The Samsung Galaxy Z Fold 5 is $300 off right now

There’s a Labor Day treat in store for anyone who has been on the fence about picking up one of Samsung’s latest foldable smartphones as there’s a sale taking place right now. You can snap up the Samsung Galaxy Z Fold 5 for $300 less than usual at the moment. The foldable has dropped from $1,800 to $1,500 for a version with 256GB of storage.

Samsung has been steadily refining its foldables since debuting the first Fold in 2019. The latest incarnation has a new Flex Hinge that’s designed to eliminate the gap between the two halves of the screen and reduce the device’s thickness while still being able to offer IPX8 water resistance.

There are upgrades to various other components compared with the Z Fold 4, including a Qualcomm Snapdragon 8 Gen 2 Mobile Platform chipset. There are new gestures designed to improve multitasking, which we found worked well. In fact, we think the Galaxy Z Fold 5 is the best phone for multitasking.

Ultimately, we gave the Z Fold 5 a score of 86 in our review. While we feel that it’s a solid phone, there’s a sense that Samsung isn’t doing enough to innovate or (crucially) bring down the base price of the foldable. We like the Flex Hinge and the lack of a gap between the two sides of the screen. Better performance, stronger battery life (thanks to improved efficiency rather than a larger capacity) and a brighter main screen were plus points too.

On the downside, it’s still a somewhat bulky device when folded. Samsung didn’t really update the cameras, though it added new image processing bells and whistles. There’s no space to slot an S Pen inside either. Still, if you’re looking for a foldable from a major manufacturer, the Samsung Galaxy Z Fold 5 is one of your main options right now, and a $300 discount might make it a more palatable choice.

Meanwhile, if you prefer your screen to fold vertically rather than horizontally, you can pick up a Galaxy Z Flip 5 for less than usual too. A variant with 256GB of storage has dropped from $1,000 to $800.

It might take you a while to tweak the settings to get the most out of the device, and you’ll likely have to recharge it more often than other Android phones. However, we reckon it’s the best flip foldable around and gave it a score of 88. The Z Flip 5 has a slightly unusual document folder-shaped external display that measures 3.4 inches — a major size and quality upgrade over the exterior screen on last year’s model. The Z Flip 5 also has a Flex Hinge, and the device is comparatively compact when it’s folded.

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This article originally appeared on Engadget at https://www.engadget.com/the-samsung-galaxy-z-fold-5-is-300-off-right-now-164259774.html?src=rss 

Mercedes-Benz teases a smaller, cheaper G-Wagon luxury EV

Mercedes-Benz is developing a more budget-friendly sibling to its hotly-anticipated G-Class all-electric SUV, as originally reported by Electrek. The EV will be a smaller, cheaper version of its iconic G-Wagon and it was confirmed this weekend at IAA Mobility 2023 in Munich. CEO Ola Kallenius said the “baby” G-Class EV will be significantly more compact than its cousin and that it’ll be “fun to drive.”

This model is a spinoff from the G-Class EQG concept first unveiled at IAA Mobility 2021. The German newspaper Automobilwochereports that the company has been planning a smaller all-electric G-Wagon for several years, and suggests that the variant could go by the name “g-Class” with a purposeful lowercase “g.” Kallenius told CNBCthat he views the vehicle as the “daughter or son of the big-G.”

Details are scarce, but it’ll be based on a purely electric powertrain and should feature all-wheel drive, especially with Kallenius’s assurance that it’ll be fun to drive. As for the promise of a cheaper G-Class vehicle, a new Mercedes G-Class SUV starts at $140,000, so it won’t be difficult to get in at a lower price point than that. However, if the company wants mass market adoption, a slight price cut to the $100k to $120k range likely won’t do the trick. Actual pricing remains a mystery.

We still have a long while to wait before getting behind the wheel of this diminutive wonder. The vehicle’s powertrain is likely based on the forthcoming MB.EA platform, a proprietary battery technology Mercedes is developing. This platform isn’t likely to show up in vehicles until 2025, which places the release of the smaller, cheaper G-Class EV in 2026 at the earliest.

