Apple’s new gaming subscription service Apple Arcade may have been a bit of a footnote at its Services event earlier this month compared to the stage time given to more prime time-ready efforts like Apple TV+ and Apple News+, but the company is throwing some major funding behind its effort to get people paying a monthly fee for exclusive titles.
The company has already set aside a budget of more than $500 million for its Arcade service, according to a report in the Financial Times.
The service, arriving in the fall, will let users play exclusive gaming titles across their Apple devices ad-free and offline. The titles will be free of micro-transactions, unlike many of the popular gaming titles on the App Store.
While the company has already reportedly spent more than $1 billion on its TV+ content service, the gaming subscription world marks another uncharted territory for Apple as it will put the tech giant in the position of curating with its cash by directly funding titles for exclusive launches on Apple Arcade. At its event, the company detailed that it will have more than 100 new and exclusive gaming titles launching as part of its service.
The report states that in order to receive funding from Apple, developers will have to eschew releases on the Google Play Store and refrain from taking part in other gaming subscription services. After a “few months” of exclusivity, developers will be able to release their games on non-mobile platforms such as PCs and gaming consoles. The company is focusing its efforts on funding indie titles as opposed to bankrolling AAA studios to create an exclusive epic.
As with Apple TV+, we’re still waiting on exact details regarding price and availability.
Quiz Khalifa aka Host Malone aka Trap Trebek aka HQ Trivia’s Scott Rogowsky has been …
The Games Done Quick series of charity events has long been a favorite among the gaming fans and critics at Ars Technica since it combines classic, beloved video games and carefully studied methods to break them apart in search of high-speed exploits.
This year’s summertime installment is particularly special, as it’s the first in 2.5 years to take place at a physical venue—albeit with some of the most stringent masking and distancing requirements we’ve seen in a livestreamed public show in 2022. (GDQ’s organizers appear to read the news, which makes sense for a series that benefits the likes of Doctors Without Borders.) Even with precautions taken, its combination of players, commentators, and crowds in the same room has brought excitement back to its broadcasts, which is why we’re pulling together some of the best runs from the past week, as archived at GDQ’s official YouTube channel.
The event is still ongoing as of this article’s publication, which means you can watch it right now via its Twitch channel. The event’s final runs, dedicated to Elden Ring, will conclude in the late hours on Saturday, July 2.
Tunic, 2022, “true ending” run
If you haven’t yet played Tunic, we recommend you pause before watching this game-breaking, spoiler-filled romp through many of its biggest secrets. (My March review of the game has far fewer spoilers.) But if you’ve already collected the game’s slew of hidden “instruction booklet” pages, consider this a must-watch, because it includes a compelling guest on real-time commentary: Andrew Shouldice, the game’s lead designer, programmer, and artist.
He’s joined by a member of the Power-Up Audio team, which worked on the game’s soundtrack, and they divulge tons of information about how the game was made—including confirmation about how many of the biggest exploits were intentionally left by the devs in the game. At one point, Shouldice watches a trick begin to play out, telling the crowd that he programmed it to be a possibility but could never personally trigger it. Moments later, the speedrunner demonstrated the trick, allowing him to warp through a wall and bypass a ton of tricky content.
Halo Infinite, 2021, “no tank gun” run
Many classic games’ speedruns include multiple categories, and the most broken ones are known as “any-percent” runs, since they allow players to use any tricks and skip any quests that they want. In certain games’ cases, these kinds of runs can be boring to watch, and the infamously glitchy Halo Infinite is no exception.
This speedrun begins with a demonstration of the “tank gun,” which bolts an unlimited-ammo gun to Master Chief’s feet. That’s too much assistance for speedrunners’ tastes, but this SGDQ demonstration still includes a ton of wacky tricks that combine geometry clipping and otherworldly physics exploits—all boosted by Chief’s immediate access to a new grappling hook item. Sure, the hook makes players move much faster through the world, but it also figures into a wild glitch that makes players bounce off explosive barrels in ways that defy gravity.
Thunder in Paradise, 1995, all-cutscenes run
We’re not sure whether this is GDQ’s first speedrun dedicated to a full-motion video (FMV) game, but it’s certainly one of the dumber examples of the mid-’90s CD-ROM genre. Thunder in Paradise is based on the short-lived TV series of the same name, which starred Terry “Hulk” Hogan alongside Jack Lemmon’s son as a crime-solving action duo on the beach, and it was as bad as that sounds. The video game version, relegated to the CD-I console, forces players to watch excruciatingly bad live-action footage between light gun shootout sections.
In most video game speedruns, players skip as many cinema scenes as possible, but GDQ elected to show this game’s filmed footage in its entirety while cheesing the gun gameplay parts as quickly as possible. Strap in, brother.
