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Denuvo DRM Challenges Game Crackers

jones_supa writes Now that the PC gaming community has grown very large, it has become only a matter of hours before the copy protection of a major AAA title is cracked and put up for download after its official release, or sometimes, even before. However, it looks like CI Games is having great luck with its recently launched next-gen video game known as Lords of the Fallen, as its PC DRM still remains uncracked now after 3 days of release. The DRM solution that the game uses comes from a copyright protection company known as Denuvo, and it is apparently the same one that has been used in FIFA 15, which is also yet uncracked. While this DRM has kept the game from being pirated until now, it has also been speculated that this solution is supposedly the main cause behind several in-game bugs and crashes that are affecting users' gameplay experience. To improve stability, the developer is working on a patch that is aimed at fixing all performance issues. It remains officially unconfirmed if the new DRM solution is really causing all the glitches.

15 of 187 comments (clear)

  1. This is news, how exactly? by TranceThrust · · Score: 5, Insightful

    Since years the hacker communities have raced to hack DRMs, and since even before DRM had that name it was that kind of `protection' that harmed the gaming experience of people who do pay for their software. EA should grow up and realise DRM is not harming sales; they are harming their customers. Of course we know EA doesn't care given that they like to harm their game devs as well as their own games as well. Join the boycott of these fools.

    1. Re:This is news, how exactly? by mark-t · · Score: 4, Informative

      EA should grow up and realise DRM is not harming sales; they are harming their customers.

      It's interesting you should observe that, because in the end, It's the bottom line that allows game companies to pay their developers to continue to develop more titles, and what the actual customer experience is going to be is a direct reflection of how many titles they actually sold, not necessarily what people think of the experience afterward. Customer experience only impacts them to the extent that it might theoretically influence future purchases from such customers, but as you've observed, DRM isn't particularly harmful to sales in the first place, so any bad customer experience from it isn't actually giving such game companies sufficient disincentive to stop them from continuing to use it.

    2. Re:This is news, how exactly? by The+Ickle+Jones · · Score: 5, Insightful

      People should just stop buying products from companies that are hostile towards their own customers. If they don't, and they get screwed, part of the blame falls on them for buying from a scumbag company.

    3. Re:This is news, how exactly? by CohibaVancouver · · Score: 4, Insightful

      This.

      Let the market decide. If DRM angers you, don't buy games from companies that use DRM.

    4. Re: This is news, how exactly? by greenfruitsalad · · Score: 4, Insightful

      i have an artificial ceiling on game prices. i am mentally unable to convince myself a game can be worth more than 9.99 no matter what. and even that is only for an AAA title or good flight simulator. fortunately, i've grown out of impatience long ago and don't mind buying the likes of Crysis 3 a year or 2 after release.

      last year I decided to see what this steam thing was and installed it on my linux machine. it was during their christmas game sale. a LOT of slightly dated AAA (windows) games went for 3 - 9.99. now here's the thing. at those prices i bought around 40 games, most of which i later decided i didn't like and only played a few minutes of and some of them i never even installed. and at those prices, i didn't care!

      but paying 60+ dollars for a game? simply NEVER GONNA HAPPEN!!! incompatible with a healthy human brain. distributors need to realise that for every sucker who pays, there are 100s willing to pay a sensible price (not steal). and for each of those, there are even more willing to buy it as a hmmm i'll play it when kids grow up for a dollar or two.

    5. Re: This is news, how exactly? by jratcliffe · · Score: 4, Interesting

      but paying 60+ dollars for a game? simply NEVER GONNA HAPPEN!!! incompatible with a healthy human brain. distributors need to realise that for every sucker who pays, there are 100s willing to pay a sensible price (not steal). and for each of those, there are even more willing to buy it as a hmmm i'll play it when kids grow up for a dollar or two.

      Don't you think that distributors actually have thought this through, and have done a lot of research on price elasticity in games? Why would you assume that people for whom the pricing of games is a multi-million or multi-billion dollar question are totally wrong about optimal pricing, and instead that your own personal price elasticity curve holds true for the population as a whole?

      You say that, for every "sucker" who pays $60, there are "100s willing to pay a sensible price." Modern Warfare 3 sold 6.5 million copies on its first day, in the US and UK, at $60/copy. You really believe that, at $10, it would have sold 650 million copies? That's more than the combined population of those two countries put together.

  2. Re:Makes you wonder... by X0563511 · · Score: 4, Insightful

    Because publishers care about money. They are the recording industry analogs in the gaming industry. They don't care about the artists (developers) or the art (games).

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  3. I bet those games are so boring by loonycyborg · · Score: 5, Insightful

    that the biggest part of their entertainment value is in cracking the DRM.

