Max Frequency

Own Your Software

It's update day for the latest redesign of Max Frequency and I find myself thinking about this quote from Ben Thompson's announcement for Passport, his custom subscription software.1

"Alan Kay famously said, 'People who are really serious about software should make their own hardware'; my variation is that creators who are really serious about building a career on the Internet should own their own software. I can now speak from experience when I say it’s one of the best feelings in the world."

While I didn't hire developers and spend ages building a custom tool for my business, I did have Claude Code build me a blog tailored to my needs and taste. It's the first time in my life that my blog is wholly my own.

It feels pretty great.

Footnotes

  1. How is this almost five years old? And why isn't Passport available to others yet?


Xbox Gives Us a Codename – Project Helix

New CEO of Xbox Asha Sharma pushing the new messaging of "a renewed commitment to Xbox starting with the console..." out of the gate.

Great start to the morning with Team Xbox, where we talked about our commitment to the return of Xbox including Project Helix, the code name for our next generation console.

Project Helix will lead in performance and play your Xbox and PC games. Looking forward to chatting about this more with partners and studios at my first GDC next week!

The team also published a little logo teaser video.

Scorpio was a cooler name.

The takeaway here though is the confirmation that this will be some sort of hybrid machine to allow Xbox and PC gaming. My buddy Logan Moore pointed out to me though that this has the potential to paint themselves deeper in this corner. If Steam games work on this box, Steam gets the money from game sales, not Xbox. It's the same boat as Game Pass saying you don't need to buy our games, just subscribe for them.

But for me, the part I want to know is if this console will have a disc drive. The backward compatibility story that Xbox has written so well these last two gens is at risk if they offer no disc drive,

I'm getting more antsy about what Xbox's messaging will be this summer.


The Max Frequency 2026 Redesign

A new coat of paint is incoming to Max Frequency. Actually, it's a whole new chassis, and this time I figured it would be better to show it off first and then make the change. Behold, Max Frequency 5.0.

260227_Redesign_New_Home

The blog roll is back baby!

And a little side-by-side for you.

260227_Redesign_Pub_Home 260227_Redesign_New_Home

Let me give you the tour this time before diving into the how this design came about.

Breaking Down the Redesign

Right away, the landing page style Home is gone. I never loved it. I "had" to use one given the nature of Obsidian Publish, my previous host. Since everything was launched out of markdown files in Obsidian, I needed a home page to anchor the digital garden approach that is core to the app. I suppose I could have done some huge long embedded note of all my other notes, but that'd be unwieldy and ugly.

To me, the core of a blog's presentation is the feed. 1 It has been irksome to me to not have one. I tried workarounds like a dataview query that renders the 15 most recent posts and embedding that into the homepage. It's not the same. I think natural discoverability has been kneecapped for the last two years.

Beneath that "Latest & Greatest" list was another list idea that I implemented last summer dubbed "Previously On Max Frequency." The premise is simple—show a list of articles published on the day you're visiting the site from the past. In Obsidian Publish, that requires updating said list every day for the info to be accurate.

Of course, the new blog's list updates automatically. With the return of the blog feed, I couldn't put that list at the bottom, so I opted to put it on the right-hand side. I think it balances out the menu on the left. Actually, I tried to balance all four corners. The menu and the memories up top. The "Now Playing" music status and the fun little emoji and links on the bottom.

Let's zero in on the articles themselves.

260302_Redesign_New_Article Heading

We got a headline, the date, and another long-desired feature—a lil permalink icon. A feature I’ve admired for years on other blogs is this ability to send folks to the source when they click the headline and they can go to your permalinked version of the article by clicking a little icon.

260302_Redesign_All Perm

This functionality feels so core to the big "I" Internet and blogging. I don't know for sure, but it must be a pillar behind the ideas like "retweets" and share posting. I want to point people to the source, not just my thoughts on said source. A recent example is this review about Mario Tennis Fever. I want my audience to go read Jake Steinberg's piece and I hope my gawking at it will point them to it. I also know people online want as little friction as possible. It couldn't be any easier than just clicking the heading in the blog roll. If you want my link, I wager your can figure it out. I'm trusting my audience with that one.

That's the core reading experience—low friction, up front, simple. How about older stuff? What about the things buried by the feed? That's where the Archive comes in.

260302_Redesign_Pub_Archive 260302_Redesign_New_Archive

Yeah. This is much, much better. No more folder hierarchy and spelunking my organizational structure. I wanted to give you a list of years, articles, and a search. Speaking of the search, it just takes you to Google. Lean and snappy without a need for some sort of searchable database on my backend. Why not just let the company that does this for a living handle it?

The URL structure here is straightforward too. The whole deal is at /archive. You can zero in on a specific year by clicking the links at the top or just by adding it to the url, /archive/2020. Want the month? Add that too, archive/2020/06.

Moving on down to the Podcasts page, we see the same solution to the archive applied to The Max Frequency Podcast. I had to just render the ten most recent episodes. Now, you get a simple list of them all. These pages act like a hub of sorts. This hub mentality is crucial for my Game Library and Game Notes.

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Before, Game Notes just existed inside a folder; no structure beyond being alphabetized. My thought was always that the Game Library would be a hub page of sorts for the game and you could find my notes there. The Game Library itself has been a slow process to be sure, but this new blog gives readers a much easier to navigate collection. It's so much more visually appealing too. The art I was already using renders nicely on these tiny cards.

260305_Redesign_New_Library Hub 260305_Redesign_New_Library N64

The pages for Memory Card, Chasing the Stick, About. Gear, and Now are all the same. Those are fairly static pages or I had already designed them the way I wanted within Obsidian and I don't feel they need a refresh.

A new page in the menu though is Feeds. A few months ago, I made a sort of master RSS feed by combining all my Max Frequency related feeds into one with RSSRSSRSSRSS. This page offers up all of those feeds individually for those into RSS.

Now, another grievance I have had with Obsidian Publish (and a big spur to giddy up this redesign) was the RSS feed support for Publish is abysmal. It fetches only the title, no body content. If I move a file to a different folder, then Publish would flood the feed with "new" old articles.2 When I was fireballed last year, I got quite a few requests for the RSS feed—so much so that I added it to the Home page—even though I was embarrassed by Publish's performance.

I no longer need to be embarrassed because this transition has given me a full and proper RSS feed that works exactly like an RSS feed should. It looks great inside Current and NetNewsWire, but the looks are all the developers. I am so pleased to have this functionality back and not shamefully share my RSS feed.

One element of the new blog experience I haven't touched on yet is mobile. I am biased, but it looks great there too.

