhacking, I finally see it. The prize. The thing no one is supposed to know the location of, at least for another few weeks. A golden treasure.

    I have to fight a lizard-brain instinct to reach for it. No. If all goes to plan, the treasure will soon belong to someone else—to the winner of a wild treasure hunt dreamed up by two of the guys leading me through this remote wilderness. One is a musician named Tom Bailey. The other is Jason Rohrer, the mastermind. Rohrer has designed some of the brainiest, highest-concept video games of the 21st century. Now there’s this: not a video game, but Rohrer’s first game set in the real world.

    A golden trophy shining on a tree stump

    This is the real Project Skydrop trophy. This is not its real location.

    Photograph: Peter Fisher

    Rohrer calls it Project Skydrop, and he’s been working on it, mostly in secret, since 2021. He is 46 years old and tall. Like NBA-power-forward tall. And skinny. His blond hair, which once hung down his back, is now cut short. Today, he’s in boots, cargo pants, black aviator glasses, and a bucket hat. (Think: Vietnam War chic, save for an extremely Gen X wallet chain.) His 21-year-old son is also here, similarly tall, hair youthfully flowing. He’d drawn the short straw and had to be my personal guide. As the hours drag on, he reminds the group that we’re losing sun and should really leave the hiding spot before dark.

    The treasure was paid for and made by Rohrer himself, cast from 10 troy ounces of 24k gold. It’s worth about $25,000, but added to that bounty is a yet-to-be-determined, potentially life-changing amount of bitcoin, depending on how many people participate in the hunt. What I’m allowed to tell you about the treasure’s location is that it’s somewhere in the northeastern United States and that I got here by first flying to Rohrer’s home in Dover, New Hampshire. Maybe I should add, at the risk of saying too much, that I was then driven (again, blindfolded) quite a ways away, possibly across state lines, to public land who knows where. A just-released YouTube trailer for Project Skydrop offers more specifics. “Perhaps there’s a feeling deep down inside of you,” goes the Gandalfian narration. “A hunger. For mystery. For adventure. And most importantly, for treasure.” Then the video explains that to find the treasure, there’s a special map, updated each morning for (at most) 21 days, and photos taken via drone, shot from progressively higher and higher points above the treasure.

    We spend several hours at the drop site. The guys mount six motion-sensor cameras around the clearing, which they hope will provide epic footage of the find. They also fly their drone straight up and start snapping pics. The mood is giddy, even as the sun begins to set and mosquitoes descend. Tasks done, we finally pack up, and Rohrer’s kid readies my blindfold for the trip back. At the last moment, Rohrer calls Bailey over and points at their treasure, barely visible through a mess of baby trees. “We’re never gonna see it again, Tom,” Rohrer says.

    Two days from this moment, the race to find it starts. And if you are reading this on September 19, 2024, that day is today. The hunt has just begun.

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  • Sony’s $700 PlayStation 5 Pro Is Finally Coming in November

    Sony’s $700 PlayStation 5 Pro Is Finally Coming in November

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    Sony’s PlayStation 5 mid-cycle upgrade, the PS5 Pro, is coming November 7. Lead PlayStation architect Mark Cerny revealed the console today during a brief video presentation. “Simply put, it’s the most powerful console we’ve ever built,” Cerny said of the $700 device.

    It’s been four years since the PlayStation 5’s launch. Although Sony released slimmer versions of the console last year, the PS5 Pro is its first major update to this generation’s hardware. It’s got a slightly changed look that features three ridged black stripes. More importantly, it’s done away with predecessors’ optical drive—a choice that’s sure to be controversial among users.

    Still, the PS5 Pro does add more power to players’ gaming experiences. The new console includes an upgraded GPU that will allow for 45 percent faster gameplay rendering, as well as advanced ray tracing capabilities for better light rendering. Cerny’s video presentation today included gameplay from Ratchet & Clank: Rift Apart, Control, The Last of Us Part 2, as well as many others, showing how games will run with higher fidelity on the new console.

    The PS5 Pro will also include a new AI feature: “Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail,” according to Sony’s blog post about the Pro, which doesn’t provide any other details about the new feature.

    Players hoping to play their games on physical media will need to purchase a disc drive separately. The PS5 Pro is still compatible with current PS5 accessories. According to CNET, which got an early hands-on with the console, the PS5 Pro will also upgrade performance for 40 to 50 games at launch via patches. That list includes games such as Alan Wake 2, Final Fantasy VII Rebirth, Dragon’s Dogma 2, Gran Turismo 7, and Horizon Forbidden West.

    “As time goes by, particularly for the games which are launching after the hardware releases, we’ll increasingly see a more nuanced approach, where the focus is less on resolution and much more about higher image quality through a variety of strategies,” Cerny told CNET.

    The initial response to the news online has been mixed, with some fans lamenting a lack of disc drive and the higher price. “$700 and without a disc drive is an insane ask,” responded one X user. “It’s coming with 2TB of the same sweet ultra fast SSD and that alone is worth the price bump,” said another. Some wondered whether the graphical upgrades were really all that great.

    The Pro’s existence has been rumored for months; a leak last month included what now appears to be accurate photos of its design. Preorders for the console begin September 26.