This article originally appeared on Engadget at https://www.engadget.com/mercedes-benz-teases-a-smaller-cheaper-g-wagon-luxury-ev-173321784.html?src=rss 

Spotify reportedly locks white noise podcasters out of an ad program

Spotify is said to have had a thorny relationship with the makers of white noise podcasts for some time, and now the company seems to be taking more action against them. According to Bloomberg, white noise podcasters will no longer be eligible for Spotify’s Ambassador Ads program as of October 1.

Under that program, Spotify pays podcasters to read ads for the company’s own products. Its goal is to get more people to make shows for the platform.

Bloomberg previously reported that some white noise podcasters were making as much as $18,000 per month, in large part due to Spotify itself paying them for ad placements. It recently emerged that the company considered pulling those types of podcasts from its platform entirely because they were making a $38 million dent on its gross annual profit.

Ambassador ads haven’t been very effective on white poise podcasts, according to the report, since their listeners aren’t typically as engaged as they might be with a conversational or narrative podcast. They’re said to be more passive listeners who play these shows for background noise, so Spotify was not seeing much benefit from those ads, according to the report.

The makers of white noise podcasts will still be able to make money through direct support from listeners, paid memberships and automated ads. But this move is cutting off a key source of revenue. On the flip side, it may be beneficial for listeners who just want to hear chirping birds or thunderstorms without being interrupted by someone promoting the likes of Spotify’s podcasting tools.

In addition, Spotify has raised the threshold for Ambassador Ads eligibility. Podcasts now need to have 1,000 unique listeners over 60 days (up from 100) to participate in the program.

The company also plans to ask more podcasters to join its automated ads program. Spotify said it will split revenue from these ads in half with podcast operators, moving away from its previous approach of paying a flat rate based on impressions.

This article originally appeared on Engadget at https://www.engadget.com/spotify-reportedly-locks-white-noise-podcasters-out-of-an-ad-program-150124532.html?src=rss 

‘Pizza Tower’ is the ‘Wario Land’ + ‘Sonic’ crossover I didn’t know I wanted

My favorite video game of 2023 involves a portly, balding pizza chef named Peppino Spaghetti scaling a medieval tower to defeat a sentient floating pie threatening to blow up his pizzeria. It was developed by a small independent studio named Tour de Pizza, led by a designer named McPig. Its soundtrack was largely composed by a first-time composer and a high school student. Its art style is at once expressive and grotesque. It’s called Pizza Tower, and it is, in all seriousness, one of the best 2D platformers I’ve played in a long time.

I’m late here, as Pizza Tower arrived on PC in January. Currently, it has the second-highest user rating of any 2023 release on Steam. The simplest way to describe it is to call it a modern Wario Land — really, the game’s structure is straight out of Wario Land 4. Almost all of its 20 stages are split into two halves. In the first, you can feel things out at a leisurely pace, collecting little pizza topping buddies, unlocking treasures and finding secret rooms. There’s a grading system based on how quickly and thoroughly you finish a level — but Peppino can’t die, and you don’t need a certain score to pass, so you’re free to move recklessly.

Then it’s “Pizza Time.” At the end of each stage is a pillar that, once knocked over, causes the whole level to begin collapsing on itself. The music intensifies and a timer appears. That’s your cue to hurry up and get the hell out of there. You can’t just go back the way you came, though; parts of the original path get blocked off, while certain secrets only become accessible during the mad dash back. Fail to reach the entrance in time, and the truly cursed Pizzaface hunts you down. It’s a simple dynamic, curiosity inverted by anxiety, but one that always worked for me. Each Pizza Tower stage concludes with the ending of Super Metroid, only you play as a funny pizza man trucking through fork-wielding cheeseballs and pepperoni goblins.

Tour de Pizza

It’s not just the structure that got me, though, it’s the speed, and how it’s deployed. In fact, I’d argue Pizza Tower is equal parts resuscitated Wario Land and better Sonic the Hedgehog. Quick explanation: I do not like Sonic. I didn’t when I was a five-year-old failing at Sonic the Hedgehog 3 on my great aunt’s Sega Genesis, and I don’t today after giving the original five games another shake last year. I get if you do. But for me, all Sonic provides is a bad kind of tension, an itch I can’t reach. Sonic can go fast, but his worlds do way too much to impede his momentum. The open fields of Green Hill Zone eventually give way to slow-moving platforms, hard-stopping ledges and suffocating water. When I’m halted, it takes several beats to speed back up again. The only way to consistently zoom through its stages is to memorize them.

