a-20-year-old-xbox-easter-egg-has-been-revealed,-and-there-may-still-be-more

A 20-year-old Xbox Easter egg has been revealed, and there may still be more

Kotaku has revealed an Easter egg that’s been hidden on the original Xbox for almost twenty years, after a developer who worked on the console sent in a tip. The Easter egg, which has apparently remained secret until now, can show you the Xbox Dashboard Team’s names after you follow a byzantine set of steps (as is par for the course when it comes to some video game secrets).

Kotaku was able to find someone with a working Xbox who could actually carry out those steps, which you can see in the publication’s video below. If you’ve got one of the consoles, you can try it out for yourself by ripping a CD as a soundtrack and calling it “Timmyyyyyyyyyyyyyyyyyyyyyyyyyy!” (using 26 “y”s to reach the maximum amount of characters allowed). After the rip is complete, going to the Xbox’s Settings > System Info screen will instead display the names of the people who worked on the dashboard.

The Easter egg is similar to another one that exists on Microsoft’s original console, where naming a soundtrack rip “<>” will immediately play credits thanking the console’s development partners and players.

Developers hiding their names in games and consoles is nothing new. In fact, it’s widely believed that the first video game Easter egg was created by a developer trying to get their name into their game. As the story goes, developer Warren Robinett hid his name in the 1980 game Adventure after Atari refused to give him credit.

Modern consoles also like to incorporate various winks and nods to gaming culture as well — the PS5 has PlayStation’s iconic circle, triangle, square, cross symbols molded into some of its plastic, and this Fisher-Price gamepad for literal babies incorporates the famous Konami Code.

Despite gamers being ever-vigilant for hidden secrets, it seems as if there’s still at least one hiding somewhere in the Xbox. As Kotaku points out, Seamus Blackley, the creator and designer of the Xbox tweeted in 2017 that there was still a hidden secret that no one had found. But the one revealed Friday wasn’t what he was referring to, he told Kotaku:

Thankfully, Blackley was kind enough to respond to a few queries about all of this. He confirmed that yes, the Xbox Easter egg he has in mind does in fact revolve around the Xbox’s boot animation, and is not the “Timmy” secret we’re revealing today—which he actually didn’t know about.

It seems the egg hunt can continue on for fans of the ancient console.

apple-tv-siri-remote-review:-pushing-all-the-right-buttons

Apple TV Siri Remote review: pushing all the right buttons

If you buy something from a Verge link, Vox Media may earn a commission. See our ethics statement.

It’s so, so, so much better. But the moment Apple showed off the second-generation Siri Remote, it was obvious that this would be a huge improvement over its detested predecessor. It’s easy to tell which way is right side up when you reach for it. The clickable touchpad area that dominated the upper third of the prior remote has been replaced by a more intuitive D-pad. The Siri button has been pushed to the remote’s right side, almost guaranteeing that you’ll never unintentionally trigger Apple’s voice assistant. And now there’s a proper power button for your TV.

Listing all of these “upgrades” on the new $59 Siri Remote really illustrates just how disappointing the old one that somehow lasted six years on the market was. Before this big redesign, the most Apple did in that time was to try to cure the “which side is up?” confusion by adding a white rim around one of the buttons. “Can’t innovate anymore, my ass.”

But this? This new Siri Remote is a very good remote. There’s nothing exceptional about it, but it’s functional, accessible, and painless to use. If you used those words to describe the original Siri Remote, you’d be in the minority.

It feels really nice, too. Apple makes the remote from a unibody aluminum shell that’s taller, heavier, and considerably thicker than the old Siri clicker. It’s slightly narrower than the black remote but still feels larger on the whole — and that’s a positive. The previous Siri remote was so thin that it was easily lost to the deepest reaches of the couch. I don’t see that being as much of a problem with the new, chunkier hardware.

The Siri Remote is in keeping with Apple’s renewed fondness for hard edges. With the remote gripped in hand, you never really feel the edges on the front, but you do at the back. The back metal is curved, but there’s still a hard edge at both sides. As long as you don’t squeeze the remote too tight, it should prove reasonably comfortable.

