The Sunday Times has revealed the UK's top 30 wealthiest developers and gamers, including Rockstar's Sam and Dan Houser (#4), Frontiers' David Braben and Wendy Irvin-Braben (#10), and Rebellion's Chris and Jason Kingsley (#14), and Hello Games' Sean Murray (#17).
Other names on The Sunday Times Gaming Rich List include Felix "PewDiePie" Kjellberg (#25), Alastair "Ali-A" Aiken (#30), and KSI and The Sidemen (=#21).
If you cast your minds back to October 2021, you may recall the news that Grand Theft Auto: San Andreas was set to make its way to the VR headset, Oculus Quest 2. While details on the project were thin on the ground at this time, it was said to have been "many years in the making".
However, not quite three years since that initial announcement, Meta has now said work on the VR port is "on hold indefinitely".
In response to a YouTube commenter inquiring as to the whereabouts of GTA: San Andreas VR, the official Meta Quest Vr account replied: "GTA: San Andreas is on hold indefinitely while we both focus on other projects."
Take-Two CEO Strauss Zelnick says that putting a game like Call of Duty into Game Pass will inevitably push consumers towards subscribing, at least for a bit.
Take-Two does support subscription services through its legacy titles, yet it has been sceptical around the idea of putting brand new AAA games into the service on the day they come out.
Zelnick told us in 2022: "That doesn't make any sense to us, because economically speaking, we don't think consumers are prepared to pay for that. And we can't afford to turn our business upside down in a way that doesn't make sense economically."
For Battle Bards’ penultimate episode, Syp and Syl explore some EPIC battle music across many MMOs. After all, if we’re going to go out in style, that style’s going to be loud enough to blast a hole in your eardrums! We also learn that nobody likes the Flute Guy. Battle Bards is the world’s first, best, […]
Update:The PlayStation Store's description has now been changed to omit the part quoted below. Being a forward-thinking individual, however, I took a screenshot.
Well, root my toots. Unless you’re Australian, in which case don't do that. Just enjoy the now very much confirmed-looking release of the original Red Dead Redemption on PC. That’s according to a listing on the PlayStation Store, which contains the currently inaccurate but tantalising phrase “now on PC for the first time ever.”
Update:The PlayStation Store's description has now been changed to omit the part quoted below. Being a forward-thinking individual, however, I took a screenshot.
Well, root my toots. Unless you’re Australian, in which case don't do that. Just enjoy the now very much confirmed-looking release of the original Red Dead Redemption on PC. That’s according to a listing on the PlayStation Store, which contains the currently inaccurate but tantalising phrase “now on PC for the first time ever.”
Everybody has several games that mean quite a lot to them. For me, one of these games is Indiana Jones and the Infernal Machine. I not only grew up with this game, but I also have a lot of memories of this game. Outside of that, I also met some amazing friends through the community behind this game. I even did several speedruns of this game, and I’m an active member of the community. Now, color me surprised that 25 years after the release of this game, we got new fan-made content for this game. Not just fan made content in the style of fan patches to solve bugs with the game, a whole new level and promises of a level editor to create even more new custom content. This blew me off my socks and in today’s article I want to talk about it. So strap in andlet’s get ready to play new content for one of the best Indiana Jones games ever made.
The new level – SED
There is a speedrunning discord server for this game. Well, it was a speedrunning discord server but for a few years now, this server has grown into a server of people who appreciate this game. If you want to join this discord, here is an invite link. When the server started to grow, several modders joined our server. One of these modders is going under the name of Urgon (currently) and what we didn’t know is that he was decompiling the whole game. Not only that, he was creating a level editor based upon an existing level editor.
This existing level editor is for Star Wars Jedi Knight & Mysteries of the Sith. Those games used an engine that formed the basis for the Jones3D engine. While he was developing that editor, he tested his skills by creating a new level. So, basically, parts of this new level are tests of the new level editor and what you can do with it.
Now, information about this new level and the download link can be found at this GitHub repository. If you want to download the actual level, you have to go to this page and click the green button named “Code”. In that dropdown, you can choose “download zip”. You’ll need that later if you want to install/play this custom level. Now, if you read the pre-mod or the installation instructions for this level, you might feel overwhelmed if you aren’t very technically inclined. That’s why two community members wrote two special tools to aid you in preparing your game.
You might ask yourself, like Klamath did in at the end of our stream of this custom level, why are there two tools for basically the same? Well, let me tell you the history about it. When I wanted to play the custom level, I had a bit of trouble myself while figuring out the tutorial. I also found that the required steps were quite a lot to do. So, I decided to start writing a PowerShell script that did all the steps. I announced that in the Indy3D discord that I was writing this. When I almost completed my tool, the_Kovic dropped his version of the tool.
Personally, I didn’t want to throw my work out the window and continued finishing my GUI version. When I finished, I didn’t convert my tool to an EXE and left it just as a script file you could run using a command line or a code editor. The next day, Kovic released a GUI version of his tool and I gave some feedback on his tool. In the days after that, I created an EXE version of my tool and we both kept adding features in our tool. He wrote his tool in C#, which is a bit friendlier to create an EXE. If I didn’t release my first version as a script only and converted it to an EXE, I think it might have been less overwhelming for people.
That said, Kovic thanked me for creating my tool since like he said on our stream: “It put my butt into gear to create a tool and write a GUI, which I normally don’t write“. On top of that, our tools aren’t meant to compete with each other. I can’t write C# and Kovic can’t write PowerShell. And it would be a shame to just delete work because somebody else was quicker or made their tool more user-friendly first. The result now is that we both have two very strong tools with a very similar, maybe even completely the same, feature set.