Pizza Tower, on the other hand, knows exactly what it is. Peppino moves like the bus from Speed, bursting through walls and obliterating most enemies in his way. When you dash, his legs spin like a wheel and his body glows in technicolor. When you change direction, it sounds like a car screeching. When you pivot into a super jump, Peppino rockets infinitely into the air. The little guy beats the hell out of himself, smashing stomach-first onto bricks and slamming into dead ends. It’s a constant kinetic thrill, the kind I want from any platformer. Like Mario’s brisk hop or Donkey Kong’s weighty slams, Peppino’s runaway-train dashing feels distinctly his own.

The key is that you actually have space to explore this form of movement. The fact that Peppino can’t die plays a big role — less fear encourages less hesitation. Beyond that, it only takes a second to pick up speed, and the zoomed-out camera gives you just enough time to see what’s coming. Crucially, the controls are simple. Wall-running, wall-jumping and diving under ledges only requires one button press. Pizza Tower has you complete strings of precise moves, but it’s built on instinct more than memorization. It understands it’s partially a racing game, not just a platformer. Indeed, to get the highest rank in a stage, you must complete a “Lap 2.”

Tour de Pizza

Pizza Tower’s rousing kinetics are enough for me to like it. But what makes me love it is its Nintendo-like commitment to exploring new abilities and sensations. One moment you’re stampeding on a hot dog horse, the next you’re a loosely floating ghost, then you’re stopping to play a warped game of golf (a Wario nod). Importantly, Pizza Tower takes care to discard these ideas once they’ve run their course. Sometimes, it’ll introduce a mechanic only to subvert it in the back half of the same level.

Everything in Pizza Tower adds to its distinct sense of character. The art style looks like a dream you’d have after downing a meat-lovers pizza and falling asleep to a Rocko’s Modern Life marathon. Peppino is a realized character, scared and pissed, purely through the evocative animation and movement. The incredible soundtrack is funkyandfierce, itself a throwback to Dreamcast-era Sega yet completely its own. And it’s all funny! Not just in its natural physical comedy, but in its jokes — you haven’t truly hated The Noid until you play this game.

I haven’t even talked about the boss fights (honest duels that strike that “tough but fair” balance) or the ending (one of the most intense and cathartic sequences I’ve played) or the amazing WAR. But I’ll conclude by saying Pizza Tower is a model for how to make an homage game. Its inspirations are as clear as day, but it doesn’t rehash the past. Instead, Tour de Pizza has thought through how to ignite the spirit of a classic while making it rawer, livelier and a little more unhinged. Every year, I see people fawn over focus-tested blockbusters and pure pastiche projects. Pizza Tower’s thrilling wildness rejects them — it couldn’t be anything but itself.

This article originally appeared on Engadget at https://www.engadget.com/pizza-tower-is-the-wario-land–sonic-crossover-i-didnt-know-i-wanted-130022186.html?src=rss 

Volkswagen will produce an EV version of its GTI hot hatch

Volkswagen’s ID lineup is pretty well fleshed out by now, with vehicles ranging from the ID.2all compact to the ID.4 crossover — but where are the enthusiast vehicles? VW has answered that question with the ID.GTI concept, an electric hot hatch that will eventually head to production. 

Much like original GTI that inspired it (the “I” no longer stands for injection but “intelligence”), it’s a sporty, compact hatch that looks fast standing still. Size-wise, it’s shorter but taller than the current Golf GTI, with slightly more interior volume. The ID.GTI is based on (and strongly resembles) the ID.2all compact, adding features like 20-inch wheels, front, side and rear spoilers, a rear diffuser, a honeycomb grill, striped graphics, LED fog lights and more. 

Volkswagen

It’ll have handling and performance tweaks as well, but VW didn’t provide any details. The ID.2all comes with a 223HP motor, good for a 62MPH sprint in under seven seconds, with an estimated 280-mile range. The ID.GTI is likely to beat those figures handily, though, and the top speed should be faster too. 

