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PlayStation (Games)

The Looming Software Kill-Switch Lurking In Aging PlayStation Hardware (arstechnica.com) 97

An anonymous reader quotes a report from Ars Technica: Unless something changes, an issue lurking in older PlayStations' internal timing systems threatens to eventually make every PS4 game and all downloaded PS3 games unplayable on current hardware. Right now, it's not a matter of if but when this problem will occur. [...] The root of the coming issue has to do with the CMOS battery inside every PS3 and PS4, which the systems use to keep track of the current time (even when they're unplugged). If that battery dies or is removed for any reason, it raises an internal flag in the system's firmware indicating the clock may be out of sync with reality. After that flag is raised, the system in question has to check in with PSN the next time it needs to confirm the correct time. On the PS3, this online check happens when you play a game downloaded from the PlayStation Store. On the PS4, this also happens when you try to play retail games installed from a disc. This check has to be performed at least once even if the CMOS battery is replaced with a fresh one so the system can reconfirm clock consistency.

Why does the PlayStation firmware care so much about having the correct time? On the PS3, the timer check is used to enforce any "time limits" that might have been placed on your digital purchase (as confirmed by the error message: "This content has a time limit. To perform this operation go to settings date and time settings set via internet"). That check seems to be required even for downloads that don't have any actual set expiration date, adding a de facto one-time online check-in requirement for systems after their internal batteries fail. On the PS4, though, the timing check is apparently intended to make sure PSN trophy data is registered accurately and to prevent players from pretending to get trophies earlier than they actually had. You'd think this check could be segregated from the ability to load the non-trophy portions of the game, but player testing has shown that this seems to be a requirement to get PS4 games to load at all.
Last month, Sony shut down PlayStation Store access for the PlayStation 3, PlayStation Vita, and PlayStation Portable. Sony will eventually shut off the PSN servers that power the timing check for hardware it no longer considers important. "After that, it's only a matter of time before failing CMOS batteries slowly reduce all PS3 and PS4 hardware to semi-functional curios," adds Ars.

Sony could release a firmware update that limits the system functions tied to this timing check, but Sony hasn't publicly indicated it has any such plans.
PlayStation (Games)

PlayStation Store for PS3, PS Vita Closes This Summer (polygon.com) 10

Sony confirmed on Monday that PlayStation Store access for the PlayStation 3, PlayStation Vita, and PlayStation Portable will end this summer. From a report: The PS3 and PS Vita stores close Aug. 27, 2021; the PSP's remaining purchase functions will end on July 2, 2021. PS3, Vita, and PSP owners will still be able to re-download and play any games they've purchased through the PlayStation Store. Users can still redeem voucher codes for games and PlayStation Plus, too. Additionally, multi-platform cross-buy purchases are still possible, meaning users can still buy content made available to both PlayStation 4 and PS3, PS Vita, and/or PSP. Players can still access their content by way of the Download List, on their respective device. Sony also specified that these store closures will not affect any user's PlayStation Now subscription, or their access to PlayStation 3 or PlayStation Vita titles they claimed through their PlayStation Plus subscription.
The Internet

On cURL's 23rd Anniversary, Creator Daniel Stenberg Celebrated With 3D-Printed 'GitHub Steel' Contribution Graph (daniel.haxx.se) 25

This week Swedish developer Daniel Stenberg posted a remarkable reflection on the 23rd anniversary of his command-line data tool, cURL: curl was adopted in Red Hat Linux in late 1998, became a Debian package in May 1999, shipped in Mac OS X 10.1 in August 2001. Today, it is also shipped by default in Windows 10 and in iOS and Android devices. Not to mention the game consoles, Nintendo Switch, Xbox and Sony PS5.

Amusingly, libcurl is used by the two major mobile OSes but not provided as an API by them, so lots of apps, including many extremely large volume apps bundle their own libcurl build: YouTube, Skype, Instagram, Spotify, Google Photos, Netflix etc. Meaning that most smartphone users today have many separate curl installations in their phones.

Further, libcurl is used by some of the most played computer games of all times: GTA V, Fortnite, PUBG mobile, Red Dead Redemption 2 etc.

libcurl powers media players and set-top boxes such as Roku, Apple TV by maybe half a billion TVs.

curl and libcurl ships in virtually every Internet server and is the default transfer engine in PHP, which is found in almost 80% of the world's almost two billion websites.

