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Bethesda Confirms The Elder Scrolls 6 Is Called 'Sentinel'

During a video celebrating Bethesda's 40th anniversary, the studio officially confirmed that The Elder Scrolls VI will be titled The Elder Scrolls VI: Sentinel. "Thank you for 40 years of shared memories," wrote Bethesda in a separate tweet. "We can't wait to make even more together with The Elder Scrolls VI: Sentinel. Development continues, and while it'll be some time before we're ready to share more, it feels great to finally reveal the name and location with you." Video Games Chronicle reports: "You know, as we're here in the 40th anniversary, we think about all of the games we've made," Bethesda's executive producer Todd Howard said in the video, walking past a display case. "And you know, every day when I walk by this case, obviously I look at the games and think about them, but more so I think about the teams that made them, and the time and the passion that everybody put into the games. And then what they meant to all of you, and hearing from you, and the time that you spent in them, how meaningful that was to you, and to let you know when we hear that, how meaningful that is to us. And so even though yes, we're looking back, we're also looking forward to all we're doing, particularly with the Fallout franchise and obviously The Elder Scrolls. You know, everybody's always asking about Elder Scrolls 6. And we thought, hey, given the the moment, what a perfect time to tell you what The Elder Scrolls 6 is actually called." The video then showed the logo for the game.

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Recycling ANSI Art: Tracing the Origins of BBS Logon Screens

BBS-era "door" games are preserved by the site Break Into Chat, along with their history. Now the site's actually traced the origins of several ANSI art screens in the 1980s and "how different people later transformed the original images," starting from one of the most popular bulletin board systems in St. Louis, Missouri. Slashdot reader Kirkman14 writes: "Fire Escape" was curator of the authoritative list of bulletin board systems in St. Louis's area code and sysop of the area's most popular board. Like many sysops of that time, Fire Escape enlivened her bulletin board by finding and repurposing older ANSI art. Eventually her BBS had 18 different logon screens in its rotation, many of which featured flames or mushroom clouds or made liberal use of red and yellow. Break Into Chat follows the trail: Some, maybe even most, of Fire Escape's logon screens had actually been adapted from old school "public domain" ANSI art drawn in the late 1980s and early 1990s by folks such as Michael C. Ling, Lora Ruffner (aka "Ebony Eyes") and Violet Stymacks.... Stymacks was unusually generous with her ANSI art. When she first began drawing, she combed through Fidonet node lists looking for bulletin boards with interesting or inspiring names. When she found one, she would draw an ANSI screen that fit the board's theme, then send it to the sysop. Eventually, sysops began seeking her out, too. By late 1990, she claimed that 500 bulletin boards were using her screens. Three years later, that total had tripled, according to Boardwatch . I believe it — I have located more than 1,100 of her pieces so far. She was so prolific that it would be surprising if she hadn't reused or remixed her own work over the years... [D]id they intend for other people to do so? Or would they have considered such borrowing or adapting as "ripping" or just plain "stealing"? These questions have dogged the BBS, ASCII art, and ANSI art scenes from the beginning. A freelance writer named Patrick Grote grappled with this ethical dilemma in 1990. He had begun to publish archives of ANSI art that he had collected from various public messageboards and networks. But what were people allowed to do with the ANSI screens in these collections? Was it okay to modify them? "Tough call," Grote said. "I know some people copyright their screens by inserting a little '(C)' on it," Grote wrote in a README file included in these collections. "Is this 'true' copyrighting? I would say yes, but then again, I don't feel like having any legal action taken against me for using an ANSI screen. In my opinion, I would say leave the ones that say '(C)' alone, but make every effort to contact the artist and ask for permission...." When I corresponded with Fire Escape this year, she admitted her memory wasn't what it used to be, but felt certain that she had not asked any artists for permission because she didn't know who they were or how to reach them. "I figured if anyone had an issue, I'd just remove the screen," she said. "But no one ever said anything about it."

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EA Is Shutting Down BioWare

"According to a recent report by Bloomberg's Jason Schreier (paywalled), EA has reportedly decided to shut down BioWare," the studio behind the Dragon Age and Mass Effect games, writes longtime Slashdot reader atari_kid. Quartz reports: Chief Studios Officer Cam Weber and Chief Operating Officer David Tinson wrote that "over the past several months, we've taken a hard look at our business." They said a small BioWare team had been doing early groundwork on a Mass Effect game, but EA chose to drop the effort. That decision means closing the studio and its Edmonton workspace, they wrote. "We do not take this decision lightly," Weber and Tinson said of the BioWare closure, according to Variety. EA will keep investing in Apex Legends and is continuing work on two upcoming launches, Marvel's Iron Man and the next Star Wars Jedi game, the executives said. They added that EA's Respawn and DICE studios will join forces on an upcoming project, in addition to new Battlefield titles. Bloomberg said the project is probably a new installment of the Star Wars: Battlefront franchise.

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Epic Games' New Vibe-Coded Launcher Is 46% Faster Than Steam

Epic has launched a preview of a new AI-generated Games Launcher that it says cold-starts 46% faster than Steam. Neowin reports: Epic commissioned a third-party company to benchmark this new launcher in its current Preview build versus the Steam client on Windows machines. The results reported that Epic's client is 46% faster than Valve's client during cold starts, clocking in at 5.47 seconds compared to Steam taking 10.07 seconds. When you restore both apps from system tray background states, the new client takes 0.36 seconds while Steam takes 0.42 seconds, according to the report. Speed aside, Epic says the new launcher gets a better interface, dedicated title summary pages, and custom top bars. "The updated client also lets players aggregate external PC game libraries, toggle between grid or list views, and monitor storage write rates alongside download queues," reports Neowin. Epic Games says Fortnite will finally come to Linux through this new client once Easy Anti-Cheat is rebuilt and kernel-level security agreements are established with major Linux distros.