260305_Redesign_iPhone

The blog feed takes center stage, of course. Appearance controls and the menu are in the upper right. Opening the menu reveals, yes the menu, but also the Now Playing music indicator. I kept the nav anchored to the right, since your finger just pressed the menu button to open it. No sense in making you then stretch across to the other side of the screen. If you click into an article and reach the bottom, that is where you will find the "Previously On" list, emoji, etc. I think the reading and navigation experience really lend themselves to mobile.

I considered iPad as well, at least my pink iPad we just bought a few months ago. Browsing on iPad is a fusion of desktop and mobile, so I was sure to make sure both worked automatically on iPad depending on the device orientation.

260305_Redesign_iPad-bg

And that's it. I think? One big unseen element is fixing 170~ broken links and recreating all my podcast transcripts into markdown from PDF; much faster and lighter. There's plenty of smaller things too, like those popup footnotes and integrating lite-youtube-embed. There may be a "hidden" page or two. Overall though, the presentation of Max Frequency is in alignment with my tastes. I hope it is in alignment with yours too.

But how did I make it?

The How

Claude Code. That's the how.

Been working on a site idea at work and using Claude Code for that. It feels like everyone is out here making apps and projects with these agentic AI coders. I wondered, "Can Claude Code build me my dream blog? The blog I've been envisioning for the last 13 years?" Obviously, the answer is yes.

That question hit me one afternoon and I decided to try it out in the most vibe code-y way possible—while cooking dinner.

I finally used my MacBook Pro as a laptop and took it inside to run Claude Code while I cooked dinner for my family. Since it was a pure test and I gave it a small sample size, I was basically pressing ⌘ + ⏎ every few minutes. No risk at all. The first result was recognizable, but broken. More importantly though, this convinced me it was doable.

The next day or two was a hyperfocused blur of tuning and getting the site dialed in. Fervent back and forth with Claude. After getting the shape of it, I decided to spend the following days, weeks co-publishing to the platform and Obsidian Publish. You notice missing elements and breaks this way. For example, the RSS feed was only sharing blog posts, not podcasts, newsletters, etc., or how callouts were jank and the Game Library entries weren't formatting correctly.

The living with the blog is vital. I went to grab a link for friend and went to my Publish blog since that was the most accessible—it felt outdated and clunky. That's when I knew I chose the right direction.

Before wrapping up, I wanted to highlight some gains and losses here.

GainsLosses
A Proper RSS FeedNone?
Blog Roll ReturnsA New Form of Lock In?
Custom layout and icons
Free!

All right, the table is jokey, but true. The way I write Max Frequency has not changed. I could flip Obsidian Publish back on in 5 minutes and the site would be back in business. I could move to a different static site generator. Right now, everything is running through GitHub and CloudFlare Pages all for $0 from my $96 per year from Obsidian, which by the way, is due here in April...

While I am not locked into a platform or a service provider. I am locked into Claude for changes, improvements, and troubleshooting. That is a form of lock in. As ubiquitous as AI is becoming, I don't think it's too rigid a form of lock in. At this moment, the capabilities it has given me far outweigh the lock in cage. With everything I write still be markdown, I am not worried about needing to pivot somewhere else some day should I need to abandon this custom site.

Conclusion

In all of this, I went back and read my old posts on previous redesigns of the site. Two quotes from The Max Frequency 2024 Redesign stand out to me;

"That Spring I reached out in the Relay FM Discord to see if I could hire someone. I knew what I wanted – some sort of hosting from a service like Linode or something. My issue was my web programming knowledge capped off at the basics of HTML and CSS. I knew the destination, I just didn't know how to get there."

Moving everything to Markdown and Publish has given me something I've never had in all my years of writing online.

Flexibility. Freedom.

I have the flexibility to make my site look the way I (currently) want, without the need of a $300 tier to access Wordpress plugins. I have the flexibility to write and publish how I want. I have the flexibility to use the tools I want—and ignore the tools I don't.

I have the freedom to leave Publish at any time without losing my articles, links, or data. I have the freedom to not worry about mega-corporate owners selling my work from under me. I have the freedom to write and publish what I want, when I want.

I probably could never have afforded a developer. I remember being pointed to solutions, but not to someone who could take my plain speech and turn it into a website. Claude is that for me now.

The move to markdown and Publish did give me freedom and flexibility. I did have the freedom to leave when I wanted. I'm doing it now. Over the next day or two, this whole switch is going to take place. Who am I kidding, it'll happen tomorrow. The RSS feed is the same - https://maxfrequency.net/rss.xml - so that should update seamlessly for all you current subscribers. I don't know what will break or hang up. It might be a bumpier launch than I expect: That's why I wanted to tell you all first. Thank you for your patience. Please be excited for the new design.

I hope you enjoy.

Footnotes

  1. The core of a blog is, of course, its author.

  2. Like I do at the start of every year when moving the previous year into the archive. I even got an email from a kind and concerned reader to make sure everything was working okay when I made the switch this year.


Xbox's Shakeup and Wake Up

Last Friday, Ryan McCaffrey had the scoop of all scoops for Xbox—Phil Spencer and Sarah Bond are out: Matt Booty ascends and Asha Sharma enters as the new Xbox CEO from Microsoft's CoreAI division. My initial reaction was a bit like this...

image

I wanted to write that day or weekend, but life got in the way and I knew that more would come out in the following days. There is much to glean inside the company when this all went down. The mess that Xbox has made of itself this generation becomes more clear in the aftermath of the restructuring.

That Friday was full of people assuming Sarah Bond was sidelined for an AI exec by Microsoft's CEO Satya Nadella. For years, many have assumed that Bond would be the replacement for Spencer, including myself. Emails were leaked and Bond was only mentioned in Spencer's. This all seemed fishy to me and I was right. This story was meant for the following Monday and McCaffrey got the leak.1

"Spencer, in his email to Microsoft staff, said in part: 'Last fall, I shared with Satya that I was thinking about stepping back and starting the next chapter of my life. From that moment, we aligned on approaching this transition with intention, ensuring stability, and strengthening the foundation we’ve built. Xbox has always been more than a business. It’s a vibrant community of players, creators, and teams who care deeply about what we build and how we build it. And it deserves a thoughtful, deliberate plan for the road ahead. 

'Today marks an exciting new chapter for Microsoft Gaming as Asha Sharma steps into the role of CEO, and I want to be the first to welcome her to this incredible team. Working with her over the past several months has given me tremendous confidence. She brings genuine curiosity, clarity and a deep commitment to understanding players, creators, and the decisions that shape our future. We know this is an important moment for our fans, partners, and team, and we’re committed to getting it right. I’ll remain in an advisory role through the summer to support a smooth handoff.'

