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Despite a 'teamwide oops, guess we made it too hard moment,' Hyper Light Breaker has 'no regrets' about its mixed-response early access launch, and now it's got a roadmap so everyone can 'git gud'

Despite a 'teamwide oops, guess we made it too hard moment,' Hyper Light Breaker has 'no regrets' about its mixed-response early access launch, and now it's got a roadmap so everyone can 'git gud'

Yahoo15-02-2025

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Although I had an excellent time with Hyper Light Breaker at last year's Summer Game Fest, the game's had a rough go of it since hitting early access a month ago. The game currently sits at a 63% Mixed rating on Steam, with players put off by tech trouble, issues with the controls, and the simple fact the game might just be too dang hard.
But the devs at Heart Machine tell PCG they're undaunted, and despite a "teamwide 'oops, guess we made it too hard' moment" when the game first hit Steam, they've got "No regrets" about releasing in early access. "There is no amount of time you can spend in isolation that will make the game great," says lead producer Michael Clark. "You get the best version of a game by maximizing the amount of feedback-and-iteration loops you can go through, and Early Access is the way to do that for a title like this."
So, for now, Heart Machine has turned its first barrage of mixed feedback into an early access roadmap, released yesterday. The devs promise a February update consisting of performance fixes, a combat and gear rebalance, bug fixes, and new stuff: enemies, affixes, a new player character, and so on.
That'll be followed by another (relatively) small update in March before a bigger, named patch in April: the Buried Below update. That one will feature more tweaks, more new stuff, and an "improved onboarding" experience for new players who find themselves a little baffled by the game at first blush. Which, yeah, I get that. Although I liked my time with HLB, I could easily see a new player getting overwhelmed with how much is going on and bouncing right off. Better hand-holding wouldn't go amiss.
I've got high hopes for the game, and Heart Machine sounds very open to change. "We had a lot of balance changes going in right up to launch," says Clark, "and we had been tuning things to be more difficult, as we had found that we were getting pretty good at beating our first Cycle on a fresh save." But they might have overcorrected just a little: "We knew that we were better at the game than a new player would be, but we misjudged the difficulty.
"We want the game to be tough, but fair and clear to understand… We aren't looking to make it easy, but it should be fair and you should be able to analyze what you did wrong and git gud." Not a bad philosophy, if you ask me. Here's hoping Heart Machine pulls it off.
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Hurricanes and sandstorms can be forecast 5,000 times faster thanks to new Microsoft AI model
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time10 hours ago

  • Yahoo

Hurricanes and sandstorms can be forecast 5,000 times faster thanks to new Microsoft AI model

When you buy through links on our articles, Future and its syndication partners may earn a commission. A new artificial intelligence (AI) model can predict major weather events faster and more accurately than some of the world's most widely used forecasting systems. The model, called Aurora, is trained on more than 1 million hours of global atmospheric data, including weather station readings, satellite images and radar measurements. Scientists at Microsoft say it's likely the largest dataset ever used to train a weather AI model. Aurora correctly forecast that Typhoon Doksuri would strike the northern Philippines four days before the storm made landfall in July 2023. At the time, official forecasts placed the storm's landfall over Taiwan — several hundred miles away. It also outperformed standard forecasting tools used by agencies, including the U.S. National Hurricane Center and the Joint Typhoon Warning Center. It delivered more accurate five-day storm tracks and produced high-resolution forecasts up to 5,000 times faster than conventional weather models powered by supercomputers. More broadly, Aurora beat existing systems in predicting weather conditions over a 14-day period in 91% of cases, the scientists said. They published their findings May 21 in the journal Nature. Researchers hope Aurora and models like it could support a new approach to predicting environmental conditions called Earth system forecasting, where a single AI model simulates weather, air quality and ocean conditions together. This could help produce faster and more consistent forecasts, especially in places that lack access to high-end computing or comprehensive monitoring infrastructure. Related: Google builds an AI model that can predict future weather catastrophes Aurora belongs to a class of large-scale AI systems known as foundation models — the same category of AI models that power tools like ChatGPT. Foundation models can be adapted to different tasks because they're designed to learn general patterns and relationships from large volumes of training data, rather than being built for a single, fixed task. In Aurora's case, the model learns to generate forecasts in a matter of seconds by analyzing weather patterns from sources like satellites, radar and weather stations, as well as simulated forecasts, the researchers said. The model can then be fine-tuned for a wide range of scenarios with relatively little extra data — unlike traditional forecasting models, which are typically built for narrow, task-specific purposes and often need retraining to adapt. The diverse dataset Aurora is trained on not only results in greater accuracy in general versus conventional methods, but also means the model is better at forecasting extreme events, researchers said. Related stories —Google's DeepMind AI can make better weather forecasts than supercomputers —Is climate change making the weather worse? —What is the Turing test? How the rise of generative AI may have broken the famous imitation game In one example, Aurora successfully predicted a major sandstorm in Iraq in 2022, despite having limited air quality data. It also outperformed wave simulation models at forecasting ocean swell height and direction in 86% of tests, showing it could extract useful patterns from complex data even when specific inputs were missing or incomplete. "It's got the potential to have [a] huge impact because people can really fine tune it to whatever task is relevant to them … particularly in countries which are underserved by other weather forecasting capabilities," study co-author Megan Stanley, a senior researcher at Microsoft, said in a statement. Microsoft has made Aurora's code and training data publicly available for research and experimentation. The model has been integrated into services like MSN Weather, which itself is integrated into tools like the Windows Weather app and Microsoft's Bing search results.