Cars are Internet-connected now. libcurl is used in virtually every modern car these days to transfer data to and from the vehicles.

Then add media players, kitchen and medical devices, printers, smart watches and lots of "smart"; IoT things. Practically speaking, just about every Internet-connected device in existence runs curl.

I'm convinced I'm not exaggerating when I claim that curl exists in over ten billion installations world-wide...

Those 300 lines of code in late 1996 have grown to 172,000 lines in March 2021.

Stenberg attributes cURL's success to persistence. "We hold out. We endure and keep polishing. We're here for the long run. It took me two years (counting from the precursors) to reach 300 downloads. It took another ten or so until it was really widely available and used." But he adds that 22 different CPU architectures and 86 different operating systems are now known to have run curl.

In a later blog post titled "GitHub Steel," Stenberg also reveals that GitHub gave him a 3D-printed steel version of his 2020 GitHub contribution matrix — accompanied by a friendly note. "Please accept this small gift as a token of appreciation on behalf of all of us here at GitHub, and everyone who benefits from your work."
Open Source

FreeBSD's Close Call: How Flawed Code Almost Made It Into the Kernel (arstechnica.com) 60

"40,000 lines of flawed code almost made it into FreeBSD's kernel," writes Ars Technica, reporting on what happened when the CEO of Netgate, which makes FreeBSD-powered routers, decided it was time for FreeBSD to enjoy the same level of in-kernel WireGuard support that Linux does. The issue arose after Netgate offered a burned-out developer a contract to port WireGuard into the FreeBSD kernel (where Netgate could then use it in the company's popular pfSense router distribution): [The developer] committed his port — largely unreviewed and inadequately tested — directly into the HEAD section of FreeBSD's code repository, where it was scheduled for incorporation into FreeBSD 13.0-RELEASE. This unexpected commit raised the stakes for WireGuard founding developer Jason Donenfeld, whose project would ultimately be judged on the quality of any production release under the WireGuard name. Donenfeld identified numerous problems...but rather than object to the port's release, Donenfeld decided to fix the issues. He collaborated with FreeBSD developer Kyle Evans and with Matt Dunwoodie, an OpenBSD developer who had worked on WireGuard for that operating system...

How did so much sub-par code make it so far into a major open source operating system? Where was the code review which should have stopped it? And why did both the FreeBSD core team and Netgate seem more focused on the fact that the code was being disparaged than its actual quality?

There's more to the story, but ultimately Ars Technica confirmed the presences of multiple buffer overflows, printf statements that are still being triggered in production, and even empty validation function which always "return true" rather than actually validating the data. The original developer argued the real issue is an absence of quality reviewers, but Ars Technica sees a larger problem. "There seems to be an absence of process to ensure quality code review." Several FreeBSD community members would only speak off the record. In essence, most seem to agree, you either have a commit bit (enabling you to commit code to FreeBSD's repositories) or you don't. It's hard to find code reviews, and there generally isn't a fixed process ensuring that vitally important code gets reviewed prior to inclusion. This system thus relies heavily on the ability and collegiality of individual code creators.
Ars Technica published this statement from the FreeBSD Core Team: Core unconditionally values the work of all contributors, and seeks a culture of cooperation, respect, and collaboration. The public discourse over WireGuard in the past week does not meet these standards and is damaging to our community if not checked. As such, WireGuard development for FreeBSD will now proceed outside of the base system. For those who wish to evaluate, test, or experiment with WireGuard, snapshots will be available via the ports and package systems.

As a project, we remain committed to continually improving our development process. We'll also continue to refine our tooling to make code reviews and continuous integration easier and more effective. The Core Team asks that the community use these tools and work together to improve FreeBSD.