VW did say that the ID.GTI would have an electronically-controlled front-axle differential lock offering traction control, just like the current Golf GTI. And it will work even better, the company wrote, “because the setup of the electric drive motor, as any electric system, can be varied almost infinitely.” It also has a low center of gravity to aid handling, thanks to the battery’s location in the vehicle floor.

Volkswagen

Inside, the ID.GTI concept has tartan sport seats, a drive selector, a sportier steering wheel and a 10.9-inch instrument cluster, along with a 12.9-inch infotainment system. It also features an AR head-up display, projecting information like speeds and even track layout, both for the driver and front passenger. A special GTI button activates a red lighting scheme. 

Volkswagen said that it will produce the ID.GTI concept, but didn’t say when or what it would sell for. It’s a good bet that it’ll arrive around the same time as the ID.2all, though, which is priced under $30,000 and slated for a 2025 release.

This article originally appeared on Engadget at https://www.engadget.com/volkswagen-will-produce-an-ev-version-of-its-gti-hot-hatch-130029312.html?src=rss 

BMW’s ‘Vision Neue Klasse’ concept teases high-efficiency EVs

BMW is continuing to explore an expanded EV lineup, releasing the Vision Neue Klasse — its latest concept design. The model builds on 2021’s i Vision Circular concept and this year’s i Vision Dee concept. Beyond the aesthetic features worth discussing, BMW notably claims its Vision Neue Klasse will have a 30 percent greater range and charging speed and be 25 percent more efficient. 

The company clearly wants its new EV to be a real departure from its former models. “With the Neue Klasse, we have embarked on the biggest investment in the company’s history. We are not just writing the next chapter of BMW; we’re writing a whole new book,” Frank Weber, member of the Board of Management of BMW AG responsible for Development, said in a statement. BMW claims that its new design is “so progressive” that, upon first look, you might think the company jumped over a model. 

One of the BMW Vision Neue Klasse‘s more interesting features includes vibrant yellow lounge-style seats. While they certainly look fun, they’re unlikely to appear in any model heading to market. However, the removal of chrome and leather should theoretically make the entire production more environmentally friendly. The interior also features a new generation of iDrive and the introduction of BMW Panoramic Vision. The latter provides information such as navigation, speed and song across the bottom of the front windshield.

The car manufacturer apparently wants to ensure you look at the concept car and feel nothing but happiness, dubbing the exterior paintwork “Joyous bright.” Though the company says the color demonstrates “the friendly, future-oriented personality of the BMW Vision Neue Klasse,” we can’t help but think it sounds like the description for a seasonal affective disorder (SAD) lamp. In either case, the BMW Vision Neue Klasse makes its public debut at the IAA Mobility 2023 International Motor Show in Munich, but it won’t hit the market until 2025. 

This article originally appeared on Engadget at https://www.engadget.com/bmws-vision-neue-klasse-concept-teases-high-efficiency-evs-120045748.html?src=rss 

The Morning After: Facebook may offer paid ad-free plans in Europe

Would you be willing to pay for Facebook? Meta may add a paid subscription option to Instagram and Facebook for users in Europe, according to The New York Times. The ad-free tier addresses European Union (EU) regulations that have diminished some of Meta’s most lucrative data-collection methods, but, the NYT says, the company would continue offering free ad-supported versions of Facebook and Instagram in the EU. So, is this a cost-saving move? Would ad-free sites affect the company’s bottom line? Back in April, Meta said that advertising in the EU made up 10 percent of the company’s total revenue.

The EU fined Meta €1.2 billion in May for moving EU citizen’s data to US-based servers. In addition, the company was fined €265 million in 2022 for failing to prevent millions of Facebook users’ mobile numbers (and other data) from being scraped and posted online.

Oh, and self-promotion time: The Morning After is heading to YouTube for a weekly show. It pits me against a camera and the week’s biggest news. I’ll run through the most intriguing stories and tech launches of the last seven days – and say what I really think about them. You can watch, like, subscribe, share and abuse me in the comments (don’t do that) right here

All with no paid subscription option. At least not yet.

