Sussex propose T10 tournament for counties missing out on Hundred boost
New chair Ed Warner suggests triangular tournament
‘Make it kid-friendly, make it a day at the seaside’
Sussex want to create a new T10 tournament for non-Hundred-hosting counties that would take place during August alongside the One-Day Cup. saltysenoritaaz.org
There is widespread frustration among the smaller counties at the limited cricket they currently play during the height of the summer, with Sussex having just four days’ play at home during this year’s Hundred, which began on 21 July and will conclude with the final at Lord’s on 16 August. Though the county of Sussex comes under Southern Brave’s umbrella, the franchise’s home matches take place at Hampshire’s Utilita Bowl.
Continue reading...Lies of P-regissören lovar att uppföljaren inte gör dig besviken
Utvecklarna Neowiz och Round8 Studio har släppt en dokumentär, som du kan spana in här nedanför, om arbetet bakom {Lies of P}, men mot slutet dyker en liten överraskning upp. Regissören Choi Ji-won passar nämligen på att säga några ord om den efterlängtade uppföljaren, som vi sedan tidigare berättat är under utveckling.
Något releasedatum eller mer konkret information delar han däremot inte med sig av, men Choi lovar att utvecklarna satsar allt på att göra spelet så bra som möjligt:
"You already know we're making a game that's going to be really fun and emotionally moving. We're giving it everything we have to make it the best it can be. So please, just wait a little longer. You won't be disappointed, we promise. This is the truth, not a lie."
Nyligen recenserade vi Lies of P och dess Switch 2-version men det återstår att se om Lies of P 2 även det hittar till Switch 2. Uppföljaren lär bli betydligt mer tekniskt avancerad så det är mycket möjligt att det bara blir PC, Xbox och Playstation som det nya spelet dyker upp på. Vi får se och lär få veta mer framöver.
Är det ett spel du ser fram emot?
Coco Gauff kritisiert die Feindseligkeit gegenüber der trans Community nach den verpflichtenden Geschlechtstests der WTA
Die amerikanische Tennisspielerin Coco Gauff, derzeit Nummer 4 der WTA, hat ihre Bedenken hinsichtlich der von der Women's Tennis Association eingeführten verpflichtenden Geschlechtstests für weibliche Tennisspielerinnen geäußert, die "darauf abzielen, gleiche sportliche Chancen im professionellen Frauentennis zu fördern und fairen Wettbewerb für alle Spielerinnen zu gewährleisten", wie die WTA in einer Erklärung mitteilte.
Es gab viele Reaktionen auf diese Politik, die letzten Monat angekündigt wurden, und Gauff steht in der Mitte: Während sie anerkannte, dass es wichtig sei, Fairness im Sport zu bewahren, beklagt sie, dass dies viel Feindseligkeit gegenüber der Trans-Community erzeugt hat.
"Ich denke, das ist ein sehr nuanciertes Gespräch. Ich denke, ich stimme irgendwie zu, dass man versucht, die Fairness im Frauensport zu schützen. Aber ich mag auch den Angriff, den er erzeugt, nicht. Menschen, denen es eigentlich egal ist, aber sie wollen das nur als Grund nutzen, um die Trans-Community anzugreifen. Deshalb bin ich auch kein großer Fan davon.
"Was meine Position angeht, unterstütze ich definitiv die Trans-Community, aber ich unterstütze auch die Notwendigkeit, Fairness im Sport zu schaffen."
Owlcat muss für sein The Expanse-Spiel viele neue Prozesse lernen, wird aber CRPGs so bald nicht aufgeben
Während Owlcat derzeit ein Third-Person-RPG mit Mass Effect in The Expanse: Osiris Reborn produziert, sollten wir nicht erwarten, dass dies zur neuen Norm für das Studio wird. Einer der größten Namen im heutigen RPGs ist unglaublich schnell gewachsen, von nur 15 Mitarbeitern bis zur Gründung vor zehn Jahren auf heute etwa 600. Dennoch sieht Owlcat sich nicht vor, seine Wurzeln so bald aufzugeben.
Im Gespräch mit PCGamesN im Jubiläumsinterview sagte Owlcat-Mitbegründer Alexander Mishulin, dass das Studio viel lernen musste, um bereit zu sein, ein Spiel wie The Expanse: Osiris Reborn zu machen. "Es gibt offensichtliche wie die neue Engine, das Cover-Shooter-Gameplay und völlig andere Produktionsprozesse." Mishulin sagte und fügte hinzu, dass es auch andere Dinge gibt, von denen wir anfangs vielleicht nicht wissen. Das filmische Element des Spiels zum Beispiel ist etwas, das Owlcat in diesem Umfang noch nie wirklich umgesetzt hat.