Ars Technica applauds the efforts — while remaining concerned about the need for them. "FreeBSD is an important project that deserves to be taken seriously. Its downstream consumers include industry giants such as Cisco, Juniper, NetApp, Netflix, Sony, Sophos, and more. The difference in licensing between FreeBSD and Linux gives FreeBSD a reach into many projects and spaces where the Linux kernel would be a difficult or impossible fit."
Android

The OnePlus 9 Pro Has a 120Hz Display, Hasselblad Cameras, and Costs $969 (theverge.com) 56

The OnePlus 9 and OnePlus 9 Pro are OnePlus' newest smartphones powered by Qualcomm's latest Snapdragon 888 chipset. The flagship device is the OnePlus 9 Pro, featuring a 120Hz LPTO curved display, 8GB of RAM, 128GB storage, Hasselblad-branded cameras, and a starting price of $969. If that price is too much to stomach, the OnePlus 9 features slightly lower-end specs and a more affordable $729 starting price. The Verge has already called the OnePlus 9 Pro "the best Android alternative to Samsung." From the report: OnePlus spent much of its announcement talking about the cameras on the new phones, which have been developed in partnership with Hasselblad. OnePlus says the colors have been tuned to look more natural and that the ultrawide sensor on the 9 Pro and 9 is one of the biggest to ever ship on a smartphone. The ultrawide uses a 50-megapixel Sony IMX766 sensor that's 1/1.56" in size with an aperture of f/2.2. Meanwhile, the 9 Pro's main Sony IMX789 sensor has a resolution of 48 megapixels and is 1/1.43" in size. (The regular 9 has a Sony IMX689 sensor, but it has the same resolution of 48 megapixels.) Both have a 2-megapixel monochrome sensor and 16-megapixel selfie camera, but only the 9 Pro has an 8-megapixel telephoto.

As previously announced, the 9 Pro has a 1440p 120Hz curved display that makes use of LPTO technology to adjust its refresh rate between 1 and 120Hz based on the content being displayed on-screen, reducing power consumption by "up to 50 percent." OnePlus also claims it should feel more responsive to use in games that support its Hyper Touch technology. The screen has a maximum brightness of 1300 nits and supports HDR10+. Meanwhile, the OnePlus 9 has a flat rather than curved display. It's not LTPO, it's slightly less bright at 1,100 nits, and it's also lower resolution at 1080p. It's still got a refresh rate of 120Hz, however.
Additionally, both phones support Warp Charge 65T, which OnePlus claims should be able to charge the phones' 4,500mAh batteries to 100 percent in under half an hour. The 9 Pro and 9 can also charge wirelessly at up to 50W and 15W, respectively. Both phones will go on sale on April 2nd, with preorders starting March 26th.
PlayStation (Games)

Preservation Effort Unearths Over 750 PlayStation 2 Game Prototypes (engadget.com) 24

As VGC notes, the preservation group Hidden Palace has obtained 752 PS2 game prototypes and demos from collectors, shuttered developers and defunct media outlets as part of a Project Deluge initiative. Engadget reports: The mix includes prototypes of classics like God of War II, Katamari Damacy, Okami and the Ratchet & Clank series. There are also E3 demos, including big titles like Shadow of the Colossus, as well as very rough alpha previews for titles like Def Jam: Fight for New York and Tony Hawk's Pro Skater 3. It's not a complete look at the PS2's history, but it could easily make you nostalgic. Hidden Palace stressed it checked for differences from retail versions, and that most of these prototypes will run in emulators.

There's no tentative release date. Another batch is coming "real soon," though. If nothing else, this is already useful as a snapshot of gaming culture in the early 2000s. You can see breakthrough games before they were finished, or remember just how many extreme sports games were on store shelves.

Canada

Sony Won't Back Down On $1,400 In Charges Made To Grandmother's Credit Card (ctvnews.ca) 317

Long-time Slashdot reader theshowmecanuck writes: A grandmother let her 13 year old grandson use her credit card to buy added content for one of his games for which she thought would be a $15 charge. After the account opened up because of the credit card on it, he started downloading other things not realizing they were adding substantial charges to her credit card. She asked Sony to refund the charges, it's not like they can't disable the added content if they wanted, but they told her basically too bad so sad.
From the article: When CTV News Toronto reached on to PlayStation on Liscoumb's behalf a spokesperson said "We reviewed this case at your request and determined that it did not qualify for a refund as outlined in our terms of service and user agreement."

"I'm just heartbroken and Visa said they can't do anything, because I'm the one that put the credit card into the system," [the grandmother, Diana] Liscoumb said... Liscoumb said it will be difficult to pay back the $1,400 in charges and says her grandson is upset too. "He even offered to get a job when he turns 14 to help pay for it."