– Mat Smith

​​You can get these reports delivered daily direct to your inbox. Subscribe right here!​​

The biggest stories you might have missed

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Engadget Podcast: iPhone 15 event preview

With Bloomberg’s Mark Gurman.

Engadget

This week, Devindra and Cherlynn are joined by Bloomberg’s Mark Gurman, the purveyor of many Apple rumors that usually come home to roost. They discuss what we expect from the iPhone 15 and iPhone 15 Pro. Based on Gurman’s reporting so far, the iPhone 15 will likely get Apple’s Dynamic Island. The iPhone 15 Pro will gain thinner bezels, a titanium frame and a periscope camera could appear on the Pro Max. Oh, and there’s the whole USB-C thing.

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‘PowerWash Simulator’ will let you clean the grime away from Back to the Future’s DeLorean

Another crossover universe in need of a clean.

Square Enix

A Back to the Future expansion is on the way to PowerWash Simulator, a self-explanatory game that turned out to be one of 2022’s biggest surprise hits. It’s the game’s latest crossover, following Final Fantasy VII, Tomb Raider and SpongeBob SquarePants DLC.

Alongside the DeLorean, you can also clean Doc Brown’s van, the Hill Valley clocktower, the Holomax Theatre and the Time Train, from the less-good Back To The Future 3.

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The best Labor Day tech sales we can find

Including deals on the MacBook Air, Hisense TVs and Solo Stove fire pits.

Labor Day weekend isn’t known as an especially fruitful time for tech deals, but there are a few notable discounts. Both the 13- and 15-inch versions of Apple’s M2 MacBook Air are down to all-time lows, for one, as are Hisense’s well-reviewed U6K and U8K TVs. If you’re looking for the latest tech, the new Beats Studio Buds + are $40 off at the moment, too.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-facebook-may-offer-paid-ad-free-plans-in-europe-111508855.html?src=rss 

Mercedes-Benz concept EV offers rapid charging and Tesla-beating range

Mercedes-Benz has unveiled its “close-to-production” Concept CLA Class EV, boasting of very long range and rapid charging via an 800-volt architecture. The four-door sedan is the first in the company’s line of Mercedes-Benz Modular Architecture (MMA) EVs, which will include a shooting brake and a pair of SUVs. Though it was unveiled as a concept at Munich’s IAA Mobility motor show, the CLA Class is slated to go into production as a real EV in late 2024. 

MMA was conceived for the automaker’s entry-level CLA Class vehicles as an all-new “electric first” design. The concept is almost exactly the same size as the company’s current CLA sedan at 185 inches long and has a soft egg-like shape designed to move through the air as cleanly as possible (the hood is longer than other EVs, as Mercedes may offer it with ICE engines as well). It also has a number of concept car details (weird wheels, LED lighting, etc.) that likely won’t make the final cut. 

Mercedes-Benz AG

The CLA Class is less about brute power than other Mercedes-Benz EVs (no performance figures were shared), focusing instead of efficiency and charging speeds. To that end, it uses an 800-volt architecture and a single rear-mounted 235HP motor borrowed from the Vision EQXX concept (with “close to zero percent” rare earth materials). It also has a new heat-pump to keep the batteries (and occupants) warm in the winter, as cold air can severely impact EV range. 

With all that, the Concept CLA Class can achieve 466 miles of WLPT range (around 400 miles in EPA terms) — a stellar efficiency of around 150 MPGe. It will also allow drivers to add around 200 miles of range in just 15 minutes. Mercedes didn’t give the battery size, but it’s likely under 100 kWh. Also aiding in that efficiency is a battery design with anodes containing silicon-oxide to improve energy density. The company will also offer a less efficient and reduced kWh lithium-iron phosphate option at a lower cost. 

Mercedes-Benz AG

The inside has a lot of concept-car fluff that likely won’t see the light of day, including a water-cooled processor on the floor, silver-colored leather seats, an engraved moonroof and a dashboard-wide “Superscreen” with few physical controls. Still, the production version is likely to have some design touches in line with other Mercedes-Benz EQ electric models and a relatively luxe interior.