Tom Warren at The Verge got the back half of the scoop with the inside look at the shake up and the weekend that ensued following IGN's report.

"Spencer’s decision led to months of careful successor planning. It was announced to the world on Friday, but it was supposed to be today. Microsoft was forced to announce early because it started to leak and IGN was planning to run a story, according to sources familiar with the situation.

That kicked off a day of chaos..."

I remember a lot of heated discussion around Bond's LinkedIn post looking like she was out of the loop. I knew Bond doesn't manage her own LinkedIn (although she might be now), and this was just a casualty of reporting. I couldn't imagine a world where this succession wasn't planned and known by all major players involved and I was right.

In early 2024, there were departures at Xbox that caused the command chain to funnel more directly to Bond, herself recently promoted to the president of Xbox. This included the Chief Marketing Officer. Warren with the internal vibes;

"That meant the Xbox marketing team was now reporting directly to Bond. A month later, Microsoft delivered a marketing campaign that signalled people didn’t need to buy an Xbox console anymore. The message was that 'you don’t need an Xbox to play Xbox,' because games were available through Xbox Cloud Gaming on TVs.

This was all part of the 'Xbox everywhere' strategy that Bond had been pursuing, a vision to move the Xbox brand beyond its roots in console hardware. Months later the “This is an Xbox” campaign launched, with commercials that positioned a phone or a tablet as an Xbox instead of just a console. It was a confusing campaign, and I’m told it offended many Xbox employees internally."

It offended many people outside of Xbox. The writing was on the wall all gen though, as I have written about.

"The pivot away from console, led by Bond, under Spencer’s direction, hasn’t gone well for Xbox. Microsoft’s Xbox hardware revenue has declined for three financial years in a row, and it looks like those declining revenues are going to continue throughout fiscal 2026."

You don't say?

While focusing on Xbox as a publisher and service, instead of a console with a library of games, Xbox leadership's eye was off the ball with the supply chain and AI's rabid consumption of RAM, GPUs, and silicon—a rabid consumption that their parent company frenetically feeds.

Warren's piece and quotes from folks inside put Bond as the muscle behind the push for cloud, mobile, etc. I believe it, but "the pivot away from console, led by Bond, under Spencer's direction..." is the key to me. She may have been the face, but Phil has for years championed cloud gaming, mobile, etc. I mean, this is the guy that green lit Gears Pop! and was no doubt looking at King and Candy Crush as sweet additions to the portfolio during the Activision Blizzard acquisition. Do not be fooled—the pivot away from console was Phil.

“I don’t think it’s ‘hardware agnostic’ as much as it’s ‘where you want to play,’”

Which makes Sharma's email to the team more striking. She says all the right things, top to bottom, with a top three of "great games," "the return of Xbox," and the "future of play."

"We will celebrate our roots with a renewed commitment to Xbox starting with console which has shaped who we are."

I mean, to be fair, there's at least one more Xbox console in the wings. It's been talked about and teased for years now. Last summer they announced the multi-year AMD deal for custom silicon, which is crucial in this day and age of consoles.

"This week, Xbox announced it is actively building its next-generation lineup across console, handheld, PC, cloud, and accessories. As part of this, Xbox unveiled that it has entered into a strategic, multi-year partnership with AMD to co-engineer silicon across a portfolio of devices, including future first-party consoles and cloud."

My favorite part of Sharma's email was this;

"To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories. 

"As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us."

That last paragraph was clearly crafted to target the immediate backlash her previous position brought with it. Back to Warren with insider concerns;

"Some Xbox employees worry she’ll force AI into everything Xbox does, but Sharma was clearly ready for that reaction."

I mean, Microsoft is their parent company. A year ago Xbox announced a generative model for gameplay dubbed Muse that I have meant to write about now for apparently a year. AI is taking the technology and gaming industries, let alone the world, by storm. I will say, the gaming communities absolute total rejection of the technology is ridiculous. There are untold gains and benefits to be had with the capabilities that AI brings. The important element is to use it for what it is—a tool.

I think a prime example of this was last year's overhyped "indie" darling Clair Obscur: Expedition 33 where the use of AI in its development was revealed after it won hearts and awards. Doesn't make the game any less good knowing the dev team of 30~ people used some AI tools along the way. The community seemed to do a total 180 and bite back. Absolute ridiculousness.

Jez Corden over at Windows Central actually got to interview Sharma and Booty. The latter's statement to about AI and wrongly speculated "mandates" rings true to me.

"'Just as a group, game developers are always eager to adopt new technology. When Photoshop showed up, it took about one month for it to appear in every game studio on the planet because it was so useful,' Matt noted that Xbox's goal is for AI to be additive and supportive, rather than disruptive on its teams. 'What I hear throughout our studios: it is the people, our artists, our coders, the writers — they're doing the creative work. In my experience, any time there's a new technology, what happens is there's a need for more specialists, new specialists. It raises the bar on what the expectations are for the quality of the games.'"

Back to Sharma and her leadership sensibilities.

"Xbox notoriously ditched any form of exclusivity on its games, shifting units to PlayStation paying little mind to the criticisms that it reduces the need to actually buy an Xbox. Sharma told me that nothing is off the table when it comes to revising Xbox's strategy — but finalizing the strategy will take time, and data parsing...

"'...Right now, I need to learn, candidly. About the 'why' of these decisions, what we were optimizing for, and what the data says about the Xbox strategy today. That's the honest answer. I'm looking at lifetime value, not just what happened in a previous moment, or in short term efficiencies and things like that. The plan's the plan until it's not the plan.'"

One can only hope that this means the end of advertising everything is an Xbox. If you are a jack of all hardware, you are the master of none. It does make me wonder how the decisions for the next Xbox made back with Spencer and Bond will be compatible with the new leadership and however they decide to steer the ship. Perhaps the rumored "don't call it a delay" delays due to parts shortages will be a blessing in disguise—if the Series consoles can survive that long. Microsoft may need to eat crow to keep the new box price as low as possible.

Booty was even so bold as to claim that Xbox is committed to being a first-party developer and company, despite porting everything everywhere all at once.

"We're committed to being a first-party games publisher in partnership with our first-party platform team."

That I will believe when I see. But Sharma continues to say the right things, emphasis my own;

"I will listen, I will learn, I will communicate what we're seeing, and what we're doing. I think from here, the work is proof over promise. Matt and I are in it, every hour of every day of every night, I am fully in this thing. This team has brought it back before, and I'm here to help us do it again."