Outside a different choice of coding language, the biggest differences between both our tools are under the hood. In Kovic’s tool, you get more files than in my tool when you download the tool. And that’s because to prepare your game for custom levels, you need to extract several files in the resource folder. The tool used for extraction has a bug where instead of extracting the folders of the archive into the resource folder, it extracts them into separate folders, like if you would extract a zip file. Kovic packs a modified version of this extraction tool so that part of the process goes a bit faster. In my version, the tool just downloads the latest official versions of the tool and prepare the game that way.
In the end, both our tools give you the same end result. They prepare your game to install custom levels and play them. If you want to try out the_kovic’s tool, you can find the latest version on this releases page. If you want to try our my tool, you can find it on this releases page. Feedback to our tools is always welcome! If you find an issue or if you have an idea, feel free to hit us up, and we will look into it.
Earlier I talked about a stream of the level we did. Klamath, the_Kovic and me did a live stream where we played through this level. Now, I have to emphasize that release of this level is an impressive technical achievement. Creating a level for a 3D game isn’t easy and requires a lot of work. It’s even more impressive when you know that not everything is documented about the engine, and you have to decompile a lot of it. In the next part of this article, I’m going to talk about the level itself and critique it.
If you don’t want spoilers, I’d advise you to skip that section for now and come back later. Now, I want to say that I start reviewing the level in a moment, but this feedback is mostly meant for people who want to make new custom content. What did this new level do right and wrong if you look at it as a player who doesn’t know the technical background of this level? This isn’t meant to break down the amazing work the modders did to make this work.
Reviewing the new level
Editorial note: this review will spoil quite a lot. If you don’t want to get spoiled, you have to skip this section of the article. This isn’t a walkthrough of the level either. Some sections are skipped, I’m only going to talk about the sections I want to talk about.
The new level takes place 25 years after the ending of the original game. Indy returns to his Canyonlands dig site. You are set loose at the tent where Sophia picked Indy up with a helicopter to start the Infernal Machine adventure.
In terms of new content, there isn’t a lot new to see. Some ladders are missing and some parts of the level are blocked off. Also, all treasures are missing that you would usually find in the level.
Before I continue, I want to mention that some parts of this level are made quite difficult on purpose. The developer wanted to give us the feeling we were young kids again, playing this game for the first time, and have us figure out the new puzzles by ourselves. Yet, finding a correct balance between difficulty and unfair is a very fine line to thread. Personally, I think that in some sections, the developer crossed the line into unfair level design.
When running on the top section, you notice that there are some new voice lines. These voice lines are made possible with a voice cloning AI tool that was trained on lines from Doug Lee, the original voice actor for this game. The new voice lines sound amazing, and if you didn’t know better, you’d think that Doug Lee came back to record the new lines. In most cases, these voice lines really fit Indy’s personality and fit right into the game.
We come to our first snag when we want to go to the new content. I can understand not seeing the shovel and being confused, since it’s hanging at the jeep on top. And you know what’s even more confusing, the other side of the jeep model has a shovel in its texture! Anyhow, when you pick up the shovel and dig up the Infernal Machine part, it’s clear that you need to break a wall. Here comes one of the worst parts of this level. The location of this cracked wall is insanely well hidden. It’s in one of the last places you’d look, and several of the first players ran around for hours upon hours in Canyonlands before it was found. And when it was found, it made us annoyed.
It’s a clear example of how players who are used to the level, overlooking the obvious. The wall you need to break has an actual cracked wall texture, but it’s behind something you can’t see through. I think it would have been fine if the location, where it is at, had a bigger ledge so you’d notice it somewhat instead of just having to go on a wild goose chase.
Now, we enter the new area. We come to a big open space where the next set of puzzles are. The first puzzle is actually a jumping puzzle. Now, I highly advise you to not play this level if you haven’t played through most of Indiana Jones and the Infernal Machine. Not that there are spoilers, but because some of the jumps in this level are straight up difficult and not what you really expect from this game. Kovic calls it “Kaizo Jones” for a good reason.
There are some small platforms and not having the look key working is going to be a pain in this section. Since, there are some moments where you need to be able to free look and not being able to see beneath or above you will make things a lot more tricky. After you finished these jumps, you might start to notice that the developer of this custom level added some details. Like, the rope bridges are gently moving in the wind. This is something that isn’t present in the original game. It’s a new “COG” script that makes that possible.
These cog scripts are a blessing for custom content. Since, this game isn’t hardcoded at all, so if you learn how to write these cog scripts, you can basically write new mechanics as well. It’s insane what possibilities there are going to be in the future for this game. I hope there is going to be good documentation so that custom level creaters know what’s possible and what’s impossible with the level editor.
While you are exploring this area, you notice that it’s huge. This also explains why it takes quite a while to load this level. Currently, modders are looking into why it’s running so slow. Since, we don’t really know if it’s the level size or something else slowing down the loading of this level.
So, after jumping around the central column, you’ll arive at the shed. Here you notice you can actually enter the shed from the top. Kovic explains it quite well during the stream. If you want to hear some technical explanations on how this level works, I’d advice you to watch our stream. Since there is a lot of interesting development talk in there. Later, Kovic and myself had a contest in trying to quote voice lines from the main game. We got close to 200. Kovic won that because I said a line he already said.
After you picked up everything from this shed and climbed outside, you experience another new mechanic of this game. It’s a mechanic that gets backported from Indiana Jones and the Emperor’s Tomb. The fact you can use your whip to go over a zipline.