This story drew a range of reactions from Slashdot readers:
  • "This was a $1400 lesson that hopefully they both learned. Never trust a corporation to do the right thing."
  • "This is not on the vendor it is on the grandson, his parents and his grandmother... This should not be a news story at all. This should be a private learning lesson for the child, and his guardians."
  • "The real problem is still that companies are putting addictive gambling mechanics into games."
  • "Someone at Sony should fix the problem."

PlayStation (Games)

Sony Announces New PS5 VR Controllers With Adaptive Triggers (theverge.com) 4

Sony is revealing its new VR controllers for the PS5 today. The Verge reports: The orb-shaped controllers look more like typical VR controllers than existing PlayStation Move motion controllers, and they also include the same adaptive trigger technology found on the DualSense PS5 controller. Each controller has tensions in the triggers, and Sony is aiming to use this tech in future VR games. The controllers also have haptic feedback, and finger touch detection that will let them detect fingers without having to press areas where you rest your thumb, index, or middle fingers.

Naturally, these controllers will also include tracking to Sony's new VR headset via a ring at the bottom of the controller. These certainly look far improved over what's currently available on the PS Move controllers, with better ergonomics, too. Sony hasn't shown off the design of its next-gen VR headset for the PS5 just yet, but the company did reveal it has an improved field of view, resolution, and even a single cord to make it easier to use. Sony isn't planning to launch its VR headset for the PS5 in 2021, but it's clear the company is getting ready to test it with game developers soon.
Don't expect an Xbox virtual-reality headset anytime soon. Yesterday, a Microsoft representative reiterated that "VR for console is not a focus for us at this time."
Cellphones

Deep Learning Enables Real-Time 3D Holograms On a Smartphone (ieee.org) 25

An anonymous reader quotes a report from IEEE Spectrum: Now researchers at MIT have developed a new way to produce holograms nearly instantly -- a deep-learning based method so efficient, it can generate holograms on a laptop in a blink of an eye. They detailed their findings this week, which were funded in part by Sony, online in the journal Nature. Using physics simulations for computer-generated holography involves calculating the appearance of many chunks of a hologram and then combining them to get the final hologram. Using lookup tables is like memorizing a set of frequently used chunks of hologram, but this sacrifices accuracy and still requires the combination step.
[...]
The researchers first built a custom database of 4,000 computer-generated images, which each included color and depth information for each pixel. This database also included a 3D hologram corresponding to each image. Using this data, the convolutional neural network learned how to calculate how best to generate holograms from the images. It could then produce new holograms from images with depth information, which is provided with typical computer-generated images and can be calculated from a multi-camera setup or from lidar sensors, both of which are standard on some new iPhones. The new system requires less than 620 kilobytes of memory, and can generate 60 color 3D holograms per second with a resolution of 1,920 by 1,080 pixels on a single consumer-grade GPU. The researchers could run it an iPhone 11 Pro at a rate of 1.1 holograms per second and on a Google Edge TPU at a rate of 2 holograms per second, suggesting it could one day generate holograms in real-time on future virtual-reality (VR) and augmented-reality (AR) mobile headsets.

PlayStation (Games)

Sony PS5 Is 'Currently the Fastest Selling Hardware Platform' In US History, NPD Says (cnet.com) 47

On Friday, NPD Group analyst Mat Piscatella tweeted that the PS5 is currently the fastest selling hardware platform" in U.S. history, in terms of total dollar sales. CNET reports: Piscatella didn't share an exact dollar amount for the PS5 but noted that consumer spending across video game hardware, software and accessories has already totaled $9.3 billion this year. Sony didn't include specific sales figures in its earnings report last month, but the company did indicate it shipped 4.5 million PS5 consoles in 2020 alone. Chief Financial Officer Hiroki Totoki said at a February news conference that Sony is aiming to sell upward of 14.8 million units in the coming fiscal year, which begins this month.

The PS5 did fall to second place for the month of February, according to NPD. It was superseded only by the Nintendo Switch, which may have seen a sales boost on the heels of Super Mario 3D World -- Bowser's Fury, the latest Switch title, released last month.