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GTA 6 Is Reportedly Coming to PC In Early 2027

GamesBeat reports that Rockstar plans to release Grand Theft Auto VI on PC in the first quarter of 2027, just a few months after its November 19, 2026 launch on consoles. The report follows Microsoft's announcement last week that it had secured exclusive cloud-streaming rights to the game. Since Rockstar has yet to officially announce a PC version, "this deal will allow Xbox to market its Xbox Cloud Gaming service to PC players who would otherwise need an Xbox Series X / S or PS5 console," The Verge reported at the time. GamesBeat reports: The Q1 2027 PC release window for GTA VI comes only a few months after the game's November 2026 console launch, representing a significantly quicker turnaround for PC development than the previous iteration of Grand Theft Auto, whose April 2015 PC release came roughly a year and seven months after the September 2013 release of Grand Theft Auto V. The user base of Grand Theft Auto V skews largely towards console players, with PC players representing a small minority. With GTA VI's production budget rumored to exceed $2 billion, Rockstar is highly incentivized to pull all the levers it can as fast as it can to monetize the game's upcoming sequel -- and PC players represent a significant expansion of the GTA VI audience. The potential benefits of launching GTA VI relatively quickly on PC go beyond the opportunity to grow the game's casual player base. Rockstar has signaled its plans to implement user-generated content creation tools into GTA VI, and the company's August 2023 acquisition of Cfx.re, the development team behind the prominent Grand Theft Auto V roleplaying server company FiveM, made it clear that Rockstar considers online roleplaying in GTA to be a factor in the game's future.

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OpenAI's GPT-6 Astra Gets Frustrated Losing At StarCraft And Decides To Cheat Instead

What happened when AI-created bots competed in the classic Blizzard videogame StarCraft? "Struggling to stay apace with its competitors, OpenAI's GPT-6 Astra apparently changed strategy mid-tournament and opted to cheat," Kotaku reports: StarSkirmish is an ongoing clash of AI developed bots in StarCraft: Brood War... Limited to playing as Protoss, each LLM is given an hour to develop a bot in C++, then have them build, harvest and fight on one of three maps... Yesterday, viewers watched as Claude and GPT went against each other and the human created bot Pluto... Struggling to get an edge through the day, [OpenAI's GPT-6 Astra] decided to do what LLMs do best: Lie, cheat and steal. The GPT-6 Astra bot downloaded and tagged in Stardust, a Protoss bot created by Bruce Mackenzie Nielsen back in 2020, considered one of the best of the bests. "I am rolling back GPT-6 Astra's code so its [sic] not contaminated and allowing it to continue," posted StarSkirmish creator Kai McPheeters. That was Friday. But by Sunday, McPheeters was posting an update on social media. "Can GPT-6 Astra avoid going 0 — 1000?" Two hours later he replied to his own post. "The answer was no." While AI companies "have repeatedly been accused of stealing the work of humans... I haven't seen an example quite so brazen," writes PC Magazine: While Astra's bot-based heist is innocuous in isolation, this is hardly the first time an OpenAI LLM has been caught attempting to cheat at a task. Indeed, the company's history of creating deceitful models stretches back almost a decade, to when an early AI model used glitches and exploits to improve its Sonic the Hedgehog completion times.

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Reservations Go Live for Valve's Steam Frame VR Headset. An Experiment in Progress?

Reservations are now live for Valve's "Steam Frame" VR headset (with its Linux-based SteamOS and an ARM CPU). "It starts at $1,059 for 256GB or $1,299 for 1TB," reports CNET, "and every purchase includes a copy of Half-Life: Alyx if you don't already own it." Reservations are open through Sept. 17 at 10 a.m. PT, "with customers randomly assigned a place in line after the reservation window closes." CNET's editor at large even argues that the Steam Frame "isn't necessarily the future of XR, as much as it's a framework for evolving beyond the present." Their review calls it an "ambitious" VR headset that "feels like an experiment in progress." The ability to run other apps in windows can make Frame feel, at times, almost like a computer. Linux apps in desktop mode range from Chromium to Firefox to a bunch of other tools. I watched YouTube in one window while playing Portal 2 in other, and started to marvel at how flexible Frame could be. But VR games require a full immersive takeover of the headset... The Steam Frame can convert games intended for both PC VR and even Android APK files, using a conversion tool called Lepton... I haven't sideloaded anything yet, but Steam Frame in theory could be a Rosetta Stone for VR gaming, even tapping into some Android XR titles, but not out of the box... 2D games can be projected onto a near-range or farther-off theater mode screen that can be dragged around, resized and turned into a curved or flat monitor, much like with the Apple Vision Pro, Samsung Galaxy XR or Meta Quest. You can download any game in your Steam library to test, even if it's not technically listed as "Great on Frame" yet... But the name "Frame" suggests a framework, something Valve's team acknowledged when I spoke to them during my review process... "We want this to be your PC, and people mod it, take it apart, make accessories for it," says Jeremy Selan, a software developer on the Steam Frame team. "We'll be putting out the CAD for all these [Steam Frame] systems. This is entirely based on open-source technology stacks based upon SteamOS. Our hope is that this isn't just one device, that this would be sort of the root of a growing SteamOS ecosystem. It already encompasses gaming and Proton and SteamOS and those Linux gaming capabilities. This is going to lay the foundation for a new sort of evolutionary tree of that, to also bring it into the VR and XR space."

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