Xbox was dying on the vine before this shake up. It has been poisoned by decisions made to control the living room. It has been drowned by the billions of dollars poured out in acquisition. It has had studios—new and old—wither into oblivion.

The immediate future shows signs of life though. For the first time in ages, Halo, Gears, Forza, and Fable come out in the same year—from teams that make superb games to boot!2 This change in leadership may just be fertile ground that Xbox the company, the brand, and the community need. It's a wake up call. Time to see how Sharma and Booty will answer.

Footnotes

  1. Good for him.

  2. Except for "Halo Studios" because that's just 343 with a different name. They got serious proving to do too.


Current - An RSS River by Terry Godier

I started building Current before I had the words for why.

The impulse was simpler than a philosophy: every RSS reader I tried made me feel bad. Not because the apps were ugly or broken (most were quite good) but because they all seemed to agree on something I didn't. That reading the internet was a task. That articles were items to be processed. That falling behind was a failure state.

I admit that I literally treat my RSS reader of choice—NetNewsWire—as a task list. I let the badge sit there on my home screen, pestering me with its shameful hue. Beneath lie articles I want to read or share here on the blog. I've let things sit for months before I finally have had enough of the guilt and confess to myself that I will never get around to that essay or that article or that story.

When I read Tyler Godier's essay about his new RSS reader Current, it resonated.

"The main screen is a river. Not a river that moves on its own. You're not watching content drift past like a screensaver. It's a river in the sense that matters: content arrives, lingers for a time, and then fades away."

I've bought Current and replaced NetNewsWire on my home screen to give it the proper test.

There is relief.

This is the feature I'm most proud of, and the one I spent the longest agonizing over.

Most RSS readers present sources as feed URLs in a sidebar. Daring Fireball. kottke.org. Hacker News. Just names in a list, undifferentiated from each other and from the content they produce.

But some of those aren't publications. They're people. A person writing from their blog is fundamentally different from a news organization publishing articles. The relationship is different. The expectation is different. The feeling should be different.

I find it rare to read about such thoughtful application design these days. Now in the midst of a proverbial tsunami of vibe coded, personal apps (which I am doing myself to great effect), Godier's essay sings with intention.

There is some finickiness, like having to toggle off fetch feed to enable fetching from the site or the mystery of summoning the feed settings on iOS (is it a long press? A double tap? I'm not quite sure.), iCloud syncing isn't working for me, and the macOS app has ye old harsh, hard corners, but all of that really doesn't bother me when it comes to the reading experience.

It's pure and simple. I can just scroll past the news articles from VGC that I don't care about. Those I do want to read, the fetch from site means I don't have to leave the app. That is seriously slick. Every bit of presentation and core functionality is thought out.

I am checking my RSS reader less and more intentionally. I'm actually reading the stuff I want to and "releasing" those I don't. If I leave an article and it goes away over time, I don't mind. If it is important, it will come back to me.

Give the essay a read and if it speaks to you like it did to me, then I think Current will be worth your $10.



Resident Evil Requiem Debuts PSSR 2.0

One may have watched John Linneman's excellent Resident Evil Requiem review yesterday and been flabbergasted by the gains the PS5 Pro had over all other consoles. Turns out that the secret sauce was the anticipated new version of PSSR.

Mark Cerny broke the news on the PlayStation Blog.

"We’ve been hard at work on a new version of PSSR, which takes a very different approach to not only the neural network but also the overall algorithm. We are happy to share that Resident Evil Requiem – shipping today – is the first title to use this more advanced PSSR, which is helping to keep both frame rate and image quality high."

While the blog post doesn't give much, there is an answer to prayers (and predictions) near the bottom.

"There will also be a system software update at that time; selecting “Enhance PSSR Image Quality” in Settings on PS5 Pro will allow you to experience the new PSSR with any PS5 Pro games that currently support PSSR!"

For a more detailed breakdown, you know the DF crew has you covered.

What stood out to me was how PSSR 2.0 sits in between FSR 4.0 and DLSS 4.5 in certain scenarios. When you remember that PSSR is being optimized for couch and console gaming, the trade-offs make more sense. To me, Resident Evil Requiem appears to be the first game that is a must play on PS5 Pro. If I didn't have one already, I'd do my darnedest to make it happen. I cannot wait to start it up tonight.


Everything Everywhere All At Once – Memory Card #74

👋🏻

It has been quite the 10 days since my last letter to you all. The opening sections are getting tighter. I am feeling good about it. I think I am ready to record the next section and expand the timeline. I am enjoying this chapter by chapter approach to the edit. It's full of little wins, which I take any way in a project like this. Here's the timeline as of this morning.

260223_MemoryCard74_Timeline Update

That's a big improvement over last time.

I must confess though; I did not get as much done on the essay last week as I had hoped or planned. Mid-week, I became hyperfocused on redesigning my blog with Claude Code. The "brain hooked up with jumper cables to a car battery inside a dunk tank" kind of hyperfocus. It took over my mornings and evenings. But I have banged it into pretty remarkable shape in those few days. I'm going to live with it for a few weeks, bang out kinks, and flip a switch in March at some point.

I've talked about using AI as an intentional tool here before and this applies. It's at the point where I can write in plain English what I want and the robots can code the site for me. I've been able to pull in each little bit and idea I have wanted to implement for years, but have never been able to on Wordpress, Squarespace, or Obsidian Publish or been able to figure out on my own. It's sort of blogging dreams come true.

This diversion though has taken time away from The Thing™ and I feel pressures mounting. I just rewatched Everything Everywhere All At Once over the weekend with a movie club and it feels sorta like that. The surprise drop of a new God of War game and this weekend's release of Resident Evil Requiem having me diving into the extra episode deep end of Chapter Select. And don't get me started on Marathon launching a week later for which I have had a super compelling essay idea for and am getting the itch to write.1 Of course, there's the whole blog tangent. Then and then and then and then...

It makes brains like mine ratchet up. One game at a time; one essay at a time; one podcast; one completely rewritten website. (Can I end two newsletters back to back with the same type of sentence?)

Until next time...

Footnotes

  1. Thankfully, the essay should be remarkably efficient to edit/capture? Kinda like Razbuten's "Playing Games in Unfun Ways" I think it is a good idea. This one will all come down to the writing and some specific capture.


Mario Tennis Fever Is the Best Mario Sports Game Ever Made – Jake Steinberg

This is the best review I have read in ages. This one is going to stick in my brain like Kirk Hamilton's Amnesia: A Machine for Pigs review. Not because it leans into a comedic gimmick, but because Jake understands Mario Tennis Fever on a core level and communicates to those that do not in a profound manner.