Sony

PlayStation Store Will Stop Selling Movies Nobody Bought (kotaku.com) 22

An anonymous reader shares a report: Have you ever bought a movie or TV show through the PlayStation Store? Me neither. As a result, Sony announced today it will remove them, starting August 31, 2021. "We've seen tremendous growth from PlayStation fans using subscription-based and ad-based entertainment streaming services on our consoles," Sony wrote in a post over on the PlayStation Blog. "With this shift in customer behavior, we have decided to no longer offer movie and TV purchases and rentals through PlayStation Store." As a multimedia company producing movies and TV alongside music and games, it made sense for Sony to sell all of it through various iterations of the PlayStation's digital storefront, in theory at least. In practice, it seems like console owners were mostly just interested in buying games, especially following the rise of Netflix and Amazon Prime.
Google

Google's Stadia Problem? A Video Game Unit That's Not Googley Enough (bloomberg.com) 70

The tech giant likes to test and tweak. Stadia promised to change the industry and failed to deliver. From a report: Google's streaming video game service Stadia had ambitious plans to disrupt the gaming industry, which is dominated by consoles. The tech giant had planned to pack Stadia with original content, announcing two years ago that it was hiring hundreds of game developers and starting studios in Los Angeles and Montreal. But those teams barely had time to get started before they were dismissed earlier this month as Google shut down in-house game development. From the beginning, Google's approach to video games wasn't very Google-like. The Alphabet company tends to launch bare-bones products and test them as they grow. With Stadia, it came out big. Flashy press conferences and ad campaigns promised high-quality games with innovative features playable on Android smartphones or on the TV through Chromecast. Gamers would have access to a library of exclusive titles and well-known favorites like Assassin's Creed without having to dish out $500 for Sony Corp's PlayStation or Microsoft's Xbox.

So when Stadia launched in 2019, gamers were expecting the complete package, not the beta model. While the cloud streaming technology was there, playing to Google's strengths, the library of games was underwhelming and many of the promised features nonexistent. Other platforms offer hundreds of games a year, but Stadia offers fewer than 80, according to Mat Piscatella, an analyst at the NPD Group, which tracks video game sales data. Players also didn't like Stadia's business model, which required customers to buy games individually rather than subscribe to an all-you-can-play service a la Netflix or the Xbox's Game Pass. Paying as much as $60 for a single game, for it only to exist on Google's servers rather than on your own PC, seemed a stretch to some. After all the hype, gamers were disappointed. Stadia missed its targets for sales of controllers and monthly active users by hundreds of thousands, according to two people familiar with the matter, who asked not to be identified discussing private information. A Google spokesperson declined to comment for this story. "I think it would be fair to say the messaging leading up to and around the launch was inconsistent," with the final product, Piscatella says.
Further reading: Stadia Leadership Praised Development Studios For 'Great Progress' Just One Week Before Laying Them All Off.
Sony

PlayStation is Winding Down Sony Japan Studio (videogameschronicle.com) 19

Sony is winding down original game development at its oldest first-party developer, Japan Studio, game news outlet VGC reported, citing sources. From the report: The iconic developer behind Ape Escape, Gravity Rush and Knack has seen the vast majority of its development staff let go, the sources said, after their annual contracts were not renewed ahead of the company's next business year, which begins April 1. Localisation and business staff will remain in place and ASOBI Team -- the group responsible for the Astro Bot games -- will continue as a standalone studio within Sony Japan, it's claimed. Some Japan Studio staff will join ASOBI, we were told, while others have followed Silent Hill and Gravity Rush director Keiichiro Toyama -- who left Japan Studio last year -- to his new studio Bokeh. It's not entirely clear if the restructure has affected the studio's External Development Department, which collaborated on games such as last year's Demon's Souls, but one person VGC spoke to suggested it would continue.
Security

CD Projekt Ransomware Hack Severely Disrupts Work on Cyberpunk Updates (bloomberg.com) 93

CD Projekt SA said Wednesday it will delay a promised update to the much-criticized role-playing game Cyberpunk 2077, pinning the blame for its slow progress on a recent security breach. From a report: What the Polish publisher didn't say is that most of its employees have been locked out of their workstations for the past two weeks, according to people familiar with the matter. The work stoppage is the result of a ransomware attack disclosed on Feb. 9. The extent of the disruption, which hasn't been previously reported, poses a major setback to CD Projekt's attempt to rescue a game in desperate need of repairs. CD Projekt has said it refused to pay a ransom to the hackers. As a result, employees remain unable to log onto the company's virtual private network, making it impossible to access the systems and tools needed to do most of their jobs, said the people, requesting anonymity because they weren't authorized to talk publicly. Although some CD Projekt employees are working from the headquarters in Warsaw, the majority are at home due to the coronavirus pandemic.
Sony