Apple has added power and mute buttons to the new Siri Remote.

Instead of putting what basically amounted to a trackpad on the top section of the remote, Apple has switched to a much more traditional directional pad. Within that circular D-pad is a touch-sensitive center button that still lets you swipe around content or move in any direction just like you could before. (And yes, you can still play with the subtle movement of app icons on the home screen by gently nudging your thumb around.) But some streaming apps didn’t work perfectly with that input method, so Apple is now including the far more precise D-pad.

This choose-your-preferred-navigation method — Apple calls it the “clickpad with touch surface” — has a very short learning curve. Initially, I would inadvertently activate the touchpad when I just meant to move my finger from down to up or vice versa on the D-pad. That didn’t last long, but if it winds up a bigger hassle for you, there’s an option in the remote’s settings menu to assign the center button to “click only,” which gives the D-pad all navigation duties.

Apple has also come up with a clever jogwheel function that lets you circle a finger around the outer ring to scrub through videos at faster or slower speeds depending on how quickly you’re thumbing around the circle. It’s a direct callback to the days of the iPod clickwheel and does a great job helping you land on an exact moment in a video.

But I must confess something: I had an embarrassing few hours where I couldn’t figure out how to make this work. Eventually, I learned the trick: after pausing a video, you’ve got to rest your finger on the D-pad momentarily before you start circling around it. An animation will pop up in the progress bar (with a little dot that indicates where your finger is) to let you know you’re in jogwheel mode. If you just pause the video and immediately start the circular movement, it doesn’t do the right thing. Don’t be like me and unnecessarily factory reset your Apple TV 4K because of this.

The buttons themselves all have a satisfying click and don’t feel the least bit mushy. The clickpad is quieter when pressed than the buttons below it, which are each significantly noisier than any other remotes I had to compare against, be it for a Roku, Chromecast, or otherwise. Again, it’s not a problem unless you’re sensitive to that sort of thing, but you’ll absolutely hear the volume rocker when you’re turning up a certain scene in a movie or show. The Siri button on the side is whisper quiet; you still have to press and hold it down whenever you’re doing a voice command.

You might also have to overcome some muscle memory challenges since the mute button is now where play / pause was situated on the old remote. The “menu” button has been rebadged as “back” but does the same functions as before, which means, in most cases, the new icon makes a ton more sense. The buttons aren’t backlit, but it’s easy enough to memorize them by feel once you’ve used the remote for a while.

There’s a circular D-pad with a touchpad in the center.

But as good as the new Siri Remote is, it feels like Apple missed some opportunities that frankly seem like low-hanging fruit. The most glaring is that there’s no way to locate the remote if you’re unable to find it. As I said earlier, the bigger dimensions should make for fewer instances where the remote gets misplaced, but some way of having it alert you to its location would’ve been nice. “Hey Siri, where’s my remote?” seems like such an easy thing to make happen, but that voice query won’t do you any good or make the remote beep. And unlike Apple’s recently introduced AirTags, there’s no ultra-wideband chip in the remote to help pinpoint its position in a room. If you’re finding that the remote goes MIA constantly, you might just have to settle for a case that combines an AirTag with the Siri Remote. But having a simple, straightforward remote locator feature is one area where Roku objectively beats out Apple.

A less impactful gripe is the lack of an input button for switching between HDMI sources; the Apple TV automatically becomes the active input when you power it on or wake it from sleep. But an input button would’ve at least made life easier for people switching between an Apple TV and an Xbox or PlayStation. As a result, I just can’t quit my LG TV’s remote, much as I wish I could. Most of my devices automatically grab the TV’s attention when they’re switched on, but a button is foolproof.

I can complain about buttons being absent, but I can also praise Apple for the same reason: there are no branded shortcut buttons whatsoever on the Siri Remote. Not even Netflix can lock down its own button, whereas you’d be hard-pressed to find another streaming box remote without that logo somewhere.