After you returned and struggled with getting across the other bridge, you will encounter other parts of this level. Here you’ll encounter two voice lines that straight up lie to you. The first voice line is that you need more force, explosives to break a rock that’s blocking your way forwards. Here is the issue with that, you get an explosive barrel later. You need to find an extremely hidden swim tunnel in the water. It’s not the only hidden thing in the water, so investigate behind and underneath rocks quite well. Since, these puzzles in this water border in the unfair territory. What makes that explosive voice line even more evil is that there is a box of TNT in the shed earlier. But what’s the second voice line that lies to you?
Well, that is after you made your way past said boulder. You find a minecart and interacting with it, Indy says that it will run with gasoline. And there is still gasoline left in the shed. Sadly, you can’t pick it up anymore. Now, this is a red haring, you don’t need this minecart at all.
By now, you have learned that this level likes to break the rules of how the main game is designed. You’ll have to think outside of the box sometimes to beat this level. But, for some jumps, you need to use your knowledge of what’s possible and impossible to progress. This makes it quite tricky sometimes to progress. And this brings me to a conclusion we also said on stream. I think that the issue is that people expected a more tame level than what we actually got and that might turn some people off. But, I’m so glad that the quick save system exists in this game. So, abuse the quick save system and make multiple saves since you’ll need them if you aren’t a veteran player of this game.
Anyhow, let’s get back into the flow of the level. After we completed the lever puzzle, we go back towards to the huge open area and take the lift to a new location. What follows is a totally new area where it’s a good thing if you saved up on health packs and you have a great sense of direction.
So, the short minecart ridge comes to an end. It doesn’t take long before you find yourself into a watermaze. This watermaze is unfair in my honest opinion. Klamath had a tricky time solving it and he had to use almost every health pack to get through it. Without Kovic pointing out the right tunnel, I think it would have made the stream quite a bit longer. There was supposed to be a minecart section instead of this swimming maze, but the developer had a hard time making the minecart section to work and he gave up and made this swimming maze.
Now, I’m all fine with this swimming maze, but the map glitches out at certain parts. I have a mediocre sense of direction and I wanted to rely on the map. The map doesn’t always render the tunnels correctly. You sometimes swim off the map or “in nothingness”. Sadly, I have to draw my own map. I wish I still had it, since it would make for a nice screenshot here… But I threw it out but me and my clumsiness… I knocked over my waterbottle over it.
After the swimming maze, we get a new section of “Kaizo Jones”. Where we get some extremely tricky platforming. Here is where you need to use the look key again and be sure you are playing in 4:3. If you are playing in another resolution like 16:9 or 16:10, this will also be one of the moments where you don’t see all the information.
The block puzzle that follows, feels right out of Tomb Raider. The initial reviews of this game called out this game as a Tomb Raider clone. While, this game does the formula a whole lot differently. We even talked about that during the stream. In terms of theming, Infernal Machine is a lot better. Tomb Raider feels like obstacle courses. But that’s thanks to a different engine and control style. If you want to hear the whole discussion, you can watch the stream from this point. Excuse Kovic’s internet being spotty while he was replying.
After the block puzzle, a new path opens in the swim maze. Then, some platforming comes. Something I love is how there is even a troll hidden inside the platforming. It caught me off guard and made me smile. This platforming section was also love to do. It felt like a real test on how well I know the game. This platforming section feels a lot better put together and feel less cryptic on where you need to go next. You really start to notice that the developer was getting more used to the level editor and made better puzzles. The moment of having to use the whip to swing over the gap while the platform underneath you was breaking was amazing.
After that, we get into the finale of this level. We jump into a portal and we land in a playable area which is shown at the end of Shambala, the 4th level in the original game. That area that’s shown to you after you have beaten the Ice Guardian. The path that takes you to Palawan Lagoon. It was possible to explore that using cheats and modified saves, but now it’s in a level for real. Exploring the little house at the end brings us to something you totally don’t expect this custom level to do. You’ll find a parchment inside with a riddle and at the end you notice something in red saying: “MAT -> ZIP”.
There is some meta gaming now going on. You’ll need to make a hard save and exit your game. You’ll need to go to your resource folder & then open the MAT folder. In there you’ll need to rename “SED.MAT” to “SED.ZIP”. You’ll also need to enter the password for the zip, since you get a new cog script to continue the level, which you need to place in your cog folder. In there, there is another surprise. But, that’s something I’m not going to spoil. But, be sure that Kovic is playing with that surprise and maybe I’m going to dig into it. PS, the next paragraph is in white with the right spelling of the password:
Marcus
The way the level ends is bittersweet. If you solve the final puzzle, something special happens and you can beat the level. You could argue that the ending of this level is “lazy” or “creative”… But, it’s an amazing way to wrap up the story in one level with a nice bow.
At the start of the custom level, I felt that it was quite rough around the edges and it had some moments that felt badly designed. In terms of game design that is. If you look at it visually and level flow wise, I personally think that this level would fit right into the original game as a final challenge. But, the further you go into the level, the more you start to notice that the developer of this level is getting used to the tools and the editor and more polished puzzles and area’s are coming through. You notice the journey of the developer and see it becoming better and better.
I want to give a big congrats to everybody who was involved in releasing this custom level. It’s a blast to play and I can’t wait to see more custom levels. The stream I did with this level was one of the best streams ever and it was also quite a lot of fun to write the tool to help people play this custom level. I’m curious what you think about this custom level and/or the content of this article. Feel free to drop something in the comment section down below.