Another feature slated to appear in the electric CLA production model is Level 3 automated driving. It won’t be available at launch, but the EV will have all the sensors required to enable the feature down the road via over-the-air (OTA) updates. More details are set to arrive in the coming months, like battery size, final range and charging numbers and, most importantly, the price. But if Mercedes can stick to what it said, the CLA could put up a good fight against Tesla’s EVs. 

This article originally appeared on Engadget at https://www.engadget.com/mercedes-benz-concept-ev-offers-rapid-charging-and-tesla-beating-range-075800456.html?src=rss 

Hitting the Books: The programming trick that gave us DOOM multiplayer

Since its release in 1993, id Software’s DOOM franchise has become one of modern gaming’s most easily recognizable IPs. The series has sold more than 10 million copies to date and spawned myriad RPG spinoffs, film adaptations and even a couple tabletop board games. But the first game’s debut turned out to be a close thing, id Software cofounder John Romero describes in an excerpt from his new book DOOM GUY: Life in First Person. With a mere month before DOOM was scheduled for release in December 1993, the iD team found itself still polishing and tweaking lead programmer John Carmack’s novel peer-to-peer multiplayer architecture, ironing out level designs — at a time when the studio’s programmers were also its QA team — and introducing everybody’s favorite killer synonym to the gamer lexicon. 

Abrams Press

Excerpted from DOOM GUY: Life in First Person by John Romero. Copyright © 2023 by John Romero. Published and reprinted by permission of Abrams Press, an imprint of ABRAMS. All rights reserved.

In early October, we were getting close to wrapping up the game, so progress quickened. On October 4, 1993, we issued the DOOM beta press release version, a build of the game we distributed externally to journalists and video game reviewers to allow them to try the game before its release. Concerned about security and leaks, we coded the beta to stop running on DOS systems after October 31, 1993. We still had useless pickups in the game, like the demonic daggers, demon chests, and other unholy items. I decided to get rid of those things because they made no sense to the core of the game and they rewarded the player with a score, which was a holdover from Wolfenstein 3-D. I removed the concept of having lives for the same reason. It was enough to have to start the level over after dying.

There was still one missing piece from the game, and it was a substantial one. We hadn’t done anything about the multiplayer aspect. In modern game development, multiplayer would be a feature factored in from day one, and architected accordingly, in an integrated fashion. Not with DOOM. It was November, and we were releasing in a month.

I brought it up to Carmack. “So when are we going to make multiplayer mode?”

The short answer was that Carmack was ready to take it on. Looking from the outside in, I suspect some might wonder if I wasn’t just more than a bit concerned since we were hoping to ship in 1993. After all, John had never programmed a multiplayer game before. The truth is that I never had a doubt, not for a second. Back in March, Carmack had already done some innovative network programming in DoomEd. He wanted to play around with the distributed objects system in NeXT-STEP, so he added the ability to allow multiple people who were running DoomEd to edit the same level. I could see him drawing lines and placing objects on my screen from his computer. Then, I’d add to his room by making a hallway, and so on.

For multiplayer, Carmack’s plan was to explore peer-to-peer networking. It was the “quick and dirty” solution instead of a client-server model. Instead of one central computer controlling and monitoring all the action between two to four players, each computer would run the game and sync up with the others. Basically, the computers send each other updates at high speed over the local network. The speed of Carmack’s network programming progress was remarkable. He had some excellent books on networking, and fortunately, those books were clearly written and explained the process of using IPX* well. In a few hours, he was communicating between two computers, getting the IPX protocol running so he could send information packets to each computer. I’d worked with him for three years and was used to seeing incredible things on his screen, but this was awe inspiring, even for him. In a matter of hours, he got two PCs talking to each other through a command-line-based tool, which proved he could send information across the network. It was the foundation needed to make the game network-capable. It was great for two players, and good for four, so we capped it at that. We were still on track to deliver on our promise of the most revolutionary game in history before the end of the year.

Carmack called me into his office to tell me he had it working. Both PCs in his office had the game open, and they were syncing up with two characters facing one another. On one PC, Carmack veered his character to the right. On the other monitor, that same character, appearing in third person, moved to the left. It was working!