The Siri Remote still charges with Apple’s Lightning connector — despite now being thick enough to house a USB-C jack. USB seems more natural for this type of scenario, but what do I know? I’m just one man who’s elated to have a reliable, sensibly designed remote control again. Apple is going to keep doing Apple things. I was not able to test the new remote with third-party charging stands designed for the old one, but I wouldn’t be surprised if that industry catches up with the new design in the near future.

The right choice is clear.

The gyroscope and accelerometer from the previous Siri Remote are history, so you won’t be able to use this one for Apple Arcade games that rely on those sensors. But it’s unlikely many people were gaming with it to begin with; tvOS now supports many third-party gamepads, including the latest Xbox and PlayStation controllers, if you hadn’t heard.

Any way you slice it, the new Siri Remote is a win on every level. It’s inconceivable that we put up with the last one for so many years, but its time has come. And the remote control taking its place is extremely good at doing remote control things. Much as how Apple’s M1 MacBooks would have earned perfect scores if they’d had competent webcams, the Siri Remote would be flirting with perfection if it just had some way of letting you easily find the thing. Or if the buttons were backlit. My review of the new Apple TV 4K is coming soon, but if you’ve already got the last model, this is the only real must-have upgrade to go for.

Photography by Chris Welch / The Verge

ratchet-&-clank:-rift-apart’s-accessibility-features-try-to-make-a-hectic-game-easier-to-play

Ratchet & Clank: Rift Apart’s accessibility features try to make a hectic game easier to play

Ratchet & Clank: Rift Apart brings alternate realities to the beloved PlayStation franchise on June 11th, and along with leveraging the PlayStation 5’s SSD, Insomniac Games announced new accessibility features on Thursday that build on the studio’s recent work and address the limited options presented in the earlier PS4 Ratchet & Clank.

As an action platformer, Ratchet & Clank often requires multiple types of movement: You’ll shoot through waves of oncoming enemies while running around a level, and quickly shift to jumping across floating platforms, and using various gadgets to fly, swing, and now reality-warp through stages. Rift Apart seems to keep those core mechanics but adds even more potentially sensory-overloading visuals, from cracks in reality to exploding fragments of buildings. All of which makes the new features Insomniac is adding all the more welcome. You can get a taste of what Rift Apart actually plays like in the demo below:

That occasionally hectic gameplay of the earlier game can be fun, but without customization options for controls — as noted in this accessibility review — it could also make the game hard to play for people with disabilities that impact fine motor skills. Along with full controller remapping, Rift Apart addresses the issue in a few ways, like how you can repeatedly fire one of the game’s various weapons with a button press instead of squeezing a trigger. The game can also automatically switch between targets, and correct your aim, if for instance flying enemies give you trouble.

For movement, Rift Apart includes features to make flying in the game easier to control, automatically leveling off your glider so you don’t nose dive, and an “Off-Screen Ledge Guard” which should save you from falling off ledges you can’t see if you’re distracted while smashing robots. There’s also an option to assign all of your movement controls to a single button so you don’t have to hit jump and swing on different parts of the controller.

The various toggles in Rift Apart.
Image: Insomniac Games

Visually, Rift Apart also allows you to tone down the game’s striking, but over-the-top visual effects. You can adjust all the obvious settings like contrast and field of view, but the game also smartly uses a visual shading system similar to what developer Naughty Dog used in The Last of Us Part II to help make things legible. You can apply colored shaders to your character, any of the enemies in game, even interactable objects to make things easier to visually track and find. The game also offers a similar array of adjustments for changing the size of the in-game HUD and button prompts.

Visual shaders can help provide contrast, visibility, and make it easier to track things if you’re color blind.
Image: Insomniac Games

As part of this new generation of consoles, Sony appears to be trying to be a bit more mindful of the various accessibility issues that can come up while playing. It’s been praised for offering software accessibility options on the PS5 by default, like a built-in screen reader, but the real way you can see how things are changing is by looking at the developers Sony owns, works with, and publishes.