And with that, I have said everything I wanted to say about this for now. I want to thank you so much for reading and I hope you enjoyed it as much as I enjoyed writing it. I hope to welcome you back in another article but until then, have a great rest of your day and take care.
Have you ever wanted to wage war against the machines? Well, buckle up for this “bullet hell,” select your pilot, and earn those Risk Stars, because, if you’re into shoot-em-ups (shmups), Wings of Bluestar is your destination.
Wings of Bluestar delivers a very engaging story, which is unusual for this genre. The cutscenes in between stages involve dialogue choices that will even affect the ending you receive after conquering eight stages.
The hand-drawn graphics give a stylish anime feeling to the game. This might cause some disorientation between background and foreground elements, though, leading to some cheap deaths. Nonetheless, the game is short, so it will not take long to learn the stages, preventing further aggravation.
Power-ups are plentiful and come quickly for your pilot. The additional turrets you can get are rotatable. I found this mechanic awkward at first, but it quickly became second-nature. You can also level up your pilot’s special ability: One has a R-Type shield while the other has a chargeable beam attack.
Overall this shmup is fun to play. The heavy story combined with the anime-styled graphics are welcoming. It has a decent risk-reward system and plenty of power-ups. If you want to cut out all the story, then try arcade mode. There is even a co-op mode. Altogether, there are plenty of options for everyone. This is a very solid entry for this genre, and the high replay-value has me coming back for more!
PROS + heavy story-driven game + multiple endings for high replay value + beautiful hand-drawn cutscenes
CONS – cheap deaths from the environment – very fast gameplay might turn off some – overwhelming mechanics to newcomers of the genre
Game Title: Wings of Bluestar Platforms: PS4/5, Xbox One, Xbox Series X/S, Nintendo Switch ESRB Rating: T for Teen MSRP: $14.99 Release Date: January 18, 2023 Obtained: Code provided by developer/publisher for press purposes
It would appear as though a new open world 3D platformer based upon SpongeBob SquarePants Patrick Star is on the horizon and it is coming to the Nintendo Switch family of systems. The game leaked via gaming retailer Igabiba and was discovered on social media platform, X. The retail listing has since been removed, but… Read More »An open world Patrick Star game has leaked for Nintendo Switch
The phrase that gets thrown around the games industry a lot right now is 'Survive until 2025'.
The hope, or even the expectation, is that next year will see the games business bounce back after two years of faltering sales and mass redundancies.
There are a few reasons for this expectation. First, there's the belief that we'll see continued economic recovery and falling inflation rates, which should result in increased consumer spending and investment. Second, the launch of a new Nintendo console should spark increased interest and sales of new games.
US workers body SAG-AFTRA says its voice actors strike could still impact projects that have been in development for over a year, including games like GTA 6, despite the terms of its agreement stating they should be safe.
Initially, last week's shock announcement of strike action by video game actors over AI concerns was thought to have minimal impact on games expected to release later this year, as it did not include games that commenced production before August 2023.
Now, however, SAG-AFTRA says all "members who want to show solidarity with the union can elect voluntarily not to work", intimating that it believed the strike could be more disruptive than previously suspected and impact "non-struck" games.
US workers body SAG-AFTRA says its voice actors strike could still impact projects that have been in development for over a year, including games like GTA 6, despite the terms of its agreement stating they should be safe.
Initially, last week's shock announcement of strike action by video game actors over AI concerns was thought to have minimal impact on games expected to release later this year, as it did not include games that commenced production before August 2023.
Now, however, SAG-AFTRA says all "members who want to show solidarity with the union can elect voluntarily not to work", intimating that it believed the strike could be more disruptive than previously suspected and impact "non-struck" games.
It’s been a helluva week for video games, with mass layoffs at Destiny 2 studio Bungie, and a few hands-ons for upcoming high-profile releases like Marvel Rivals and Star Wars Outlaws. As usual, we weighed in on the goings-on of the week, so click through to read all of our big opinions and spicy takes.
The AOOSTAR AG01 is an external graphics dock that lets you connect a desktop-class graphics card to any laptop, mini PC or handheld computer that has an OCuLink connector. First unveiled earlier this year, the AG01 eGPU Dock is now available for $149, making it one of the more affordable devices in this category. But […]
Limited Run Games has announced that 20 new-old games will be released in physical form, including Fear Effect, Lollipop Chainsaw RePOP, Starship Troopers: Extermination, and Wolfenstein 2: The New Colossus.
As part of its LRG3 2024 showcase, the distributor confirmed not only the 20th anniversary edition of Beyond Good & Evil, but also physical releases of classic PS1 games Gex Trilogy, Tomba Special Edition and Tomba 2, Fear Effect, and more – much, much more.
In true LRG style, the Limited Run Games editions of the following games will be released in physical form only, including:
What happens when the boss of a massive video game publisher—in this case the company behind Grand Theft Auto and Borderlands—is asked a question about a PC port that is almost definitely going to happen but hasn’t been announced yet? You get a funny and messy answer from an executive unable to say what we all already…
Grand Theft Auto VI’s release date, a never ending well of speculation and hype, has just gotten a little more exact. Take-Two announced in its latest earnings report that it expects the most-anticipated sequel ever to hit PlayStation 5 and Xbox Series X/S in fall of 2025.
Let's great straight to it - Penny's Big Breakaway is one of the best platform games I have ever played. I thoroughly enjoyed my experience with this game to the point that even months on from its original release date, I still think about and play it regularly. It's the kind of game where within the first few minutes, you instantly know you'll be playing and replaying for years to come. Developed by Evening Star - the team behind Sonic Mania - what we're looking at here is a game that fully understands Sonic's momentum-based platforming on a level that is rarely observed, translated into 3D in a way that not even Sonic Team has truly managed.