Out of fear of quoting the entire thing, I have forced myself to pick one quote. Please go read the rest.

"Of course, not every player leans into traps. Some abandon them entirely in favor of rackets that extend reach, randomize bounces, or drive opponents deeper into the back of the court. They wager on pressure instead of obstruction. This choice is equally as expressive. These players refuse the flourish of obvious traps on the battlefield for something colder: they let you defeat yourself."


Toy Story 5 is Going to Make Me Cry Again

Toy Story 5 | Official Trailer

"The toys are back and this time, Buzz Lightyear, Woody, Jessie and the rest of the gang's jobs are challenged when they come face-to-face with Lilypad (voice of Greta Lee), a brand-new tablet device that arrives with her own disruptive ideas about what is best for their kid, Bonnie. Will playtime ever be the same?"

As the parent of a three-year-old and a husband of a middle schooler teacher, I know all too well the impact screens and devices have on young minds. It's a fitting subject for Toy Story to handle, I think.

And man, you gotta love seeing the gang back together. Toy Story 4 wrecks me in all the right ways. Heck, my sister-in-law asks for it any time I watch her because she know it makes me cry. She thinks that's funny.


Bluepoint is Gone

Sony Shuts Down Video-Game Studio Bluepoint by Jason Schreier for Bloomberg

Sony Group Corp. is shutting down Bluepoint Games, the PlayStation subsidiary responsible for developing remakes of video games such as Demon's Souls.

Roughly 70 employees will lose their jobs amid the studio closure, a PlayStation spokesperson said, writing in a statement that the decision was made "following a recent business review." Bluepoint will officially shutter next month.

And a little follow up from Jason's Bluesky account;

Bluepoint was working on a God of War live-service game until it was canceled early last year. The studio then spent the last year pitching and trying to determine what it would do next.

Bluepoint was the best to ever do it—and by it I mean remaster and remake the classics.

Looking at their Wikipedia page, I am surprised at how few games they worked on, but the pedigree of the titles is unparalleled. You got God of War, Metal Gear Solid, Uncharted, Ico, Shadow of the Colossus, Demon's Souls. not to mention support and ports for Titanfall, Flower, PlayStation All-Stars Battle Royale, and God of War: Ragnarök.

It is such a shame that Sony bought them back in 2021 just to send them off on a live-service ghost hunt and then axe their project and the studio five years later. This whole live service ghost is going to be the haunt behind Jim Ryan and Hermen Hulst's tenure at the head of PlayStation.

Pour one out for Bluepoint tonight and put on this banger as you drink the sorrow away.


Some Special 2026 Chapter Select Updates

Well, 2026 is shaping up to be a good year for Chapter Select. We just wrapped Season 7 - Metroid Prime not long ago, which is a win in and of itself. We were about to dive into Rondo of Blood for Season 8 - Castlevania, but then Sony made some announcements. Let's dive into the podcast specific ones and how the show is going to look in the short term.

Going Back to Greece and Raccoon City

Now, our plan was always to dive straight into Resident Evil Requiem and play that for Season 5 - Resident Evil. Thankfully, knowing its date for so long has prepared us. The shake up we didn't foresee was the shadow drop of God of War: Sons of Sparta, the new 2D "Metroidvania" God of War prequel.

So we've gone back to Greece and are trying to beat that before Requiem. You'll get those special episodes as soon as they are done. And then we will dive into Rondo of Blood.

What about Pokémon?

We do suspect that the next generation of Pokémon will be announced here at the end of the month with a release window of this fall/winter. We will of course dive into those as well. Logan is trying to will a Paper Mario game in the year too and I don't know if I can handle all this madness. 😅

Will We Ever Play Castlevania?

Yes! I promise! We have been encouraged by finishing Metroid Prime and the average play time of these games. It doesn't hurt that a brand-new game was just announced for the first time in 12 years too. Selfishly, I'd like to get cooking and release as close to the 40th anniversary as possible, but I don't want to count wall turkeys before they are cooked.

Where is the Behind The Scenes article for Season 7?

You caught me. I haven't written it yet. I do have a rough rough outline, but honestly, I don't feel like writing it. Is that a bad thing to admit? I really didn't take the greatest notes over the course of the two years this season took to produce. Memories have faded. I'm not sure how valuable this would be. Perhaps I will roll up my sleeves and write something—I do hate the idea of break tradition—but it might take a slightly different shape. We shall see.


Falling Down the Nirvanna The Band The Show Rabbit Hole

Rules for Indie Filmmakers, according to NIRVANNA THE BAND THE SHOW | TIFF

I have seriously jacked up my YouTube algorithm by falling down the Nirvanna the Band The Show rabbit hole before seeing Nirvanna The Band The Show The Movie last week. I'm kind of okay with it though.

This show and the run and gun approach reminds me of making videos and movies as a kid. There's something ethereal there that tickles a nostalgic part of my brain without being commercial. These lads have the sauce.

I like this interview though. Their energy and dynamic is contagious. Creativity comes out of restraint, know the rules to "break" them, and use what you got.

Also, happy Update Day everyone.


Guest Appearance on Controlled Interests Gamescast Ep. 274 with Jerrad Wyche and Michael Ruiz

Apple PodcastsSpotifyYouTubeDirect Download

"In this episode, Jerrad and his guests recap the brand new PlayStation State of Play, discussing what the highlights and lowlights of the presentation were. The topic of the show centers on gaming blindspots as the guys discuss which games or franchises they haven’t touched, for one reason or another. Lastly, covering what they played this week, Max and Mike discuss their experience with Highguard and how they’re feeling after learning that almost the entire development team was laid off earlier this week. Jerrad quickly provides impressions and explanations of Drop Duchy, Winter Burrow, and the newly released critical darling, Mewgenics."

Always a pleasure to chat with Jerrad and nice to have essentially back-to-back chats with him. It was a total surprise to me that my dear friend Michael Ruiz would also be on the show.

We had a great time chatting about the State of Play hours after it aired. I loved our discussion about Highguard too, which things are not looking great for these days. Give the show a listen and if you want more thoughts on the State of Play, here you go.


Well, That State of Play Was Slammed

Well, Sony's February 2026 State of Play was slammed. Before talking about the announcements that hit home for me, we must focus on the biggest news—my PlayStation 2026 predictions remain intact.

"Saros from Housemarque, Marvel's Wolverine from Insomniac, Marathon from Bungie, and MLB The Show are the only first-party PlayStation Studios developed games released in 2026."

I won't lie, that Horizon Hunters Gathering announcement last week had me nervous.1 No commitment there though makes me feel slightly better. I wonder if and when Sony decided to cut the reveal from the State of Play.

