Corporate bean counters hamstring the legendary idTech engine Corporate suits at Microsoft just threw decades of collective technical brilliance into the woodchipper. In a ruthless 30-second video call with chat disabled and microphones muted, management gutted id Software, laying off 136 staff members in their Texas office. This fifth round of layoffs since 2023 hit right after the studio rolled out the expansion for Doom: The Dark Ages. While corporate PR insists they still have the hands on deck to build future games, internal leaks paint a far grimmer picture. The layoffs targeted the exact team responsible for maintaining and developing the proprietary idTech engine. This highly regarded engine powers not only id Software's own titles but also games from sister studios like Wolfenstein developer Machine Games. Crucial engineers who understood the engine's inner workings are gone. Without these specialized developers, the future of this iconic proprietary graphics engine looks incredibly shaky. This short-sighted decision proves once again that under major publishers, studio success does not guarantee job security. Upton boots a wireframe Doom on the ancient BBC Micro On the hardware front, Eben Upton pulled off a spectacular retro engineering feat by porting Doom to the 1981 BBC Micro Model B. This machine is an iconic staple of 1980s British classrooms. Getting the game to run on this ancient machine requires conquering massive hardware limitations. The original game relied on a 32-bit CPU, 16.16 fixed-point math, and large look-up tables. By contrast, the BBC Micro has a measly 2 MHz 8-bit 6502 CPU with no multiply instruction, and just 32K of RAM. Upton's wireframe port renders the famous E1M1 level at roughly seven frames per second. It implements full binary space partitioning (BSP) tree traversal, analytical hidden surface removal, and perspective projection. It even supports functional lifts and doors. Interestingly, Upton co-authored this port using Anthropic's Claude LLM coding agent, logging over 500 commits. While some retro purists might balk at using modern AI helpers for assembly-level coding, it shows how modern developer tools can accelerate low-level hardware optimization. Spotting the tells in a fake Unreal Engine 5 leak Internet rumors recently flared up over a supposed leaked screenshot of Half-Life 3. Fans immediately started digging into the files, but seasoned engine builders spotted the fake right away. The scene, which depicts Eli Vance and Gordon Freeman in a dense forest facing a glowing blue orb, bears all the unmistakable tells of a rapid Unreal Engine 5 mockup rather than a native Valve Source 2 project. First, the screenshot exposes default Unreal Engine 5 volumetric clouds. Valve would never rely on stock Epic Games assets for their flagship sequel. Second, the environment reveals a classic bowl map structure. The landscape simply ceases to exist beyond the immediate hills in the player's view, pointing to a scene thrown together in a few hours. Finally, the foliage distribution gives it away. The trees are far too dense for natural gameplay and feature identical models rotated at awkward angles. This is a classic side effect of using the Unreal foliage brush tool on default settings. The pistol model also appears to have volumetric lighting slapped on afterward using Blender or AI. Build your own physical Steam cartridges with cheap SATA SSDs If you miss the tactile satisfaction of slamming a physical cartridge into a console, you will love this clever hardware project by maker Jabril Sama. Instead of relying entirely on digital library launchers, Sama upcycled a pile of cheap 128 GB 2.5-inch SATA SSDs into custom-labeled PC game cartridges. The hardware is wonderfully simple. Sama bought used SSDs on eBay for around eight dollars apiece, housed them in 3D-printed custom-labeled cartridge shells with built-in handles, and paired them with a standard SATA dock. On the software side, the rig runs on Linux. When you slide the SSD into the dock, a custom udev rule detects the storage connection and immediately fires up a systemd daemon. This daemon searches the drive for a launch script and executes it. The script utilizes Valve's Steam URL protocol to automatically mount the drive, navigate Steam directly to the game's page, and launch the title. This project keeps massive modern games off your primary OS drive while reviving old-school physical media. Enthusiasts shove Linux onto Atari's failed Jaguar console Developers continue to prove that if a device has a processor, someone will find a way to run Linux on it. A system software developer recently successfully ported Linux to the notoriously difficult-to-program Atari Jaguar console. Originally released in 1993, this console features a 13.3 MHz Motorola 68000 CPU alongside its custom Tom and Jerry co-processors. Porting a modern operating system to this hardware is a nightmare. The system completely lacks a memory management unit (MMU) and offers only 2 MB of system RAM. While the port does not serve any immediate practical purpose, it demonstrates the absolute limits of low-level 68000 assembly programming. It keeps the spirit of open-source hardware hacking alive on historically challenging platforms. Microsoft open-sources the nostalgic comic client that popularized Comic Sans Microsoft threw retro enthusiasts a bone by open-sourcing Microsoft Comic Chat, the quirky Windows 95 communication client. Released in 1996 alongside Internet Explorer 3, Comic Chat allowed users to connect to Internet Relay Chat (IRC) servers and render text conversations as a real-time comic strip. Built using Visual C++ 4.0 and Microsoft Foundation Class (MFC) libraries, the software automatically translated text inputs into distinct comic panels. Users could select custom characters and manually change their avatar's emotional expressions. Crucially, Comic Chat was the software that gave the infamous Comic Sans font its first major platform. Designed by typographer Vincent Connare to match the informal, hand-lettered aesthetic of speech bubbles, the font became a staple of digital communication. Now that the source code is on GitHub, developers can study its unique text-to-panel rendering algorithms or port the classic client to modern platforms.