In a sense, Penny's Big Breakaway is a game that feels as if it were built in 1995 during the rise of 3D graphics by time travellers from the modern era, bringing with them today's modern knowledge and know-how. It's a perfect blend of old-school sensibility and innovation: a rare treat in today's gaming industry. It's also a game built entirely using in-house, from-the-ground-up technology. This is not a Unity or Unreal project, it's entirely bespoke, running at native 4K at a full 120 frames per second on everything from Xbox Series S upwards - another rarity.
At its core, Penny's is a 3D platforming game. You play through a series of stages all based on different themes, you jump, you run and aim for the goal - with a twist - the Yo-Yo. Yo-Yo is Penny's personal multi-tool - harnessing its power, players can attack, fly and speed across the map - it's fast, it's original and it's fun. It's also the key to the game's momentum system: tap the Yo-Yo button and Penny hops on board, riding the Yo-Yo like a Razor scooter around the map. Even better, Evening Star has implemented a simple combo system allowing you to chain together moves as if you were playing Tony Hawk's Pro Skater - the Yo-Yo basically works like a manual in that game chaining together combos along the way. The thing is, like Sonic, while the controls feel simple enough, there is a lot of depth there and, as you play, you'll find yourself adapting, slowly mastering the controls while executing increasingly lengthy combos.
This didn’t go the way anyone (other than cops and their unions) wanted it to, but first let’s acknowledge the fact that the city of Denver is actually trying to make things better for both cops and the people they serve.
In its first three months, STAR handled 350 calls — only a very small percentage of 911 calls. But the immediate developments appeared positive. A supposed indecent exposure call handled by STAR turned out to be a homeless woman changing clothes in an alley. A trespassing call turned out to be another homeless person setting up a tent near some homes. Suicidal persons were helped and taken to care centers. Homeless residents were taken to shelters. No one was arrested. No one was beaten, tased, or shot.
The zero arrests streak continues. STAR has released its six-month report [PDF] and the calls it has handled have yet to result in an arrest, strongly suggesting police officers aren’t the best personnel to handle crises like these — unless the desired result is more people in holding cells.
Denver decided to try what (far too few) other cities are trying: routing mental health/social services calls to professionals in those fields, rather than hand them off to police officers. And for good reason! Police officers aren’t trained to handle these sorts of issues. That lack of training tends to result in arrests, violence, and even the killing of people police have been asked to help.
Denver’s STAR (Support Team Assistance Response) has been able to handle many calls normally routed to cops without deploying cop tactics: you know, the command-and-control aggression that often manages to make these situations worse, if not actually deadly for those requiring mental health assistance.
So, there’s that. A limited test has shown consistently good results, which should be all the argument Denver legislators need to provide funding to expand STAR assistance to a round-the-clock effort.
But that’s just Denver. Even though it’s the state’s most populous city, its success story has been overlooked by state legislators who apparently feel the best thing for cops is the same lack of accountability they’ve enjoyed for years.
A bill that would have required law enforcement agencies to investigate all allegations of officer misconduct died in the House last week following significant revisions.
Sponsors said the measure would increase protections for officers who report alleged misconduct by their peers. Critics, notably law enforcement agencies and organizations, argued the sponsors did not include them in discussions for such an important measure.
Under House Bill 1460 as introduced, the failure to investigate reports of misconduct would have constituted workplace discrimination, for which civil action may be initiated.
The bill’s origin story is one of cop-on-cop harassment. Former Edgewater police officer McKinzie Rees helped craft the bill after being sexually assaulted twice by a fellow officer. Reporting it to supervisors did nothing but force Rees to resign, along with being placed on the state’s Brady list, ensuring she’d never be used as a witness in court, no matter what law enforcement agency employed her.
But it had obvious benefits for regular people, too. It strengthened whistleblower protections for cops reporting on other cops, but also would have benefited citizens who’ve filed complaints by forcing law enforcement agencies to instigate investigations, rather than just ignore the complaints of the policed.
The main opposition was none other than the state’s largest police union. Police unions routinely oppose efforts that might result in more scrutiny of officers. In this case, though, the union opposed any additional scrutiny being applied to cops who attacked, harassed, or sexually assaulted other cops.
The Fraternal Order of Police requested sponsors withdraw the bill and to instead convene a working group during the interim to discuss a multitude of issues related to whistleblowing, such as officer obligation to report misconduct, due process for officers facing allegations by whistleblowers, and protections for the whistleblowers themselves.
“We hope that you will accept this offer to engage in research and dialogue over the summer and fall so that all interested parties can feel assured that any future legislation on these topics in the upcoming session is founded in fact, necessity, and effective collaboration,” the group said.
This makes it clear police unions are there to protect the worst cops — the ones willing to cross the “thin blue line” to harm other police officers. While everyone expects cops to treat citizens like punching bags and doormats, the “thin blue line” illusion is supposed to trick everyone into believing cops stand together united against evil. But if it’s internal evil, the police union wants nothing to do with any efforts to root it out. That’s just fucking disgusting.
And that’s how a bill dies, with the approval of people who think cops shouldn’t be scrutinized — much less punished — for any misconduct they commit, even if the targets of their wrongdoing are their fellow officers. These are the words of a legislator who seems more willing to provide gratis car washes for officers’ personal cars than serve any member of his constituency that can’t be bothered to get a badge-wearing job.