The opening slate of reveals were decent, a strong start for a wider audience with the likes of a Kena sequel, Ghost of Yōtei Legends, and maybe 4:Loop, but I locked in for yet another Resident Evil Requiem trailer. Capcom is on the verge of spoiling too much before launch in two weeks, but man does that game look incredible.

Some more strong, diverse titles filled the next chunk. It's both unbelievable and believable that Dead or Alive 6 Last Round has jiggle physics in photo mode.

Control Resonant looks weird and wild. The Inception-style walls and being able to walk on buildings seems like a super daunting mechanic to create. Feels like a mind bender for sure. I need to hurry up and play Quantum Break...

Even more stuff that appeals to people other than me. It is strange to see Game Freak make a super stylized 3D action game, but go them. That Shinobi Ops game has a unique camera perspective, but that's about it as far as I can tell. I want nothing to do with that chicken man game. Star Wars: Galactic Racer looks neat. It's cool to see them go back to racing in a very Motorstorm / Burnout sort of way. 007 First Light looks more and more polished. I hope IOI sticks the landing.

Then, out of seemingly nowhere, Konami comes in and takes this State of Play to a whole new plane of hype starting off with the confirmation that Metal Gear Solid 4: Guns of the Patriots is finally, finally free from the prison of the PS3 and its Cell Processor. I replayed the game six years ago (gosh how has it been that long already?) during that COVID-furloughed spring. Skimming through that article, I do wonder how the iconic loading/installation screen will be handled or if we will have lost it in the aged of SSDs. Peace Walker is here too, but even more exciting is the inclusion of Metal Gear Solid: Ghost Babel. I do wish there was one more game in here, especially considering how packed Vol. 1 is—something like Rising Revengence or even just round it out with Ground Zeroes and Phantom Pain. The Acid titles would have been neat.

Be still my heart because Konami revealed the first new Castlevania game in 12 years, and it is 2D from the folks behind Rogue Prince of Persia and Dead Cells. Belmont's Curse looks slick as all get out and, once again, procrastination pays off for Chapter Select.

Silent Hill: Townfall looks spooky. I get Alien Isolation vibes from the little handheld CRT. The fog looks good bathed in red light. The Silent Hill franchise is a huge blindspot for me. I own a copy of the Silent Hill 2 remake, but that's it and still in the shrink wrap. Konami is in the midst of a renaissance with Silent Hill it seems and I don't hear anyone asking them to stop.

Saber Interactive has the rights to a John Wick game. I liked the trailer and hope the game takes heavy inspiration from Sifu, which has always screamed John Wick to me.

Marathon's launch trailer and "server slam" announcement are pure hype.

I missed this bit in the stream due to issues, but Panic and House House's Big Walk played their original gameplay trailer from 8 months ago. I guess the announcement was that the game is coming to PlayStation? While a bit disappointing, I think the game itself is interesting. Reminds me of The Witness but for friends. I don't think this is a surprising take, but proximity chat is having quite the moment in the gaming space lately. I am curious about the mechanic and suppose my first exposure will be Marathon here at the end of the month.

Marvel Tōkon Fighters gave us sweet, sweet X-Men footage and a date. Too many fighting games are out that seem super cool to a guy who never plays them outside of a Mortal Kombat game with his wife every few years.

The whole State of Play wrapped up with a pair of God of War announcements and, upon reflection, I'm not sure they were the slam dunk most people felt they were. Sony Santa Monica revealed that they have begun development on a God of War remake of the original trilogy. That's cool and all, but with not even a lick of footage or concept art, all we are left with is speculation. Is it going to adopt the camera and combat of the PS4/5 games or stick with the top down camera? Is TC Carson, who was in charge of this whole closer, re-recording the lines? What's going to be the approach to Kratos' attitude and violence? In all seriousness, will the sex mini-games and flagrant scenes be redone or axed? The industry has shifted so far from that type of presentation that I actually think it would feel out of place these days.

Sure, in the Valhalla DLC, SSM got to play with Greek architecture and enemies. I loved the look and music. The franchise is one of my all time favorites—and you don't have to go far to hear why. I find it difficult to get excited without knowing and seeing more.

More concerning is, why is Sony Santa Monica announcing that this trilogy is entering development now? Where is Cory Barlog's new game? What about the assumed new God of War game because surely there is more given how well the last game sold and that the studio has not stopped making these games for 20 years? I feel like they got the order of the announcements wrong. I want more than a logo.

That wasn't all though. A brand new 2D, metroidvania God of War prequel was shadow dropped called God of War: Sons of Sparta, which I seem to always want to type as "Songs of Sparta." It's made by Mega Cat Studios, who I want to call "Mad Cat Studios." The game's story was written by the team behind God of War (2018) and Ragnarök. I don't dig the art style, at least up close. I booted the game up last night and it looked better from my couch. The game feels a bit odd to me, like something that would have come out in the PS3 era. The last time Kratos was in 2D was in Shovel Knight and before that was a mobile Java game–God of War Betrayal–which is canon. I am reminded of when Metroid Fusion and Metroid Prime came out at the same time, except the classic title in this scenario is just a JPEG and probably 4-5 years away.

The State of Play was good stuff with the proper ups and downs of an E3 press conference. It was much bigger than I think anyone anticipated, certainly myself. Somehow, 2026 is poppin' off more and I am here for it. My biggest takeaways are Marathon looking like absolute fire, a brand new 2D Castlevania game from a studio that seems to understand the genre, and that God of War finds itself stuck in the Asphodel Meadows.

Footnotes

  1. I should have made a blog post about that reveal, but this footnote will do. I'm not huge on the "Fortnite-ifcation" of its art style. The bigger hangup is the cartoonish approach to combat. We got Hunters dashing like Naruto and an old guy with a Mad Max-style motor hammer spitting flames. It doesn't feel related to the world of Horizon to me. I think the core concept of a team of hunters taking down giant robot dinosaurs is very appealing. I do understand the desire to shake it up, branch out, try new things. I can't fault Guerrilla for that.


Clip By Clip – Memory Card #73

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You ever just stare at a timeline and think "How am I going to fill this up? There is so much to do. Maybe I'm not cut out for this..." That was me a couple of days ago.

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I see all that blank space as a daunting wall to scale or an amorphous digitized bonsai tree and I have no clue how to trim it up into the shape it is meant to be. A big hangup for me this go around is all the film footage. It feels like it requires an entirely different style and structure than a game essay. I've watched countless film essays, but how do I make one? Not to mention the DMCA dance...