Dennoch ist es im Kern ein Owlcat-RPG. "Der Fokus liegt auf Begleitern, die mehr als in anderen Spielen desselben Genres präsent und in das Gameplay integriert sind, sowie auf der Erzählung mit Entscheidungen und Konsequenzen." sagte Mishulin.
Wie man erwarten kann, da Owlcat auch Warhammer 40.000: Dark Heresy in Produktion hat, wird das Studio CRPGs auch nicht so bald aufgeben. "Wir werden weiterhin CRPGs machen, weil wir sie lieben. Wir wollen nicht stagnieren. Wir werden verschiedene Ansätze für unsere RPG-Spiele ausprobieren, um die bestmögliche Übereinstimmung für die Idee des Spiels zu finden", sagte Mishulin.
The Expanse: Osiris Reborn befindet sich in Entwicklung für PC, PS5 und Xbox Series X/S.
These devs have been building the perfect platformer for 22 years, and the Steam apocalypse won't stop them now: "Video games have always been about a small team of sickos doing something"
In the beginning, there was N. Not that the minimalist platformer was the world's first indie game or anything, but its history mirrors that of the entire scene – first a browser game in 2004, thrust into a wider spotlight thanks to burgeoning digital distribution on consoles, and now it's got a small but dedicated following on Steam, constantly working to improve their scores and work their way up the leaderboards.
That most recent version, N++, was meant to be the last. But for creators Mare Sheppard and Raigan Burns – the dev duo who have been working together under the name Metanet Software for well over 20 years – the idea of becoming perfect describes more than the joy of guiding the game's little ninjas through the infinite deathtraps that the levels present.
"One aspect of the game is about perfectionism – not on purpose," Burns tells me. "That is maybe an aspect of both of our personalities. The whole idea of 'just one more try' that permeates the gameplay does seem [like it's] fractal. The development of the game is kind of like that. When we put out N++, we really didn't think we would ever come back to it, and the thing is, we still don't think we could really improve on it."
"When we made N++," Sheppard adds, "we thought, 'This is the last one. We're not doing this again. We don't need to. We've done it. Good job. Great.' But then this one surprised us."
To the Nth degree


The sheer volume of releases means our list of upcoming indie games has something for everyone
"This one" is N Plus Infinity Times Two, which takes the vestigial multiplayer elements designed for the previous games and expands them out into a party-first platformer. I played several rounds back at Summer Game Fest in June, and it's an absolute blast, but there's something beyond the game itself that fascinated me.
If you haven't played N, it may be best described as a sort of Super Mario Bros. for self-professed sickos. It's a minimalist 2D platformer that's all about momentum and air control, where you have to build up speed to launch yourself over gaps and then carefully control your fall, sliding down walls to slow your speed before you explode against the floor. This kind of nuance is what makes the game such a compelling single-player challenge. It's also, as it turns out, a perfect vessel for multiplayer, and that pivot has been gestating for a very long time.
Sheppard and Burns have been working on indie games since before there was a realistic way to make money from them. Alongside N itself, they've been through the Xbox Live Arcade boom, the rise of Steam, and the ongoing threat of "indiepocalypse," where so many games are being released every day that even the most voracious gamers are struggling to keep up. I've been watching this all happen through the years as a player and a writer. But what does it look like to developers going through it all?
"From a certain perspective, nothing has changed," Burns argues. "Video games have always been about a small team of sickos doing something. From the day of the MIT model railroad club who made Spacewar, arguably the first video game, to id Software, to all the 8-bit bedroom programmers in the '80s. Even the first Super Mario Bros. was made by four people." In that sense, he adds, indie development is about approaching making games "the way that a band approaches making music," with "a tiny little group in a room, all kind of riffing off of each other."
"It's the best of times, it's the worst of times for indie games"
Raigan Burns
N in particular is "such a minimal game," Sheppard says. "It's quite simple, really. There aren't that many buttons, but there's so much possibility in the gameplay itself. If you expand that concept to the series as a whole, we keep finding things that make us think about how the game works or how it plays in different ways that are still exciting. Especially after 20 years of doing this, it's very surprising and delightful to us that that keeps happening."
"It's just like picking up a guitar and jamming," as Burns describes it.
You can see the benefits of that sort of experimentation in N Plus Infinity Times Two's race mode, where you rush to the end of a level alongside other players. You can try to be the first to the end, gathering points for a fast clear and taking the opportunity to transform into a rocket and interfere with the other players still competing. Or you can try to gather gold for bonus points, simultaneously denying your competitors the opportunity to do the same.