Doom
Games
Oct 2025 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Nov 2025 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Feb 2026 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Mar 2026 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
May 2026 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Jun 2026 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Jul 2026 • 1 videos
High activity month for Doom. Rees among the most active voices, with 1 videos across 1 sources.
Rees (3 mentions) highlights Doom's technical achievements, citing its expression of the hacker ethos and unique rhythm, as discussed in videos like "Metacritic Says No To Slop, Look Mum No Eurovision & More - Ramble 149".
- Jul 17, 2026
- Jun 19, 2026
- May 15, 2026
- Mar 6, 2026
- Feb 27, 2026
The Yellow Glimmer of the Atari 2600+ Pac-Man Edition There is a specific kind of magic in the clunk of a plastic cartridge sliding into a slot. It’s a tactile ritual that modern gaming has largely abandoned for the cold convenience of digital storefronts. The release of the Atari 2600+ Pac-Man Edition isn't just a hardware refresh; it is a bright yellow beacon of preservation. This console marks a continued collaboration between Atari and Bandai Namco, two titans whose history is so intertwined they practically share a DNA sequence. Back in the 1980s, Atari held the rights to distribute Namco arcade games outside of Japan, a partnership that brought us some of the most iconic home ports in history. This new edition arrives with a wireless yellow joystick and the Pac-Man Double Feature cartridge. For those who grew up with the original 2600 port of Pac-Man—a version often criticized for its flicker and compromised visuals—this new release offers a redemptive arc. It includes a version of the game much closer to the arcade original, running on hardware that respects the past while embracing HDMI clarity. It serves as a reminder that these digital worlds aren’t just disposable software; they are cultural touchstones that deserve to be experienced on something that feels like the real thing. Shader Glass and the Alchemy of the CRT Every pixel in a modern game is a sharp, uncompromising square. But in the golden age of retro gaming, those pixels were soft, glowing points of light on a cathode-ray tube. The transition to LCD and OLED screens stripped away the "phosphor bleed" and scanlines that defined the aesthetic of the 80s and 90s. While emulators like RetroArch have long offered shaders to simulate this look, the Shader Glass project by Mousimus changes the game entirely. It is a Windows-based overlay that applies GPU-driven shaders to any window on your desktop. Imagine dragging a translucent pane over your pixel art editor or a YouTube video and seeing the immediate transformation. Shader Glass uses the Windows Capture API and DirectX 11 to render over 1,200 different effects in real-time. It isn't just about nostalgia; it’s about context. A pixel artist can use this tool to see how their work looks through the lens of a Game Boy screen or a flickering 1970s television. By providing CRT monitor simulation outside the confines of an emulator, this project bridges the gap between modern hardware and the visual soul of legacy software. The Battle for Consumer Ownership: Stop Killing Games We are currently living through a crisis of digital permanence. When you buy a modern game, you aren't really buying an object; you're buying a license that can be revoked the moment a publisher decides to shut down a server. The Stop Killing Games movement, spearheaded by Ross Scott of Accursed Farms, has reached a fever pitch in the UK. This movement was ignited by Ubisoft and their decision to decommission The Crew in 2024, rendering the game unplayable even for those who paid full price for it. This isn't just a gamer's grievance; it's a legal frontier. In a recent Westminster Hall debate, MP Mark Sewards argued that such practices might breach the Consumer Protection from Unfair Trading Regulations. The core of the argument is simple: if a company is going to kill a game, they should be required to provide an offline mode or release the server tools to the community. We don't accept our fridges or cars being remotely disabled when a new model comes out, so why do we allow it for our cultural heritage? The UK government is now considering guidance from the Chartered Trading Standards Institute to ensure that gamers are explicitly informed