“Oh my God!” I yelled, throwing in some other choice words to convey my amazement. “That is fucking incredible.”

When I’d first truly visualized the multiplayer experience, I was building E1M7. I was playing the game and imagined seeing two other players firing rockets at each other. At the time, I thought, “This is going to be astonishing. There is nothing like this. This is going to be the most amazing game planet Earth has ever seen.” Now, the moment had finally arrived.

I rushed to my computer and opened the game, connecting to Carmack’s computer.

When his character appeared on screen, I blasted him out of existence, screaming with delight as I knocked “John” out of the game with a loud, booming, bloody rocket blast. It was beyond anything I had ever experienced before and even better than I imagined it could be.

It was the future, and it was on my screen.

“This is fucking awesome!” I yelled. “This is the greatest thing ever!”

I wasn’t kidding. This was the realization of everything we put into the design months earlier. I knew DOOM would be the most revolutionary game in history, but now, it was also the most fun, all-consuming game in history. Now that all the key elements of our original design were in place, it was obvious. DOOM blew away every other game I’d ever played. From that moment on, if I wasn’t playing DOOM or working on DOOM, I was thinking about DOOM.

Kevin, Adrian, and Jay began running the game in multiplayer mode, too, competing to blow away monsters and each other. They were yelling just as much as I did, cheering every execution, groaning when they were killed and had to respawn. I watched them play. I saw the tension in their bodies as they navigated the dark, detailed world we’d created. They were hunters and targets, engaged in a kill-or-be-killed battle, not just with monsters, but with other, real people. Players were competing in real time with other people in a battle to survive. I thought of boxing or an extreme wrestling match, where you go in a cage to fight. This was much more violent, more deadly. It was all simulated, of course, but in the moment, it felt immediate. It was a new gaming experience, and I searched for a way to describe it.

“This is deathmatch,” I said. The team latched onto the name. It instantly articulated the sinister, survival vibe at the heart of DOOM.

In mid-November, we buckled down, getting in the “closing zone,” where you begin finalizing all areas of the game one by one. Now that Carmack had multiplayer networking figured out, we needed to fine-tune the gameplay and functionality, delivering two multiplayer modes—one in which players work together to kill monsters and demons, and the other where players try to kill each other (usually without monsters around). The first mode was called co-op, short for cooperative. The second, of course, was deathmatch.

Another important word needed to be coined. Deathmatch was all about getting the highest kill count in a game to be judged the winner. What would we call each kill? Well, we could call it a kill, but that felt like a less creative solution to me. Why don’t we have our own word? I went to the art room to discuss this with Kevin and Adrian.

“Hey guys, for each kill in a deathmatch we need a word for it that is not ‘kill,’” I said.

Kevin said, “Well, maybe we could use the word ‘frag.’”

“That sounds like a cool word, but what does it mean?” I asked.

“In the Vietnam War,” Kevin explained, “if a sergeant told his fire team to do something horrifically dangerous, instead of agreeing to it, they would throw a fragmentation grenade at the sergeant and call it friendly fire. The explanation was ‘Someone fragged the sarge!’”

“So, in a deathmatch we’re all fragging each other!” I said.

“Exactly.”

And that is how “frag” entered the DOOM lexicon. 

The introduction of deathmatch and co-op play profoundly affected the possibility space of gameplay in the levels. Crafting an enjoyable level for single-player mode with lots of tricks and traps was complex enough, but with the addition of multiplayer we had to be aware of other players in the level at the same time, and we had to make sure the single-player-designed level was fun to play in these new modes. Our levels were doing triple duty, and we had little time to test every possible situation, so we needed some simple rules to ensure quality. Since multiplayer gameplay was coming in quickly near the end of development, I had to define all the gameplay rules for co-op and deathmatch. We then had to modify every game map so that all modes worked in all difficulty levels. These are the rules I came up with quickly to help guide level quality:

Multiplayer Rule 1: A player should not be able to get stuck in an area without the possibility of respawning.

Multiplayer Rule 2: Multiple players (deathmatch or co-op mode) require more items; place extra health, ammo, and powerups.