The creative process is fraught with doubt and distraction. My mind wanders, suggests completely unrelated tasks that must be done now for surely they are more important than the time I carved out to edit a video. All matters are more pressing than making The Thing™ in the dawn of the day.

But you just stare at the screen for some amount of time that is never as long as it feels and then you make a decision. "Well, I need a title here. Let's do that." "Oh, this is where the interview clip will go. Plop it in and tighten it up later."

I know I've been on an Anne Lamott kick thanks to Bird By Bird. It's what I do. I fixate. I see said fixation everywhere. Just take it as a sign to read the book. Or a sign that I am cracked. The namesake of the book though is this story about Lamott's older brother cramming an assignment about birds he had a month to work on in one night. Been there. Done that. The story is the excerpt on the back of the book.

"We were out at our family cabin in Bolinas, and he was at the kitchen table close to tears, surrounded by binder paper and pencils and unopened books on birds, immobilized by the hugeness of the task ahead."

Sounds familiar.

"Then my father sat down beside him, put his arm around my brother's shoulder, and said 'Bird by bird, buddy. Just take it bird by bird."

Bit by bit; bird by bird; clip by clip—it's all the same.

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It's not much more, but it is more.

Until next time...

Memory Card Newsletter

This letter is one block from the newsletter Memory Card by Max Roberts. Thoughts? Send me an email at [email protected].

Max is the writer and producer behind Max Frequency, a place where he cultivates and curates curiosity—both for himself and for others—by delighting in the details and growing greatness from small beginnings.

He's written a rich history and dive on the making of Naughty Dog's The Last of Us Part II, celebrated the 15th anniversary of Super Smash Bros. Brawl with the voice behind its hype, and examined how Zelda "stole" Fortnite's best mechanic.

Memory Card is a real-ish time, raw, drip feed newsletter of his creative process for telling these stories. It’s how The Thing™ gets made. You can sign up below. (Look down)

It's all powered by Max Frequency and patrons.

Wanna see The Thing™? Check it out on YouTube. Read it on The Blog.


Time to Talk – Memory Card #72

👋🏻

The script is done.

And by done I mean it is in a review process. I've given it a go with the red pen, some friends are taking a look, and I even chucked it into Claude, which clearly does not understand callbacks for humor.

I'm trying a new approach to the edit. I'm gonna record the sections one by one. This way I can play with the video edit in chunks and give later sections more time to breath and be reviewed. The intro is just over two minutes. We'll see how this process goes. It's inspired by my pal PGReviews and how he is tackling his monster Super Smash Bros. retrospective.

The bit I am most nervous about is the basically guaranteed DMCA strike/flag that will hit this video when I upload it, thanks to it basically being a film and video game essay. I may need to go back and listen to my chat with Cinemastix and get retroactive advice. The slightly sliver lining is that I don't make money off this anyway, so the notice won't impact ad revenue or anything.

In that vein though, I do plan on playing around with the music from these film's soundtracks. I want to run the songs through my Chompi and see if I can make pleasant background music and avoid too many tangos with YouTube.

A time-to-read plugin in Obsidian tells me that the script is roughly 20 minutes, but that includes all my shot notes and annotations to myself. Words to Time says it'll take near 30 minutes to read a cleaned up script, so who knows. I'm shooting for that mid 20-minute range with this one, so I guess I am right on the money.

Until next time...

Memory Card Newsletter

This letter is one block from the newsletter Memory Card by Max Roberts. Thoughts? Send me an email at [email protected].

Max is the writer and producer behind Max Frequency, a place where he cultivates and curates curiosity—both for himself and for others—by delighting in the details and growing greatness from small beginnings.

He's written a rich history and dive on the making of Naughty Dog's The Last of Us Part II, celebrated the 15th anniversary of Super Smash Bros. Brawl with the voice behind its hype, and examined how Zelda "stole" Fortnite's best mechanic.

Memory Card is a real-ish time, raw, drip feed newsletter of his creative process for telling these stories. It’s how The Thing™ gets made. You can sign up below. (Look down)

It's all powered by Max Frequency and patrons.

Wanna see The Thing™? Check it out on YouTube. Read it on The Blog.


Modding My New 3DS XL for Capture

I finally did it. After years of longing, hoping, conniving, and hacking ways to record Nintendo DS and 3DS footage, I finally sent mine off to loopy and had them install a USB-C capture mod on my Majora's Mask-themed New Nintendo 3DS XL. And ohmygoodness.

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Before we continue to ogle at razor sharp pixels, I want to share how I ended up here.

I have always had a desire to play portable games on the big screen. From a total misunderstanding of the purpose of the N64 Transfer Pak to the Game Boy Player that I got for my ninth or tenth birthday (I cannot seem to remember which), I have always preferred playing my portable games on a television. Unfortunately, there has never been a consumer-facing official method for playing DS or 3DS carts on the TV.

Sure, there are the NitroDS developer kits from back in the day—actually, a mom and pop down the street has had one for sale for years that I have contemplated. One can only dream of the 3DS capture cards that Nintendo's Treehouse used at E3. There have been plenty of mods for the DS over the years, including this wild one through the audio jack. There was even supposed to be a DS Consolizer from Woozle before he formed PixelFX.

The most appealing of all these was a mod for the New 3DS XL from katsukitty, which Marc "Try4ce" Duddleson from My Life in Gaming did a video on back in 2019. This was the dream as it would tackle both DS and 3DS at their native resolutions. The catch was katsukitty was shut down not long thereafter.

When exploring options for Chapter Select Season 6 - Pokémon, it felt like the scene was still shrouded in mystery behind foreign modders and complex soldering. I tried emulating the DS on my iPhone, Mac, and Wii U—the Wii U is actually the best bet for playing and capturing outside of a modded console.

But in 2024, I saw Tito's video on a new board from loopy, the brains behind the original 3DS capture mod. After a year's worth of waffling, I sold off some old stuff overdue for eBay and sent my sole 3DS off to an address in Utah, hoping for the best.

And the best was returned to me a couple of weeks later.

The cutout is is so clean that it looks official, like it was always meant to be there. It charges the console and spits out the video—the dream of USB-C realized. Now, being on a Mac, I have to resort to alternative software to view the footage. There are two multi-platform options—cc3dsfs and xx3dsfml. I went with cc3dsfs because it is the most recently updated and it has a Raspberry Pi version for TV play. That's the next goal. I want to set this up with a Pi and feed it into my Retro-TINK 4K Pro for advanced upscaling features.