Rep. Ryan Armagost, R-Berthoud, a former law enforcement officer and member of the committee that heard the bill, said he was “offended” that law enforcement agencies had not been involved in discussions about the bill to the extent they wanted to be.
Here’s an idea, Rep. Armagost: fuck ’em. If these agencies want to be involved, they’re sure to be involved. All this statement means is this rep is offended someone didn’t ask the kind of cops he likes (which would be the kind that sexually assault fellow officers) what kind of legislation they wanted and instead tried to right some wrongs by offering the state’s sexual assault victims (well… at least those in uniform) some form of protection, redress, and deterrence.
And it was state reps like Armagost who got what they wanted by stripping the bill of anything meaningful and parking it on blocks out in the front yard. For those of you who still think there’s nothing partisan about full-throated support of the worst cops this nation employs, please re-read the second quoted paragraph until the truth sinks in.
By the time the bill reached the floor for its third and final reading, all of its major provisions had been amended out, save for the creation of a working group.
Ultimately, the bill died, 31-33. All of the Republicans, except Soper, voted in opposition, though it’s possible he would’ve asked for a recount and switched his vote if the bill had passed.
To add insult to the injuries suffered by former officer McKinzie Rees, the union added this statement after the bill was carved up by bootlickers and left to die on the House floor:
“We appreciate that the majority of House members shared our concerns about the need for a robust stakeholder process before passing legislation of this importance. Ensuring law enforcement employees have due process protection and a safe and healthy work environment are serious, complex issues that warrant responsible and thoughtful solutions.”
It pretty much makes you want to vomit. The union cheered on “due process” and “a safe and healthy work environment.” But it really doesn’t care much about the first (the bill only required an investigation to be opened, which means plenty of due process was still available to officers) and obviously gives zero shits about the latter, since it means officers attacked/assaulted by other officers will continue to be frozen out by the worst in their ranks and expected to leave the force, rather than see their grievances adequately addressed by the government agencies that hired them.
This didn’t go the way anyone (other than cops and their unions) wanted it to, but first let’s acknowledge the fact that the city of Denver is actually trying to make things better for both cops and the people they serve.
In its first three months, STAR handled 350 calls — only a very small percentage of 911 calls. But the immediate developments appeared positive. A supposed indecent exposure call handled by STAR turned out to be a homeless woman changing clothes in an alley. A trespassing call turned out to be another homeless person setting up a tent near some homes. Suicidal persons were helped and taken to care centers. Homeless residents were taken to shelters. No one was arrested. No one was beaten, tased, or shot.
The zero arrests streak continues. STAR has released its six-month report [PDF] and the calls it has handled have yet to result in an arrest, strongly suggesting police officers aren’t the best personnel to handle crises like these — unless the desired result is more people in holding cells.
Denver decided to try what (far too few) other cities are trying: routing mental health/social services calls to professionals in those fields, rather than hand them off to police officers. And for good reason! Police officers aren’t trained to handle these sorts of issues. That lack of training tends to result in arrests, violence, and even the killing of people police have been asked to help.
Denver’s STAR (Support Team Assistance Response) has been able to handle many calls normally routed to cops without deploying cop tactics: you know, the command-and-control aggression that often manages to make these situations worse, if not actually deadly for those requiring mental health assistance.
So, there’s that. A limited test has shown consistently good results, which should be all the argument Denver legislators need to provide funding to expand STAR assistance to a round-the-clock effort.
But that’s just Denver. Even though it’s the state’s most populous city, its success story has been overlooked by state legislators who apparently feel the best thing for cops is the same lack of accountability they’ve enjoyed for years.
A bill that would have required law enforcement agencies to investigate all allegations of officer misconduct died in the House last week following significant revisions.
Sponsors said the measure would increase protections for officers who report alleged misconduct by their peers. Critics, notably law enforcement agencies and organizations, argued the sponsors did not include them in discussions for such an important measure.
Under House Bill 1460 as introduced, the failure to investigate reports of misconduct would have constituted workplace discrimination, for which civil action may be initiated.
The bill’s origin story is one of cop-on-cop harassment. Former Edgewater police officer McKinzie Rees helped craft the bill after being sexually assaulted twice by a fellow officer. Reporting it to supervisors did nothing but force Rees to resign, along with being placed on the state’s Brady list, ensuring she’d never be used as a witness in court, no matter what law enforcement agency employed her.
But it had obvious benefits for regular people, too. It strengthened whistleblower protections for cops reporting on other cops, but also would have benefited citizens who’ve filed complaints by forcing law enforcement agencies to instigate investigations, rather than just ignore the complaints of the policed.
The main opposition was none other than the state’s largest police union. Police unions routinely oppose efforts that might result in more scrutiny of officers. In this case, though, the union opposed any additional scrutiny being applied to cops who attacked, harassed, or sexually assaulted other cops.
The Fraternal Order of Police requested sponsors withdraw the bill and to instead convene a working group during the interim to discuss a multitude of issues related to whistleblowing, such as officer obligation to report misconduct, due process for officers facing allegations by whistleblowers, and protections for the whistleblowers themselves.
“We hope that you will accept this offer to engage in research and dialogue over the summer and fall so that all interested parties can feel assured that any future legislation on these topics in the upcoming session is founded in fact, necessity, and effective collaboration,” the group said.
This makes it clear police unions are there to protect the worst cops — the ones willing to cross the “thin blue line” to harm other police officers. While everyone expects cops to treat citizens like punching bags and doormats, the “thin blue line” illusion is supposed to trick everyone into believing cops stand together united against evil. But if it’s internal evil, the police union wants nothing to do with any efforts to root it out. That’s just fucking disgusting.