Multiplayer Rule 3: Try to evenly balance weapon locations in deathmatch.

Multiplayer Rule 4: In deathmatch mode, try to place all the weapons in the level regardless of which level you’re in.

Additionally, we had to make all the final elements for the game: the intermissions and various menus had to be designed, drawn, and coded; the installation files needed to be created, along with the text instruction files, too. We also had to write code to allow gamers to play these multiplayer modes over their modems, since that was the hardware many people had in 1993. Compared to our previous games, the development pace on DOOM had been relatively relaxed, but in November our to-do list was crowded. Fortunately, everything fell into place. The last job for everyone was to stress-test DOOM.

Preparing for release, we knew we needed someone to handle our customer support, so earlier in the year, we’d hired Shawn Green, who quit his job at Apogee to join us. Throughout development, at every new twist and turn, we kept Shawn up to date. He had to know the game inside out to assist gamers should any issues arise. Shawn also helped us by testing the game as it went through production.

I noted earlier that id Software never had a Quality Assurance team to test our releases. For three years, John, Tom, and I doubled as the id QA team. We played our games on our PCs, pounding multiple keys, literally banging on keyboards to see if our assaults could affect the game. On the verge of release, and with more people than ever before in the office, we spent thirty hours playing DOOM in every way we could think of—switching modes, hitting commands—running the game on every level in every game mode we had, using every option we added to the game to see if there were any glitches.

Things were looking good. We decided to run one last “burn-in” test, a classic test for games where the developers turn the game on and let it run overnight. We ran DOOM on every machine in the office. The plan was to let it run for hours to see if anything bad happened. After about two hours of being idle, the game froze on a couple screens. The computers seemed to be okay—if you hit “escape” the menu came up—but the game stopped running.

We hadn’t seen a bug like this during development, but Carmack was on the case. He was thinking and not saying a word, evidently poring over the invisible engine map in his head. Ten minutes passed before he figured it out. He concluded that we were using the timing chip in the PC to track the refresh of the screen and process sound, but we weren’t clearing the timing chip counter when the game started, which was causing the glitch. Ironically, this logic had been part of the engine from day one, so it was surprising we hadn’t noticed it before.

He sat down at his computer, fixed the bug, and made a new build of the game. We put the update on all the machines and held our breath for the next two hours.

Problem solved.

That was the last hurdle. We were ready to launch. That day, December 10, would be DOOM Day.

***

* IPX is an acronym for Internetwork Packet Exchange. In sum, it is a way in which computers can talk to one another.

This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-doom-guy-john-romero-abrams-press-143005383.html?src=rss 

Google’s Nest Aware subscription service gets a $20 price hike

Google Nest device owners will have to pay at least $20 more if they want access to their security cameras’ and doorbells’ more sophisticated features and lengthier footage history. As reported by 9to5Google, the tech giant has sent out notices to subscribers in the US, telling them that the standard Nest Aware subscription now costs $8 per month or $80 a year, up from $6 a month or $60 when paid in an annual basis. 

The company started offering whole-home Nest Aware subscription plans that cover all a user’s devices back in 2019. Before that, they’ve had to add a subscription for each of their cameras. The plan gives users access to intelligent motion detection, which can differentiate between several types of activities, dog barking alerts and person speaking alerts. It also gives them access to 30 days of video history with recorded events. Without a subscription, users can only access up to three hours of recording saved on their device. 

The subscription service has a higher tier called Nest Aware Plus, which now costs $15 per month or $150 a year. That’s up $3 a month from $12 and up $30 a year from $120. In addition to all the features offered by the basic plan, the Plus tier also includes access to 10 days of continuous video history and 60 days of video history with recoded events. 

In a page explaining the price hikes, Google said “subscription prices can change to keep up with market shifts, which can include inflation and local tax updates.” The new prices already apply to new subscribers, while old members can expect to pay more on the next bill they receive on or after November 6. Google also reportedly said in its letter that it will notify members outside the US 30 days ahead of any price increase, which means that the price hike could make its way to other territories.  

This article originally appeared on Engadget at https://www.engadget.com/googles-nest-aware-subscription-service-gets-a-20-price-hike-130018980.html?src=rss 

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