For now though, I am using the Mac app. I did grab this icon of the 3DS camera app that has been stylized for macOS and apply it to the app; just to give it that little flare, because this app needs some. The app and its menus are clearly multi-platform in there approach, which makes total sense. We are modding the 3DS for video out after all. There is no official flavor here.1

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All the options you might want are here though. You can split the screens apart and scale them independently. There's screen placement, menu bar removal, profiles, etc. There's even Black Frame Insertion, but I didn't test that. As for the scaling, you can scale by factors of 0.5x, so native scaling is totally achievable. I actually did not test for or see an option for interpolation should you opt for a 0.5x integer scale.

Inside a 4K display area, this means that you can scale the 3DS's native top screen resolution of 400 x 240 nine times to get 3600 x 2160 or scale the DS native resolution of 256 x 192 eleven times to get 2816 x 2112. I hooked my MacBook Pro up to my LG C1 and, yep, it looks stunning.

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Here's a fun comparison with Phoenix Wright: Ace Attorney - Dual Destinies, which I started playing on Switch 2 this year. It's cool to see the original next to the remaster. Notice the bloom of the lamp on the 3DS—I kinda like it more. You can see the thick lines for the cel shading that age gracefully on Switch. Please forgive the different text, but Athena's pose is the same. Actually, its interesting they went from a san-serif to a serif in the remake.

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The catch with this approach is that there's no room for the 320 x 240 bottom screen. You can do a 6x scale on the top screen and 3x for the bottom screen to fit both. This is really dependent on whether or not the game you are playing is top or bottom screen heavy. A game like Phantom Hourglass would definitely demand a bottom-screen-first approach, while Super Mario 3D Land can probably just be the top screen all the time.

Now, there are built-in settings to put the two screens up together and scale them based off a percentage. Here's an example of Ocarina of Time in a 70-30 split and Super Mario 3D Land in a 3x scale.

And let us not forget the original Nintendo DS! When booting a DS title on a 3DS, if you hold the "Start" button, the console will run the game it is original resolution. Inside cc3dsfs there is a crop option for "Native DS." I tested out Yoshi Island DS and Castlevania: Order of Ecclesia. The results were sharper than I could have imagined. It reminded me of the first time I saw this comparison shot of A Link to the Past in My Life in Gaming's RGB 101. It was like when I put glasses on for the first time inside a Walmart Vision Center and was able to tell the giant yellow blur in the sky was the rollback mascot.

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The pixels are sharp. The colors are rich. All this information, depth, detail was hiding beneath the surface of those TFT LCD panels. I can confidently say I have never seen DS games this clear before, even when emulating.

And that's why I wanted a real-hardware solution. Emulation can get you so far, even emulate things on a hardware level like with FPGA. Emulation can even take you beyond, like the Analogue 3D for example.2 There are undeniable pros. The challenge for Nintendo's seventh and eighth gen handhelds lies within the touch screen, microphone, and the complexity of the 3DS emulation itself. Heck, even certain DS titles (like the Pokémon titles) are difficult to emulate, as I discovered when making Season 6 of Chapter Select. Cartridges could have funky workarounds or IR sensors. Some stuff you just can't properly emulate.

I never have to wonder if my New 3DS XL is running a 3DS game correctly. It is. No doubt enters my mind if the quirks of HeartGold are being masked or portrayed the right way. And if I want to enhance those experiences, like I did with Metroid Prime Hunters for this past season of Chapter Select then I can! I'm thrilled to have bit the bullet and modded my 3DS. Now I can capture any console in my collection off real-hardware. There are no more hangups or holdbacks. Expect to see crispy footage in our season on Castlevania—from the NES all the way to the PS5 and everything in between.

Here's one more for ya.

260204_3DS_OoT_Title_b_9x

You can hear this one and see it.

Footnotes

  1. Now, cc3dsfs is under an MIT license, which means anyone can do whatever with the software as long as that software also has an MIT license. Perhaps with all these AI coding tools and agents now, a more Mac-focused version could be made?

  2. Speaking of which, Analogue just updated the 3D with a "Force Progressive Output" feature that removes the interlacing of 480i games. I gave it a quick test with Castlevania: Legacy of Darkness and, yeah, I will be playing that way when we get to it for Chapter Select. A complete game changer! Powered by emulation!


Jason Rubin Leaves Meta

After 11+ incredible years I’ve decided to leave Meta in March. This was a difficult decision and I have nothing but deep appreciation for Mark and Boz’s leadership, gratitude to the company, love for my coworkers, and excitement for our Horizon and VR roadmap.

I’m incredibly proud of multiple eras of my work at Meta. I helped to build the Oculus Content team, Meta’s first content production and dev rel organization, and producing a lot of highly reviewed and industry applauded titles. I’m also proud of building the Metaverse Creative Team, empowering Design and Art, and raising our quality bar.

Why now? And the answer is relatively boring: This seems like a good time. I am going to chase animals with a camera.

Jason Rubin has had an unique career, to say the least. His tenure at Meta alone was all VR gaming from the beginning, back when it was called Oculus. I suspect he was a major player in the acquisition of Beat Games, bringing Resident Evil 4 to VR1, that Batman game I have pledged to play, and the probably-dead-forever VR version of Grand Theft Auto: San Andreas. Meta and Jason's efforts over these 11 years have kept VR gaming accessible and in conversation. Heck, they have been the conversation.

Before Meta, Rubin tried to save, but ultimately went down with the ship named THQ, did some start-up stuff, and, of course, co-founded Naughty Dog. Now? He's going to go off and take more photos in Africa. He's pretty good at it.

As for "why now?" I think the answer is a bit more than "boring" Meta is clearly done with VR gaming. From my Big Three Predictions piece last month;

"A small VR footnote tangent: PSVR2 is an undeniable commercial flop. I just saw one open-box at Best Buy for $150. PlayStation Studios has effectively made zero titles for the headset. Might be the most I've ever overpaid for a game console/peripheral ever. Lately, Meta seems hellbent on killing VR gaming by shuttering their first-party teams they paid millions to acquire. The only glimmer of hope is Valve's new Steam Frame. If I ever buy another VR headset—and of course I will—odds are it'll be a Frame paired with a Steam Machine. I gotta play Alyx at some point, right?"

Footnotes

  1. The first time, not the remake.


Sir, This is Windows XP

YouTube's algorithm seems to think I would like this song by Gregory Dillon and frutiger dillon titled Windows98. The song is not my cup of tea, but what caught my attention was the thumbnail.

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Excuse me. That is clearly meant to evoke Bliss in Windows XP.

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The default wallpaper in Windows 98 was a nice shade of teal.

The video gives me winamp energy. What's worse is that the guy is using what appears to be a 5th gen iPod, which wasn't out until 2005.

Sure, it's all "vibes" I guess, but all this just pulls me straight out.

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