of a game's lifespan at the point of purchase. It is a small step, but a vital one for the preservation of our digital history. Porting the Impossible: Elite on the Atari 8-Bit In 1984, David Braben and Ian Bell changed everything with Elite. It was a universe contained in a few dozen kilobytes, driven by procedural generation. While it graced the BBC Micro and Commodore 64, the Atari 8-bit family was famously left in the cold. Decades later, a developer named Reefe Snodgrass decided to fix that historical oversight. Using Mark Moxon’s reverse-engineered source code from the BBC Micro disk version, Snodgrass is performing a monumental feat of digital archaeology. This isn't a simple copy-paste job. Porting software between different 6502-based machines requires complete rewrites of display lists, VBlank interrupts, and pixel-drawing routines. The Atari 8-bit version features flicker-free ships, 3D scanners, and even craters on planets. It is a testament to the dedication of the homebrew community. When a fan gets frustrated by a missing piece of history, they don't just complain—they build it. This project proves that these vintage machines still have secrets to reveal and that their potential was never truly exhausted in the 1980s. Breaking the Speed Limit: The 68060 Classic Mac The Motorola 68000 was the beating heart of the early Macintosh revolution. It was reliable, but it was modest. The homebrew hardware scene has long sought to push these machines to their absolute limits, and a new project by ZigZagJoe has achieved a major milestone: booting a classic Mac with a 68060 CPU. This is the apex of the Motorola 68k family, a chip that was never intended to reside inside the architecture of a Quadra 650. The technical hurdles here are astronomical. Moving from a 68040 to a 68060 involves complex ROM modifications and custom adapter boards to handle timing discrepancies. In a proof-of-concept video, the machine boots System 7.1 at blistering speeds. It’s an act of beautiful technological defiance. Why put a super-charged engine in a vintage chassis? Because it forces us to understand the underlying logic of the machine in a way that original manuals never could. It is the ultimate expression of the hacker ethos: seeing what a machine can do when you ignore the manufacturer’s "rules." Doom in Orbit and the Sunder of the Commodore Name If it has a processor, it must run Doom. This is the unofficial law of the internet. This week, we saw the most literal interpretation of that law yet: Doom running on an orbiting European Space Agency satellite. A team of programmers took over the OPS-SAT flying laboratory to run the Doom Generic port. They even went so far as to use live camera images of Earth as the game's outdoor backgrounds. It’s a poetic moment for id Software’s masterpiece, which was originally set on the moons of Mars, finally reaching the stars in a literal sense. While Doom conquers space, the Commodore brand is engaged in a much more terrestrial struggle. In a confusing legal entanglement, Commodore Industries (an Italian entity) is suing Commodore International (the brand recently revived by Christian 'Perifractic' Simpson). The Italian firm produces modern laptops and tablets under the iconic logo, while Simpson’s group is focused on retro hardware like the C64 Ultimate. It is a heartbreaking reminder that while the spirit of retro gaming is about community, the legal reality is often about cold, hard trademarks. This "Commodore vs. Commodore" battle threatens to overshadow the incredible work being done to bring the Commodore 64 back to life for a new generation. Conclusion: The Persistence of the Past From yellow plastic consoles to satellites orbiting the Earth, the world of retro computing is anything but static. We are seeing a collision between preservation and progress. Whether it’s finding a way to extend the life of Windows 10 through LTSC IoT workarounds or fighting for the right to own the games we buy, the community is the primary driver of innovation. These machines and stories aren't just relics of a bygone era; they are living, breathing projects that continue to challenge our understanding of technology and law. As long as there are enthusiasts willing to solder new CPUs or port 40-year-old space sims, the history of gaming will never truly be finished. It is a vibrant, chaotic, and deeply imaginative journey that proves the best stories in gaming are often the ones we write ourselves.