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  • New AI Model Can Simulate ‘Super Mario Bros.’ After Watching Gameplay Footage

    New AI Model Can Simulate ‘Super Mario Bros.’ After Watching Gameplay Footage

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    Last month, Google’s GameNGen AI model showed that generalized image diffusion techniques can be used to generate a passable, playable version of Doom. Now, researchers are using some similar techniques with a model called MarioVGG to see whether AI can generate plausible video of Super Mario Bros. in response to user inputs.

    The results of the MarioVGG model—available as a preprint paper published by the crypto-adjacent AI company Virtuals Protocol—still display a lot of apparent glitches, and it’s too slow for anything approaching real-time gameplay. But the results show how even a limited model can infer some impressive physics and gameplay dynamics just from studying a bit of video and input data.

    The researchers hope this represents a first step toward “producing and demonstrating a reliable and controllable video game generator” or possibly even “replacing game development and game engines completely using video generation models” in the future.

    Watching 737,000 Frames of Mario

    To train their model, the MarioVGG researchers (GitHub users erniechew and Brian Lim are listed as contributors) started with a public dataset of Super Mario Bros. gameplay containing 280 ‘levels” worth of input and image data arranged for machine-learning purposes (level 1-1 was removed from the training data so images from it could be used in the evaluation). The more than 737,000 individual frames in that dataset were “preprocessed” into 35-frame chunks so the model could start to learn what the immediate results of various inputs generally looked like.

    To “simplify the gameplay situation,” the researchers decided to focus only on two potential inputs in the dataset: “run right” and “run right and jump.” Even this limited movement set presented some difficulties for the machine-learning system, though, since the preprocessor had to look backward for a few frames before a jump to figure out if and when the “run” started. Any jumps that included mid-air adjustments (i.e., the “left” button) also had to be thrown out because “this would introduce noise to the training dataset,” the researchers write.

    After preprocessing (and about 48 hours of training on a single RTX 4090 graphics card), the researchers used a standard convolution and denoising process to generate new frames of video from a static starting game image and a text input (either “run” or “jump” in this limited case). While these generated sequences only last for a few frames, the last frame of one sequence can be used as the first of a new sequence, feasibly creating gameplay videos of any length that still show “coherent and consistent gameplay,” according to the researchers.

    Super Mario 0.5

    Even with all this setup, MarioVGG isn’t exactly generating silky smooth video that’s indistinguishable from a real NES game. For efficiency, the researchers downscale the output frames from the NES’ 256×240 resolution to a much muddier 64×48. They also condense 35 frames’ worth of video time into just seven generated frames that are distributed “at uniform intervals,” creating “gameplay” video that’s much rougher-looking than the real game output.

    Despite those limitations, the MarioVGG model still struggles to even approach real-time video generation, at this point. The single RTX 4090 used by the researchers took six whole seconds to generate a six-frame video sequence, representing just over half a second of video, even at an extremely limited frame rate. The researchers admit this is “not practical and friendly for interactive video games” but hope that future optimizations in weight quantization (and perhaps use of more computing resources) could improve this rate.

    With those limits in mind, though, MarioVGG can create some passably believable video of Mario running and jumping from a static starting image, akin to Google’s Genie game maker. The model was even able to “learn the physics of the game purely from video frames in the training data without any explicit hard-coded rules,” the researchers write. This includes inferring behaviors like Mario falling when he runs off the edge of a cliff (with believable gravity) and (usually) halting Mario’s forward motion when he’s adjacent to an obstacle, the researchers write.

    While MarioVGG was focused on simulating Mario’s movements, the researchers found that the system could effectively hallucinate new obstacles for Mario as the video scrolls through an imagined level. These obstacles “are coherent with the graphical language of the game,” the researchers write, but can’t currently be influenced by user prompts (e.g., put a pit in front of Mario and make him jump over it).

    Just Make It Up

    Like all probabilistic AI models, though, MarioVGG has a frustrating tendency to sometimes give completely unuseful results. Sometimes that means just ignoring user input prompts (“we observe that the input action text is not obeyed all the time,” the researchers write). Other times, it means hallucinating obvious visual glitches: Mario sometimes lands inside obstacles, runs through obstacles and enemies, flashes different colors, shrinks/grows from frame to frame, or disappears completely for multiple frames before reappearing.

    One particularly absurd video shared by the researchers shows Mario falling through the bridge, becoming a Cheep-Cheep, then flying back up through the bridges and transforming into Mario again. That’s the kind of thing we’d expect to see from a Wonder Flower, not an AI video of the original Super Mario Bros.

    The researchers surmise that training for longer on “more diverse gameplay data” could help with these significant problems and help their model simulate more than just running and jumping inexorably to the right. Still, MarioVGG stands as a fun proof of concept that even limited training data and algorithms can create some decent starting models of basic games.

    This story originally appeared on Ars Technica.

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  • The Death of ‘Concord’ Offers a Bleak Look at Gaming’s Future

    The Death of ‘Concord’ Offers a Bleak Look at Gaming’s Future

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    After eight years of development, Sony pulled the plug on Concord today after just two weeks. Fans loved it, but seemingly not enough. Is the future of the industry blockbuster-or-bust?

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