Some people will look at an expansion pack like Cuphead: The Delicious Last Course and make up their minds after a single glance. This $8 add-on’s beautiful brutality follows the same path as the original 2017 game Cuphead, a notoriously tough descendant of the Mega Man school of game design. Maybe you love playing games that are as beautiful as they are difficult. Maybe you don’t.
I’m here to talk about Last Course because I might be a lot like you. I’m not Last Course‘s target audience. I never beat the original Cuphead. I have contended that a tough game like this is easier for me to watch than it is to play. But when I saw the expansion’s hands-on demo at this month’s Summer Game Fest Play Days, I shrugged my shoulders, grabbed a gamepad, and gave it a shot. Might as well occupy myself between other scheduled game demos, I thought.
And then I fell in love. For whatever reason, the demo I played, and my subsequent completion of Last Course‘s “normal” difficulty content, grabbed me and wouldn’t let go—which is why I’m compelled to recommend picking it up.
Another island getaway—with useful new abilities
Like many other classic “expansion packs,” Last Course requires owning the original game (which is conveniently on sale at most digital download storefronts between this article’s publication date and July 7) and bolts new content onto Cuphead‘s 2D action foundation. The original game divided its 18 boss battles across three “islands” of content, and Last Course adds, among other things, six bosses on a brand-new island.
It also introduces a third playable character, named Miss Chalice, and she appears when you equip a Chalice-specific “charm” on either existing character (Cuphead or Mugman). She comes with four points of health by default (compared to three points for the other characters) and three unique abilities: an invincible dodge-roll, a double-jump, and a parry dash. (The latter gives players a larger “hitbox” when attempting the game’s crucial parry maneuver, making it easier to counter enemies’ specially colored attacks.) Since she must be activated as a charm, Miss Chalice can’t equip other charms in the game, and in two-player co-op sessions, only one person can turn their character into Miss Chalice.
As I made clear earlier, I’m not a Cuphead pro, so I was delighted by the new, novice-friendly character when I first tested the game at Summer Game Fest. All of her special abilities are tuned for higher maneuverability to help you contend with the chaos that is an average Cuphead boss battle, and in addition to her extra point of health, she also has a custom “super attack” option that doesn’t do any damage. Instead, it gives her an additional, temporary point of health, and this can be regenerated during long, brutal boss fights. Once she’s unlocked, she’s available in the original campaign’s levels as well, which makes her a nifty entry point for anyone like me who never beat the original campaign.
The creators of the Doom series have presented plenty of official and unofficial historical retrospectives, but these often leave out the weirdest official Doom game ever made: Doom RPG.
Even id Software’s official “Year of Doom” museum at E3 2019 left this 2005 game unchronicled. That’s a shame, because it was a phenomenal example of id once again proving itself a master of technically impressive gaming on a power-limited platform. And platforms don’t get more limited on a power or compatibility basis than the pre-iPhone wave of candy bar handsets, which Doom RPG has been locked to since its original mid-’00s launch. You may think that “turn-based Doom” sounds weird, but Doom RPG stood out as a clever and fun series twist to the first-person shooter formula.
Its abandonment to ancient phones changes today thanks to the reverse-engineering efforts of GEC.inc, a Costa Rica-based collective of at least three developers. On Wednesday, the group released a Windows port of the game based on their work on the original game’s BREW version (a Qualcomm-developed API meant for its wave of mobile phones from 2001 and beyond).
Time for T9
GEC.inc’s freely downloadable Windows port has no copyrighted assets and won’t work without the game’s original files. (The same typically goes for other major community efforts that revolve around the reverse-engineering of classic games.) That’s where this whole thing gets tricky, as legitimate access to the game in 2022 is incredibly unlikely. Access requires owning a compatible mid-’00s phone on which the game was purchased, likely via an ancient game-sales marketplace that no longer exists, then extracting the game’s original files from that phone—and that’s assuming its original hardware is functioning and hasn’t been damaged by, say, a slowly expanding lithium-ion battery. id Software has never re-released the game outside of its original platforms (BREW, J2ME), arguably because EA Mobile got a stake in the game after acquiring original publisher Jamdat Mobile.
Whether you’re among the very few to have a preserved, working phone with a purchased copy of the game’s BREW port or you figure out another way to somehow access Doom RPG, you can dump the original game’s data into GEC.inc’s custom asset-translation executable. Ars Technica can confirm that this process is painless and leads to near-instant gameplay on Windows.
The port’s interface is admittedly barebones, made up of menus that require a keyboard to pick through, and its incompatibility with mice and touchpads is startling at first. It’s a hard crash back to the early ’00s to remember that, yes, this game was designed for T9 button arrays by default. Thankfully, the port plays nicely enough with Windows to make it easy to bind an Xinput gamepad via its default menus if you prefer a gamepad (or something like Steam Deck) over the usual WASD options.