Silky soccer, romancing everything and other new indie games worth checking out
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  • Engadget

Silky soccer, romancing everything and other new indie games worth checking out

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Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio
Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

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Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

In early November, on the eve of the holiday shopping season, staffers at the video game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, 'Dragon Age: The Veilguard,' and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video game publisher Electronic Arts had been under intense pressure. The studio's previous two games, 'Mass Effect: Andromeda' and 'Anthem,' had flopped, and there were rumors that if 'Dragon Age' underperformed, BioWare might become another of EA's many casualties. Not long after Christmas, the bad news surfaced. 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For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on 'Dragon Age: The Veilguard,' there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switch that muddled development and inflated the title's budget, they say, ultimately setting the stage for EA's potentially unrealistic sales expectations. A spokesperson for EA declined to comment. The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, such as 'Madden NFL,' and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released 'Dragon Age: Inquisition,' the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title won the Game of the Year award and sold 12 million copies, according to its executive producer Mark Darrah — a major validation of EA's diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next 'Dragon Age' installment, aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio's focus to more pressing titles coming down the pike. In 2017, BioWare released 'Mass Effect: Andromeda,' the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft's Casey Hudson, an alumnus of BioWare's early, formative years. Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as 'Destiny' and 'Overwatch,' in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into 'Anthem,' a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whiskey. The next 'Dragon Age' sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. 'I wish that pivot had never occurred,' Darrah would later recount on YouTube. 'EA said, 'Make this a live service.' We said, 'We don't know how to do that. We should basically start the project over.'' Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of 'Dragon Age' while everyone else helped to finish 'Anthem,' which was struggling to coalesce. Goldman pushed for a 'pulpy,' more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series. In February 2019, BioWare released 'Anthem.' Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare's second consecutive flop, the multiplayer version of 'Dragon Age' continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would experience only once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn't die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of 'Anthem' hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building ''Anthem' with dragons.' Throughout 2020, the pandemic disrupted the game's already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare's new studio head, revealed yet another shift in strategy. Moving forward, the next 'Dragon Age' would no longer be multiplayer. 'We were thinking, 'Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?'' McKay told Bloomberg News. 'No, we need to get back to what we're really great at.' In theory, the reversion back to the series' tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game's fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they'd be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an 'alpha' build of 'Dragon Age' to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game's biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games. But the multiplayer roots of 'Dragon Age' limited such choices, according to people familiar with the development. BioWare delayed the game's release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish game, BioWare brought in a second, internal team, which was working on the next 'Mass Effect.' For decades there'd been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the 'Dragon Age' crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the 'Mass Effect' group was called the USS Enterprise, after the 'Star Trek' ship, because commands were issued straight from the top and executed zealously. As the 'Mass Effect' directors took control, they scoffed that the 'Dragon Age' squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the 'Mass Effect' team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating 'Dragon Age' leaders who had been told they didn't have the budget for such big, ambitious swings. 'It always seemed that, when the 'Mass Effect' team made its demands in meetings with EA regarding the resources it needed, it got its way,' said David Gaider, a former lead writer on the 'Dragon Age' franchise who left before development of the new game started. 'But 'Dragon Age' always had to fight against headwinds.' Early testers and 'Mass Effect' leads complained about the game's snarky tone — a style of video game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman's vision for the multiplayer game. Worried that 'Dragon Age' could face the same outcome as 'Forspoken' — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game's dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game's poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors' strike limited the writers' ability to revise the dialogue and create new scenes. An initial trailer made the next 'Dragon Age' seem more like 'Fortnite' than a dark fantasy role-playing game, triggering concerns that EA didn't know how to market the game. When 'Dragon Age: The Veilguard' finally premiered on Halloween after many internal delays, some staff members thought there was a lot to like, including the game's new combat system. But players were less impressed, and sales sputtered. 'The reactions of the fan base are mixed, to put it gently,' said Caitie, a popular 'Dragon Age' YouTuber. 'Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.' Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is working on the next 'Mass Effect.' After three high-profile failures in a row, questions linger about EA's commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA's annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits such as 'Cyberpunk 2077,' 'Elden Ring' and 'Baldur's Gate 3.' In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. 'That said, if they shuttered the doors tomorrow I wouldn't be totally surprised,' Creutz added. 'It has been over a decade since they produced a hit.' Schreier writes for Bloomberg.

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