Team tag really puts your control to the test, as you and a partner avoid getting stomped by the opposing team of invincible hunters, equipped with that rocket transformation power to hunt you down. You survive as long as you can, then swap sides and try to stop them from beating your time. It's playful, experimental, and fun – and both modes are great examples of the kinds of ideas developers can build after working on a singular foundation for so many years.
"Playtesting lately has been a joy, and it hasn't always been that way throughout development," Sheppard says. "Our guts are telling us, 'okay, we've arrived at a place that we're happy with'. We think this is fun, and we think because of that it's likely that other people will like it too. That's how it's worked in the past."
For the sickos

But while indie's glorious "sickos" are still doing their thing, Burns admits that "every other aspect" of the scene has "radically transformed".
Burns and Sheppard developed an interest in the burgeoning indie development scene thanks to websites like Home of the Underdogs and Game Hippo, where small games – and "abandonware" titles – were offered for free. And, helpfully, these games would actually run on the aging computers they were using at the time. The pair would also stay in touch with other indie developers thanks to sites like TIGSource.
These sorts of small, dedicated communities slowly evaporated alongside the rise of social media, which has been a double-edged sword for the indie scene. "We definitely are more in touch with our fan base now than any other time, except for maybe the late '00s when we had an N community message board," Burns says. "Discord is really great, but it's insular. It's like everything else, a bunch of walled gardens, and it doesn't help. That's good for the community of hardcore and enthusiasts, but for indie game developers in general, we really miss that sense of a shared mission, the sense of camaraderie and support and learning from each other that existed in the mid '00s."
Meanwhile, the number of games being released on Steam every year has increased exponentially. I'll readily say that many of those releases are bottom-of-the-barrel nonsense, but this explosion has also dramatically increased the number of great games coming out, too.
"Every year there are games being made that are unbelievable – just the best stuff ever, right? So, in that sense, the culture is alive and well," says Burns. "[But] now it's very hard to make money, and it's turned into a winner-take-all. [...] It's like the top 10 games make all the money, and then everyone else goes broke."
The best of times

Metanet Software has managed to endure in part because of alternate methods of funding. "Our company absolutely would not exist without socialized venture capital programs that Canada has," Burns explains. N Plus Infinity Times Two is funded in part by the Canada Media Fund, and governmental support has helped Metanet going all the way back to the release of N+ on Xbox Live Arcade.
Burns describes the Canada Media Fund as "a federal thing that gives loans in exchange for a bit of [revenue] share to film, game, and TV projects." The studio has also benefited from provincial funding programs like Ontario Creates, and Burns says these sorts of efforts are part of "why Canada punches way above its weight" in the indie scene. These media funds have also helped build local events to help unite and galvanize indie devs – just as the old forums and online resources once did. "I'm definitely super proud of our country," Burns says.
But what about those developers around the world who don't have access to this sort of government support for their projects? Discussing the challenges facing indie devs on Steam, Burns offers a radical thought experiment: a world where Valve took 5% of the revenue of every game sold and redistributed it to every other developer on the platform. In essence, big moneymakers like Marvel Rivals and Apex Legends would be helping to fuel the smaller, more creative projects.
Of course, Burns isn't blind to the "social and political realities and problems with North American culture" that would render this kind of idea difficult to implement. "But basically," he argues, "the way things are is a choice that a few people who have immense power have chosen for things to be the way they are, presumably because it benefits them."

Or, as Burns puts it in more simple terms: "It's the best of times, it's the worst of times for indie games."
For now, Metanet has seemingly found its niche, though not without some soul searching. "We had a little bit of anxiety – or angst, maybe – about 'we've never released anything but the N series,'" Sheppard says. "That's changed, too. Now I think we're more comfortable with the fact that we actually really like this space. We like that we keep discovering things, exploring it, and finding new ways to express ourselves."
So while dreams of something entirely separate from N are still dancing in the minds of Sheppard and Burns, if N Plus Infinity Times Two finds its audience, the devs aren't opposed to continuing to update it with new content and further follow-ups. After all, there's already "a second game's worth of stuff that we've had to cut," Burns says, seemingly half-joking.
"Maybe by the time this one is shipped, we will truly be so sick of it [that] we won't ever have any desire" to continue with N, Burns says. After all, they felt that way when N++ launched in 2015. "We absolutely, with every fiber of our being, knew we would never, ever, ever want to deal with this series again, But then, 10 years later, we felt differently. Having gone through that once, we now understand, 'Okay, that is always a possibility.' Who knows what the world's going to be like in 10 years?"
Need more words to fill your weekend? Last week's Saturday Read was on Pathfinder and Warhammer 40K RPG developer Owlcat Games "speedrunning" its first 10 years
