It’s hard to overstate how good the original Far Cry was. And influential, too: It’s the game that put developer Crytek on the map and spawned one of Ubisoft’s biggest and best-known series. But it’s also 19 years old, a veritable eon in videogame terms, and that passage of time can definitely be seen and felt: It’s long overdue for a glow-up.

Unexpectedly, it may actually get one at some point in the overly-distant future thanks to a recent leak of the original Far Cry source code, which appeared “out of nowhere” on the Internet Archive.

The leak is for version 1.34 of the game and purports to be complete, although one reviewer said it’s not actually complete, “but close.”

“From my educated guess, this is some source tree leak for the PC version of the game to add support for the Ubisoft game launcher/DRM,” MobCat wrote. “It does contain some exes but no Xbox code and no game assets.” It also apparently doesn’t compile without numerous errors, although a different reviewer claimed that it compiles “with [a] few modifications in Visual Studio .NET 2003.”

It’s not clear exactly where the code came from or why someone would suddenly drop the source for a ga…

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Paradox has announced it’s shuttering Paradox Tectonic, the studio that was solely responsible for development of Sims competitor Life by You, until that game was suddenly cancelled just yesterday. Tectonic was a 24-person studio headed up by former Second Life boss Rod Humble, based out of Berkeley, California.

In a statement on Paradox’s website, CEO Fredrik Wester called the announcement “difficult and drastic news for our colleagues at Tectonic,” but that “with cancellation of their sole project we have to take the tough decision to close down the studio. We are deeply grateful for their hard work in trying to take Paradox into a new genre.”

That work was meant to bear fruit earlier this month, with Life by You slated for an early access release on June 4 after multiple delays. But that went awry when the game was delayed again just two weeks before that date, this time with no replacement date in sight.

At the time, Paradox simply said that “additional development time is needed” to get the game into shape, but that’s all gone out the window now. Whatever flaws led to those delays eventually proved fatal to the game, with Paradox declaring that “o…

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Krafton, the South Korean mega-publisher that owns PUBG: Battlegrounds and most recently released The Callisto Protocol, has published a strategy note about 2023 (spotted by Eurogamer) that’s based on a talk livestreamed to its employees.

The company says the key items were “sustainable growth” and expanding publishing operations globally, which it helpfully summarises as “more games, new publish[ing] strategies.”

“We remain steadfast in our ultimate vision to secure and expand powerful game-based IPs,” said CH Kim, Krafton CEO. “To achieve this, now is the time to concentrate our capabilities in 2023 and emphasize our need to innovate and focus organizational capabilities, strengthen our publishing capabilities and systems, and continue investing in the future.”

The important bit being games: Krafton is clearly not happy with how few games it has been publishing and how quickly, and slightly mixes its metaphors in vowing that it will be “nurturing a robust and compelling pipeline of new games.” It’s going to have an internal restructuring as well as stepping up efforts to work with second parties (ie, publishing other companies’ games), an…

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Micromouse tournaments have been happening since the late 1970s, a deceptively simple form of robotics competition where entrants design small robots that must autonomously navigate a maze from start to finish as quickly as possible. A new video from documentary creators Veritasium highlights what it calls “The Fastest Maze-Solving Competition on Earth” and the deep struggle to optimize both physical engineering and robotics.

For my part I found it so interesting because I assumed that this style of robotics competition had gone out of fashion decades ago. As with many competitive events, however, it turns out that new innovations bred ever-more-clever solutions to the mazes and the mouse’s programming. One particularly dramatic moment comes when a team introduces diagonal movement, while another when someone starts solving for fastest traversal time rather than physically shortest path.

 “It turns out solving the maze is not the problem, right? It never was the problem, right?” says MIT Research Engineer David Otten in the video. “It’s actually about navigation, and it’s about going fast.”