And that’s how a bill dies, with the approval of people who think cops shouldn’t be scrutinized — much less punished — for any misconduct they commit, even if the targets of their wrongdoing are their fellow officers. These are the words of a legislator who seems more willing to provide gratis car washes for officers’ personal cars than serve any member of his constituency that can’t be bothered to get a badge-wearing job.
Rep. Ryan Armagost, R-Berthoud, a former law enforcement officer and member of the committee that heard the bill, said he was “offended” that law enforcement agencies had not been involved in discussions about the bill to the extent they wanted to be.
Here’s an idea, Rep. Armagost: fuck ’em. If these agencies want to be involved, they’re sure to be involved. All this statement means is this rep is offended someone didn’t ask the kind of cops he likes (which would be the kind that sexually assault fellow officers) what kind of legislation they wanted and instead tried to right some wrongs by offering the state’s sexual assault victims (well… at least those in uniform) some form of protection, redress, and deterrence.
And it was state reps like Armagost who got what they wanted by stripping the bill of anything meaningful and parking it on blocks out in the front yard. For those of you who still think there’s nothing partisan about full-throated support of the worst cops this nation employs, please re-read the second quoted paragraph until the truth sinks in.
By the time the bill reached the floor for its third and final reading, all of its major provisions had been amended out, save for the creation of a working group.
Ultimately, the bill died, 31-33. All of the Republicans, except Soper, voted in opposition, though it’s possible he would’ve asked for a recount and switched his vote if the bill had passed.
To add insult to the injuries suffered by former officer McKinzie Rees, the union added this statement after the bill was carved up by bootlickers and left to die on the House floor:
“We appreciate that the majority of House members shared our concerns about the need for a robust stakeholder process before passing legislation of this importance. Ensuring law enforcement employees have due process protection and a safe and healthy work environment are serious, complex issues that warrant responsible and thoughtful solutions.”
It pretty much makes you want to vomit. The union cheered on “due process” and “a safe and healthy work environment.” But it really doesn’t care much about the first (the bill only required an investigation to be opened, which means plenty of due process was still available to officers) and obviously gives zero shits about the latter, since it means officers attacked/assaulted by other officers will continue to be frozen out by the worst in their ranks and expected to leave the force, rather than see their grievances adequately addressed by the government agencies that hired them.
This didn’t go the way anyone (other than cops and their unions) wanted it to, but first let’s acknowledge the fact that the city of Denver is actually trying to make things better for both cops and the people they serve.
In its first three months, STAR handled 350 calls — only a very small percentage of 911 calls. But the immediate developments appeared positive. A supposed indecent exposure call handled by STAR turned out to be a homeless woman changing clothes in an alley. A trespassing call turned out to be another homeless person setting up a tent near some homes. Suicidal persons were helped and taken to care centers. Homeless residents were taken to shelters. No one was arrested. No one was beaten, tased, or shot.
The zero arrests streak continues. STAR has released its six-month report [PDF] and the calls it has handled have yet to result in an arrest, strongly suggesting police officers aren’t the best personnel to handle crises like these — unless the desired result is more people in holding cells.
Denver decided to try what (far too few) other cities are trying: routing mental health/social services calls to professionals in those fields, rather than hand them off to police officers. And for good reason! Police officers aren’t trained to handle these sorts of issues. That lack of training tends to result in arrests, violence, and even the killing of people police have been asked to help.
Denver’s STAR (Support Team Assistance Response) has been able to handle many calls normally routed to cops without deploying cop tactics: you know, the command-and-control aggression that often manages to make these situations worse, if not actually deadly for those requiring mental health assistance.
So, there’s that. A limited test has shown consistently good results, which should be all the argument Denver legislators need to provide funding to expand STAR assistance to a round-the-clock effort.
But that’s just Denver. Even though it’s the state’s most populous city, its success story has been overlooked by state legislators who apparently feel the best thing for cops is the same lack of accountability they’ve enjoyed for years.
A bill that would have required law enforcement agencies to investigate all allegations of officer misconduct died in the House last week following significant revisions.
Sponsors said the measure would increase protections for officers who report alleged misconduct by their peers. Critics, notably law enforcement agencies and organizations, argued the sponsors did not include them in discussions for such an important measure.
Under House Bill 1460 as introduced, the failure to investigate reports of misconduct would have constituted workplace discrimination, for which civil action may be initiated.
The bill’s origin story is one of cop-on-cop harassment. Former Edgewater police officer McKinzie Rees helped craft the bill after being sexually assaulted twice by a fellow officer. Reporting it to supervisors did nothing but force Rees to resign, along with being placed on the state’s Brady list, ensuring she’d never be used as a witness in court, no matter what law enforcement agency employed her.
But it had obvious benefits for regular people, too. It strengthened whistleblower protections for cops reporting on other cops, but also would have benefited citizens who’ve filed complaints by forcing law enforcement agencies to instigate investigations, rather than just ignore the complaints of the policed.
The main opposition was none other than the state’s largest police union. Police unions routinely oppose efforts that might result in more scrutiny of officers. In this case, though, the union opposed any additional scrutiny being applied to cops who attacked, harassed, or sexually assaulted other cops.
The Fraternal Order of Police requested sponsors withdraw the bill and to instead convene a working group during the interim to discuss a multitude of issues related to whistleblowing, such as officer obligation to report misconduct, due process for officers facing allegations by whistleblowers, and protections for the whistleblowers themselves.