PlayStation CEO Says PS5 Will Get Its Own VR Headset (washingtonpost.com) 38

The PlayStation 5 will have its own virtual reality headset, however, consumers may face ongoing difficulties obtaining a PS5 console given a supply chain shortfall. From a report: Ryan revealed both developments in a Monday interview with The Washington Post. Ryan said developments kits for the PS5-specific VR headset will be sent out soon, though the company isn't ready to talk about the device's horsepower or specs. He did say the next headset will be considerably less cumbersome, as opposed to the current PSVR setup that requires wires running through a PlayStation 4, the TV and a separate black box called the PSVR processor. "Generational leaps allows you to sweep up the advances in technology that have taken place," Ryan said. "Given this was our first foray into virtual reality, it gives us a chance to apply lessons learned. One of the very vivid illustrations of that is that we will be moving to a very easy single-cord setup."

The next version of PlayStation VR will also borrow from its groundbreaking DualSense controllers, which debuted with the PS5 and provide super specific haptic feedback from the game to the palms of a player's hands. "One of the innovations we're excited about is our new VR controller, which will incorporate some of the key features found in the DualSense wireless controller, along with a focus on great ergonomics," Senior Vice President, Platform Planning & Management Hideaki Nishino wrote in a post on PlayStation's website Tuesday. There's no set launch date for the new VR device, according to Ryan. In an October 2020 interview with The Post, Ryan said while Sony was still very much interested in VR, any more news about the company's VR investments may not come in 2021.

Television

Why Does the Apple TV Still Exist? (sixcolors.com) 189

Apple commentator Jason Snell writes: Why does this product still exist, and is there anywhere for it to go next? Gruber and Thompson [two other columnists] suggest that perhaps the way forward is to lean into an identity as a low-end gaming console. Maybe amp up the processor power, bundle a controller, and try to use Apple Arcade to emphasize that this is a box that is for more than watching video. The thing is, that's really been the story of the Apple TV for the last few years, and so far as I can tell, it's basically gone nowhere. Apple isn't Nintendo or Sony or Microsoft when it comes to gaming. Apple's track record with gaming products isn't solid, to say the least. It's hard for me to see this succeeding -- but it doesn't mean Apple won't try. The other possibility that I've come up with is to merge the Apple TV with some other technologies in order to make something more than just a simple TV streamer. Gaming can be a part of that, yes, but there needs to be more.

Broader HomeKit support, perhaps with support for other wireless home standards, would help, as would a much more sophisticated set of home automations. And if Apple really wants to continue to play in the home-theater space, I've been saying for years that there's room for an Apple SoundBar, that could integrate the big sound of HomePod with the Apple TV software to create a solid music and video experience. Then there's the final possibility: No more Apple TV. Removing it simplifies Apple's product naming scheme (Apple TV is a hardware box, an app, and a streaming service, but not yet a dessert topping), and allows the company to focus on other things -- perhaps including other home-themed products that might be more up its alley. I don't think Apple is going to kill the Apple TV, even though I might recommend that it do so. If I had to predict a next step, I'd go with Gruber and Thompson: Apple TV Arcade, an updated, premium-priced box that will lean into games and other features that competing TV boxes don't offer. I'm not optimistic that it'll be successful, but it does seem like something Apple would try.

PlayStation (Games)

PlayStation 5 Controllers Are Suffering From Drift (extremetech.com) 54

Similar to Nintendo's "Joy-Con drift," Sony's PlayStation 5 DualSense controller is apparently suffering from drift: movement on-screen that doesn't correspond to any button press or input. ExtremeTech reports: Users have reported DualSense drift as quickly as 10 days after purchasing a PlayStation 5, which tracks with some of the shorter reports we've heard about Nintendo as well. We can assume that some DualSense controllers will suffer drift because no consumer company can guarantee that literally 100 percent of its products will not contain a defect of some kind. One key factor to look for when judging the seriousness of claims like this is how many people encounter the same issue repeatedly. [...] Kotaku reports that Sony is honoring requests to repair DualSense controllers under warranty, but you'll have to pay the shipping fee to send your controller to the company. Return shipping and the cost of repairs or replacement will be covered by Sony. According to IGN, the U.S.-based law firm of Chimicles Schwartz Kriner & Donaldson-Smith LLP has set up a questionnaire page on its website, allowing PS5 owners to report problems with their DualSense controllers.