A lot of the algorithms and programming you hear about in here are…

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Intel has announced a new deal to make it easier for chip designers to use Intel’s 18A manufacturing tech to make Arm-based SoCs. But this doesn’t mean your next gaming PC will be Arm-powered, even if that may well happen one day.

The deal with Arm isn’t actually an agreement to manufacture anything immediately. Indeed, it’s not a deal between Intel and Arm to make anything at all, be that SoCs or CPUs.

Instead, it’s all about optimising Arm’s chip designs and IP for Intel’s upcoming 18A node, and vice versa, making it easier for the third party licensees who use that Arm IP to hire Intel to make their chips.

Intel says the support it will offer those eventual customers goes beyond traditional wafer fabrication to include “packaging, software and chiplets.” A sort of one-stop shop for turning an idea for a new SoC into a physical, usable product, then.

Moreover, this deal doesn’t really say anything new about Intel’s commitment to its x86 PC processors. The company’s IDM 2.0 strategy which CEO Pat Gelsinger laid out a couple of years ago expressly made foundry services, or manufacturing chips for and designed by customers, central to a new era envisaged f…

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When I played Baldur’s Gate 3 back in the autumn, I decided to roll with a Dark Urge Paladin, and it was such a fascinating experience that I wrote a whole article about it. But to give you the notes, combining a class that’s sworn to abide by justice with a character who just flippin’ loves murder creates an incredible internal conflict, leading to a character arc which, for me, felt like the closest you could come to a canonical playthrough of BG3.

I’m sure everyone says that, because BG3 is designed to make whatever character you create fold into the story in a way that feels like it was always meant to be. As it turns out, though, I might have been closer to the mark than I thought, at least according to what the game’s own developers say.

Speaking to IGN’s Kat Bailey, Larian’s CEO Swen Vincke and lead writer Adam Smith discussed the development of the Dark Urge character. In the interview, Bailey says she’s considered rolling a Dark Urge Paladin for her next playthrough to which Smith responds “I think a Dark Urge Paladin is super interesting.” At this point Vincke reveals “The default class was originally going to be Paladin, but then we started thinking about …

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A week after suddenly springing back to life—and more than eight months after the open beta was taken offline—Player First Games has announced that Smashlike fighting game Multiversus will go into full release on May 28.

Multiversus made quite a splash when it launched into open beta in July 2022, attracting millions of players and running through two full seasons before it was unexpectedly ended a year later. I thought there was a good chance it was gone for good—Warner’s been rolling that way lately—but the resumption of activity on Multiversus’ social media accounts last week pretty clearly indicated otherwise.

Much has changed during its time away. Multiversus has moved to Unreal Engine 5 and has been “rebuilt from the ground up to support our new netcode,” which director Tony Huynhy said will provide more consistent and accurate gameplay regardless of platform. Each character in the game will have “new attacks and combat mechanics,” and a new PvE mode with “unique rewards” has been added.

Huynh also teased the addition of “some really exciting brand new personalities” to the Multiversus lineup, although nothing specific on who’s com…

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Starfield‘s fast travel and loading screen-heavy approach to space exploration has become something of a thorny subject—PC Gamer’s own Morgan Park felt the sting of the game’s boundaries recently, with some players upset they’re getting something closer to Mass Effect than No Man’s Sky.

Pre-release, Todd Howard spoke with IGN about Bethesda’s decision to keep surface and space separate, explaining that “the on-surface is one reality, and then when you’re in space it’s another reality.” When it comes to zipping around in-game, unless you’re grav-jumping your ship isn’t fast enough to get much of anywhere. It’s mainly there for ship-to-ship interaction, dogfighting, and getting prank called.

Undeterred, games writer and streamer Alanah Pearce (charalanahzard on Twitch) tested those boundaries herself on her stream over the weekend. “So, I’m going to bed,” Pearce states at the top of the stream, before deliberating over which celestial body to fly towards—she chooses the dwarf planet Pluto. It has a slow orbit, making it the least likely to drift away while she leaves the game to idle.

She finds the ideal flight direction, …

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