Insomniac Games and Naughty Dog clearly seem focused on making their games more accessible. Insomniac’s been building up to this over time as well; the company took special care to add a wide range of accessibility features to Spider-Man: Miles Morales when that game launched with the PS5. The real trick with accessibility options, though, is standardizing them across the board, which seems like it might at least be starting to happen with these Sony exclusives.

Ratchet and Clank: Rift Apart launches June 11th on PS5. You can see an exhaustive list of the accessibility options Insomniac is building into the game by visiting its website.

the-playstation-5-is-available-at-walmart

The PlayStation 5 is available at Walmart

Sony’s elusive PlayStation 5 console is in stock at Walmart. If you’re one of the many people who has struggled to get one for yourself, today is looking good for you, and it’ll look better if more retailers jump in with stock later today. As usual, Walmart might not immediately appear to be selling consoles today, but you might be able to get one added to your cart if you refresh frequently. (Note: make sure your payment method and shipping address are entered ahead of time on each site before you try to buy a console. The faster you can checkout, the more likely your chance of success. Also, Walmart tends to release more consoles in 10-minute waves, so try again if 3:00PM ET doesn’t work, try again at 3:10PM ET.)

The PS5 with a UHD Blu-ray disc drive and 1TB of built-in SSD storage costs $499.99 and is available from Walmart. Due to the disc drive, this model is slightly thicker and heavier than the digital edition.

PlayStation 5

  • $500

Prices taken at time of publishing.

Sony’s flagship next-gen console, which includes a disc drive, allowing you to play both digital and physical games on the PS4 and PS5.


  • $500


    at Walmart

If you want to save a little money (and a little space in your entertainment center), the PlayStation 5 digital edition without a disc drive is available for $399.99. Other than lacking the ability to play discs, this model is exactly the same as the more costly version.

I wish you the best of luck in getting a console today. Whether you get one today, or plan to get one when the next restocking happens, there are a few must-have accessories to accompany your purchase.

Returnal

  • $70

Prices taken at time of publishing.

The latest title from Housemarque is a roguelike third-person shooter that puts you in the shoes of Selene, an astronaut tormented by a seemingly never-ending time loop.


  • $70


    at Amazon


  • $70


    at Best Buy


  • $70


    at Walmart

game-file-sizes-on-playstation-5-are-60%-smaller-thanks-to-crazy-compression-tech

Game File Sizes on PlayStation 5 Are 60% Smaller Thanks To Crazy Compression Tech

(Image credit: Sony)

The PlayStation 5 has one of the smallest storage sizes of any console over the last decade, but it’s not as bad as it seems. Sony is reportedly using a specialized data compression technology that can shrink game file sizes by as much as 60%. This would more than compensate for 825GB of storage on the console.

Twisted Voxel reported that the survival game Subnautica has just a 5GB file size on the PS5. Compare this to 14GB on the PlayStation 4 and you’re saving more than 60% of storage space.

TechRadar reports that Control: Ultimate Edition also benefits significantly from Sony’s compression tech, coming in at just 25.79GB on the PS5 compared to 42.5GB on the Xbox Series X. That’s a 39% reduction in file size.

A lot is still unknown about Sony’s compression technology, all we know at this time is Sony’s name for the tech, so-called “Kraken”. We don’t know if all PS5 games are supported, or if games need to be optimized for this compression tech. Kraken could also extend to support PS4 games and older but we’re making educated guesses at this point.

Traditionally, compression technologies have never required game developers to optimize for compression, so technically all games running on the PS5’s built-in SSD should support Kraken.

Hopefully, PS5’s Kraken compression will expand to the console’s second M.2 SSD slot, once Sony unlocks it. We could also see Kraken coming to external USB drives, but that could be wishing for too much.

It’s great to see such massive advances in compression technology in an era where games are doubling in size every three to four years. Hopefully it means people can upgrade their storage a bit less often and keep more games on their systems.