Tag: PS4 games

  • ‘Your code is physically yours, forever. Until you lose it, let’s be real’: Github, wagging its finger at Sony’s own goal, is offering CD-ROMs of your code for a few days

    Featured image Your code is physically yours forever Until you lose it lets be real Github wagging its finger at Sonys own goal is offering CDROMs of

    The landscape of digital distribution is constantly shifting, and sometimes the most surprising moves come from places you least expect them. Just over a decade ago, Sony made a significant splash by figuring out how to share PS4 games, setting a precedent for evolving how consumers interact with physical media. Now, as the industry continues its pivot toward purely digital experiences, a new experiment is underway in the world of open-source code: GitHub is venturing into physical media.

    In a move that brings a touch of delightful absurdity to the tech sphere, GitHub has announced that users can now obtain their public repositories on CD-ROM. This seemingly odd decision signals an acknowledgment of recent developments in physical media and offers a unique way for developers and communities to interact with their creations.

    The rationale behind this pivot was encapsulated in GitHub’s latest communication: “We heard you. And we agree. In light of recent developments in physical media, GitHub is proud to announce that you can now obtain your public repo on CD-ROM.” This message, accompanied by a catchy call to action, suggests a desire to make code—which is inherently digital—tangible and shareable in a new format.

    The implication goes beyond mere novelty. GitHub’s accompanying message encourages users to “Keep it. Lend it to friends. Pass it on to your children. Your code is physically yours, forever.” While the sentiment behind this is laudable, the practicalities are where things get interesting. This new offering is a limited-run event, with supplies strictly limited. Only the first 1,000 eligible submissions will receive a copy of their repository, accessible through GitHub’s form. There is no mention of payment, suggesting this initiative is intended as a free, community-driven exercise in physical distribution.

    Of course, from a purely functional standpoint, the reality remains that code stored on an SSD or hard drive offers virtually limitless longevity without requiring a physical accessory like a CD drive. One might view this new initiative more as a clever marketing stunt—a whimsical way for GitHub to get in on the conversation about physical media—rather than a fundamental shift in data preservation.

    Yet, amidst this digital play, the wider tech world continues to grapple with the reality of digital versus physical assets. While GitHub experiments with distributing code physically, other industry giants are testing similar concepts. For example, The Verge recently reported that Xbox is actively testing a disc-to-digital feature for digitizing physical games.

    This parallel effort highlights a broader industry trend: the search for ways to bridge the gap between tangible ownership and intangible digital access. Whether it’s code repositories or game collections, the conversation seems to be moving toward finding harmonious solutions for how we store, share, and experience our creations in an increasingly physical-digital world.

  • Sony reportedly cancelled Uncharted Remake for The Last of Us Part 1

    Deep within the development files of acclaimed PlayStation titles, a fascinating secret has been unearthed. Recent datamining efforts have revealed evidence suggesting that Sony explored a full remake of Uncharted: Drake’s Fortune, leaving behind digital breadcrumbs buried within the files for both The Last of Us Part I and The Last of Us Part II.

    This discovery points to an internal experiment that may have never seen the light of day. Datamining has suggested that Sony’s Visual Arts Support Group experimented with developing the remake around 2018–2019. The goal was not just a simple remaster, but a complete reimagining of the classic adventure.

    The trail leads to some truly creative testing. It appears the team attempted to rebuild iconic sequences, such as the famous plane-to-island sequence from Drake’s Fortune, using visuals from Uncharted 4 as a proof-of-concept. This ambitious test scene was created within the same game engine used for The Last of Us Part II, which is why fragments of this experimental work later appeared in those game files.

    One dataminer explained that this internal effort included recreating a pivotal moment: Nate and Elena navigating the plane, being shot down, and parachuting out. They tested how these cinematic moments would look using the advanced graphics of Uncharted 4.

    While leaks had previously hinted at this specific sequence, the latest findings show additional assets tied to this internal effort, confirming that a slice of the original game was indeed rebuilt internally before the project faced an unexpected pivot.

    Ultimately, the full remake did not move forward. The decision came down to creative direction: Naughty Dog opted instead for extensive modernization across The Last of Us Part I. This choice shifted the focus away from Uncharted, a move many fans felt was a disappointment given the original game’s stunning visuals and the quality of its existing PS4 remaster.

    It’s worth noting that this internal history highlights a fascinating creative dilemma for Sony. Some observers suggest that of all Naughty Dog’s titles, Uncharted 1 would have been the most deserving candidate for a full remake. While other Uncharted entries have aged gracefully, a fresh attempt on the first adventure might have resonated more deeply with fans than another re-release of The Last of Us.