No action has been take yet, but CSK&D stated that it is "investigating a potential class action based upon reports that Sony PS5 DualSense controllers for the PlayStation 5 console can experience drift issues and/or fail prematurely," reads the page introduction. "Specifically, it is reported that the joystick on certain PS5 DualSense controllers will automatically register movement when the joystick is not being controlled and interfere with gameplay." The firm was one of the firms that handled the Nintendo "Joy-Con drift" situation last year.
PlayStation (Games)

Sony Says It Sold 4.5 Million PlayStation 5 Consoles Last Year and Took a Loss on Sales (polygon.com) 41

Sony shipped more than 4.5 million PlayStation 5s from the console's Nov. 12 launch to the end of the year, but it took a loss on those sales because the PS5's "strategic price point" is lower than what it cost to manufacture it. From a report: The disclosure was part of Sony's quarterly report to investors, delivered in Japan earlier today. The losses on PS5 sales were not specifically broken out -- and they were part of an overall Game & Network Services Segment that saw a 26.7 billion yen ($2.5 billion) increase in operating income over the same quarter in 2019. Sony's PlayStation revenue from game sales (both PS4 and PS5, add-on content included) plus larger profit margins on the outgoing PlayStation 4 more than made up any shortfall, the company said. By comparison, the PlayStation 4 sold more than 4.2 million units from its November 2013 launch to the end of that year. The company in November said the new PlayStation 5 is facing "unprecedented" demand, making its availability scarce, even though more PS5s have been available, in whole numbers, than their predecessor. Microsoft's Xbox Series X has faced the same issue, with the company's chief financial officer telling investors back in November that a console shortage could last until April.
XBox (Games)

'We Messed Up'. Microsoft Rescinds Xbox Live Gold Price Hike (forbes.com) 55

"We messed up today," the Xbox Live Gold team wrote late Friday night, "and you were right to let us know." Their blog post's new title? "No Changes to Xbox Live Gold Pricing, Free-to-Play Games to be Unlocked."

Forbes reports: It has been a very strange few days for Microsoft and Xbox fans. On Friday, Microsoft announced that for effectively no real reason, it was doubling the price of Xbox Live Gold from $60 a year to $120 a year. Immediately, this generated massive pushback from both players, who would bear those costs, and the press, who dubbed Xbox Live Gold suddenly "the worst deal in gaming."

It took all of maybe 14 hours for Microsoft to come back and...kill the entire idea. Not only that, as in addition to reverting the planned price increase, they also announced that they were working on making all free-to-play games able to be played without needing Xbox Live Gold, a long-requested change, which would roll out over the next few months...

Microsoft is trying very hard to push people into signing up for Ultimate and Game Pass, and this price increase was meant to be a win-win for them. Either people were now close enough to the yearly price of Ultimate where they'd just do that instead, or they would be paying twice as much for Gold which meant more sub revenue anyways. What could go wrong? What is not clear, however, is why Microsoft did not anticipate the reaction....

Citing a Twitter thread from analyst Daniel Ahmad, the article concludes that "Microsoft knows that it is losing the console sales battle, and they will likely continue to lose it to Sony.

"So their main desire is to increase Game Pass adoption as much as possible to essentially be the definitive game subscription service in the market before others catch up."
Movies

James Bond Film No Time To Die Delayed Again Over Covid (theguardian.com) 53

You know it's bad when James Bond still can't get out of the house. "No Time to Die," the 25th film in the Bond franchise, was delayed for a third time late Thursday, the surest sign yet that Hollywood does not believe the masses will be ready to return to movie theaters anytime soon. From a report: Daniel Craig's final outing as 007 will now arrive on 8 October, the official Bond Twitter account announced. It had been set to be released in April following multiple pandemic-enforced delays. No Time To Die is the latest major release to be pushed back as Hollywood studios scramble to protect their films from certain box office doom, with cinemas remaining closed in markets around the world. Earlier this month Warner Bros announced it was delaying the release of Sopranos prequel The Many Saints Of Newark. And after MGM released the Bond news, Sony said Peter Rabbit 2: The Runaway was moving from April to June, Ghostbusters: Afterlife was pushed from June to November and Cinderella, which stars singer Camila Cabello, will now arrive in July.

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