“We hope that you will accept this offer to engage in research and dialogue over the summer and fall so that all interested parties can feel assured that any future legislation on these topics in the upcoming session is founded in fact, necessity, and effective collaboration,” the group said.
This makes it clear police unions are there to protect the worst cops — the ones willing to cross the “thin blue line” to harm other police officers. While everyone expects cops to treat citizens like punching bags and doormats, the “thin blue line” illusion is supposed to trick everyone into believing cops stand together united against evil. But if it’s internal evil, the police union wants nothing to do with any efforts to root it out. That’s just fucking disgusting.
And that’s how a bill dies, with the approval of people who think cops shouldn’t be scrutinized — much less punished — for any misconduct they commit, even if the targets of their wrongdoing are their fellow officers. These are the words of a legislator who seems more willing to provide gratis car washes for officers’ personal cars than serve any member of his constituency that can’t be bothered to get a badge-wearing job.
Rep. Ryan Armagost, R-Berthoud, a former law enforcement officer and member of the committee that heard the bill, said he was “offended” that law enforcement agencies had not been involved in discussions about the bill to the extent they wanted to be.
Here’s an idea, Rep. Armagost: fuck ’em. If these agencies want to be involved, they’re sure to be involved. All this statement means is this rep is offended someone didn’t ask the kind of cops he likes (which would be the kind that sexually assault fellow officers) what kind of legislation they wanted and instead tried to right some wrongs by offering the state’s sexual assault victims (well… at least those in uniform) some form of protection, redress, and deterrence.
And it was state reps like Armagost who got what they wanted by stripping the bill of anything meaningful and parking it on blocks out in the front yard. For those of you who still think there’s nothing partisan about full-throated support of the worst cops this nation employs, please re-read the second quoted paragraph until the truth sinks in.
By the time the bill reached the floor for its third and final reading, all of its major provisions had been amended out, save for the creation of a working group.
Ultimately, the bill died, 31-33. All of the Republicans, except Soper, voted in opposition, though it’s possible he would’ve asked for a recount and switched his vote if the bill had passed.
To add insult to the injuries suffered by former officer McKinzie Rees, the union added this statement after the bill was carved up by bootlickers and left to die on the House floor:
“We appreciate that the majority of House members shared our concerns about the need for a robust stakeholder process before passing legislation of this importance. Ensuring law enforcement employees have due process protection and a safe and healthy work environment are serious, complex issues that warrant responsible and thoughtful solutions.”
It pretty much makes you want to vomit. The union cheered on “due process” and “a safe and healthy work environment.” But it really doesn’t care much about the first (the bill only required an investigation to be opened, which means plenty of due process was still available to officers) and obviously gives zero shits about the latter, since it means officers attacked/assaulted by other officers will continue to be frozen out by the worst in their ranks and expected to leave the force, rather than see their grievances adequately addressed by the government agencies that hired them.
At the time of writing, the GTA 6 trailer is sitting pretty at 178 million views on YouTube. But that's not what most people are interested in. What we want to know is exactly when it's coming out. Well, the end may be in sight for the long-awaited Grand Theft Auto game.
According to a report from Bloomberg's Jason Schreier, Rockstar is asking all staff to return to the office for "five days a week starting in April." This is for "security and productivity reasons," according to Rockstar Head of Publishing Jenn Kolbe.
The report goes on to say GTA 6 is about to "enter the final stretch of development." This means we're getting ever closer to its release, though we obviously still don't know when that's likely to happen.
Employees "not thrilled," it seems
The fact that Rockstar Games is putting out the clarion call for employees shows the company is looking to end hybrid working conditions. It's a topic that's been quite prevalent in the working world, and Rockstar asking staff to return to the office is likely due to security breaches, such as the great GTA 6 leak of 2022.
Companies asking people to shift to on-site working on a more permeant basis is becoming more common as the memories of the pandemic begin to fade for a lot of people. However, such a move may prove unpopular with those in the gaming industry who have adjusted to working remotely.
That aside, we don't exactly know when the game itself will actually be launching, even if it is heading towards the finish line. We're being told it's aiming for a 2025 release, so we're still looking at nearly another year yet, give or take.
No doubt it's going to be one of the biggest releases of all time. Given the legacy of Grand Theft Auto 5 – which came out over 10 years ago, don't forget – there's no way the follow-up is going to be anything other than a money-printing license for Rockstar.
A new report confirms that as Rockstar Games is entering the final stages of development on Grand Theft Auto 6, the company is mandating that employees must return to the office five days a week starting in April, to no applause from anyone.
Mini PC maker AOOSTAR has begun taking pre-orders in China for a new computer that supports up to an AMD Ryzen 7 8845HS processor configured to run at up to 75 watts, up to 64GB of DDR5-5600 memory, and up to two M.2 2280 PCIe 4.0 NVMe SSDs. But what really makes the AOOSTAR GEM12 Pro […]
Yesterday's Nintendo Direct got rather overshadowed by a certaintrailer for Elden Ring: Shadow Of The Erdtree, but there were still plenty of good news nuggets to be had in there for us PC folks - which I've summarised for you below. The long and short of it is: more release dates! Loads of 'em! And they're all coming in the first half of 2024 as well. I love it when a schedule comes together.
If you’d been gazing at the present glut of new survival games and bellowing for more, as though engaged in a drinking competition with some kind of cartoon Viking, then rest easy. Gord developers Covenant.dev have announced To The Star, a "whimsical" survival adventure that takes heavy inspiration from Alice In Wonderland, and features a cooking system that lets you combine monster parts with "suppressed emotions", so as to produce both consumable foodstuffs and weapons.