Nov 7, 2025The Rebirth of a Rival: Atari and the Intellivision Sprint The oldest grudge in gaming history has finally settled into a surprising alliance. After decades of competition that defined the first console war of 1979, Atari now holds the keys to the Intellivision brand. This acquisition isn't just a corporate merger; it is a reclamation of more than 200 titles from the Mattel Electronics era, culminating in the announcement of the Intellivision Sprint. This new hardware iteration bridges the gap between the 1970s and the modern living room. The Sprint retains the iconic aesthetic of the original wood-grained beast but upgrades the experience with HDMI output and wireless controllers. Crucially, the unique disc-based directional pads and numerical keypads return, complete with 92 one-sided overlays. These overlays were the original "HUD," sliding into the controller to tell players which buttons triggered specific actions in games like Astro Smash or Shark! Shark!. Modern ingenuity has improved the design by allowing the wireless controllers to charge directly when docked in the console, solving the cable clutter that plagued the original 1979 setup. Combat Evolved Again: Halo's Multi-Platform Future In a move that would have been unthinkable during the original Xbox launch, the definitive icon of the Microsoft ecosystem is crossing the aisle. Halo: Campaign Evolved, a complete remake of the 2001 classic, has been announced for a 2026 release. This isn't a mere upscaling of textures; it is a ground-up reconstruction using modern rendering techniques like ray tracing to breathe new life into the Silent Cartographer mission and the rings of the Halo array. The most jarring shift for purists will be the mechanical updates. To align with modern expectations of first-person shooters, the developers are adding a sprint function to Master Chief's movement. In the original 2001 title, the Chief felt heavy, almost tank-like. While that contributed to the game's unique rhythm, it feels sluggish compared to the frenetic pace of modern titles like Doom Eternal. Perhaps more significantly, the 24th anniversary of the franchise will mark its debut on the PlayStation 5, effectively ending the console exclusivity that once defined the Halo legacy. The Three-Billion Dollar Patch: Counter-Strike's Market Collapse Digital economies are fragile ecosystems built on the illusion of scarcity. Valve recently demonstrated the absolute power of the developer over the secondary market when a minor update to Counter-Strike 2 erased roughly $3 billion in market value overnight. The crash targeted the most elite tier of the CS2 skins market, which had previously peaked at a staggering $6 billion valuation. The mechanics of the collapse were deceptively simple. Valve changed the acquisition path for "Gold Tier" items, such as rare knives and gloves. Previously, these items were locked behind the extreme RNG of random loot boxes. The update introduced a trade-up system, allowing players to exchange five "Covert" items (the tier immediately below Gold) for a single Gold Tier item. By creating a guaranteed path to these ultra-rare cosmetics, Valve effectively flooded the market, destroying the speculative value that "skin sharks" and investors had spent years cultivating. For the average player, it is a democratization of cool gear; for those treating digital knives like treasury bonds, it was a financial catastrophe. Narrative Resurrection: Simon the Sorcerer Origins Point-and-click adventures represent a golden era of PC gaming where wit was as important as a graphics card. Thirty years after the snarky teen wizard first appeared on MS-DOS and the Amiga, a new official prequel has emerged: Simon the Sorcerer Origins. This title aims to capture the specific aesthetic of mid-90s hand-drawn animation, moving away from the awkward 3D transitions that hampered the series in later years. Set just weeks before the 1993 original, the prequel features the voice of Chris Barrie, known for his role as Rimmer in Red Dwarf. The game promises 10 to 12 hours of logic-bending puzzles and the signature "spicy humor" that made the first two titles cult classics. In an era dominated by hyper-realistic shooters, the return of the Simon the Sorcerer franchise is a reminder that there is still a massive appetite for hand-animated worlds and character-driven storytelling. Heavy Metal Chess: The Doom Arena Board Game The carnage of id Software's Doom is making a leap from the screen to the tabletop. Doom Arena, a miniatures-based board game, has successfully cleared its funding goals on Kickstarter. The game splits into two distinct flavors: a 1993 edition focusing on the classic sprites and an edition centered on the upcoming Doom: The Dark Ages. Described as "heavy metal chess," Doom Arena utilizes an asymmetrical combat system where one player controls the Doom Slayer and the others command the hordes of hell. The 30-to-45-minute rounds are designed to mimic the fast-paced loop of the video games, focusing on tactical positioning rather than the grueling, multi-hour sessions typical of many miniatures games. With 20 combat dice and detailed plastic sculpts of Cacodemons and Cyberdemons, it is a visceral translation of the most influential shooter in history.
Oct 31, 2025