  4. Only three days? by Sigma+7 · · Score: 4, Informative

    Par is actually a few months.

    Let me know if this Denuvo DRM remains uncracked for as long as Spiro: Year of the Dragon, which had various traps to detect incomplete cracks, and delay the crackers for the initial wave of sales to be completed.

  5. If you ask me.... by mark-t · · Score: 4, Insightful

    ... the only reason that it's not been cracked yet may be because of apathy.... more specifically, it isn't popular enough yet, or possibly not good enough to have warranted the attention of enough crackers to have made a working crack by this point. This story being on a tech journal might increase awareness slightly in that regard, and could conceivably act as an impetus that causes a crack to appear sooner rather than later, but I wouldn't suggest that is a particularly probable outcome, only that it is well within the realm of possibility.

    1. Re:If you ask me.... by Anonymous Coward · · Score: 4, Informative

      I've been out of the scene for a while, but asking around, Denuvo == Sony DADC/SecuROM peeps. It's just the new version of SuckuROM. Yawn.

      They're quite proud of how twitchy their protection is. Bugs in this case are indeed often due to the protection hooks and false-positives, but it sounds like this game is also unfinished and buggy. I guess that's one way to complicate testing.

      There's a tool ready for DNV, back from FIFA 14 (took almost 2 months for RLD to develop the tools). FIFA 15 is probably just being tested. My guess is that nobody really cares until something major's done, and no, "oh look another football game" isn't major. Then it'll be a race between the big-time groups, but my money's on RLD.

  6. Re:Aren't the crackers pro-DRM? by Anonymous Coward · · Score: 5, Funny

    You're talking about Windows 8 here, my bet is no one had any interest in trying to crack that piece of shit.

  7. Re:Makes you wonder... by nanoflower · · Score: 4, Insightful

    The way I've heard it told is that companies don't care about having uncrackable DRM. What they want is DRM that won't be cracked during that initial sales rush that comes upon release of a new game. If the game's DRM is cracked a month or more after release that won't impact the sales in the way that having the DRM cracked in the first week would. That's why some companies have even removed DRM from games that have been out for some time. (Admittedly the games were out for years but still.)

  8. NO MORE DRM by darkain · · Score: 5, Interesting

    I stopped buying DRMed products after purchasing Unreal Tournament 2004 a decade ago. That game had two releases: the normal release (7 CDs) or a special collectors edition that shipped on a DVD and came with a ton of bonuses. This was one of the first big commercial titles to ship on DVD instead, and was supposed to be a super simple install process. The game was supposed to install faster, and no disc swapping during install! Clean and simple, right?

    Well, the DRM that existed on the DVD version was absolutely broken. After a few hundred (maybe even a few thousand?) of us went to the Epic forums to bitch about the issue, they finally admitted that the errors occurring during install were related to the DRM, a bug which didn't exist in the CD copy. Yes, that's right. Only those of us that paid the premium to purchase the collectors addition were screwed in our asses due to the DRM.

    After a few days, there was no fix, so a buddy of mine brought over a pirated copy he downloaded of the 'net, so I could play the game.

    The game was still mass pirated. Those of us who legitimately purchased it were totally screwed over. This really helped the company, so I've yet to purchase any more of their games on disc since then, and never again will.

  9. It's also useless by Sycraft-fu · · Score: 4, Insightful

    The idea that bitchy DRM is what you need to make money is silly. The bitchier the DRM, the more it costs you in terms of implementation and support and, guess what, it turns out that a great many of those pirates just won't buy your game, they don't want it for anything more than free.

    You can see some good examples in the audio industry, which has some really bitchy DRM. Like take Steinberg Cubase and Cakewalk Sonar. These are two of the long time DAWs, both dating back to the DOS days. Both still make money, both are still in active development. Cubase uses super retarded DRM. A dongle that Steinberg bought and customized (syncrosoft, now called Elicenser) that is checked when you do anything. Seriously like opening menus has checks to the dongle. Sonar has no DRM effectively. You need a serial and an activation code, but the activation code is per serial, not per computer. It is just so you register your product with CW. The serial and code don't change and it doesn't phone home. Yet despite that weak DRM, Sonar continues to be developed and sold.

    Or in audio samples. The big name in virtual instruments is Native Instruments, their program Kontakt being the king of sampling. They have some fairly weaksauce DRM on their products. A challenge/response kind of thing that is cracked and pirated versions abound. Despite that, they make lots of money and are the unquestioned top of the sampling game. Then you look at EastWest who uses their own custom software with an iLok dongle because of evil pirates. They are too small for anyone to care about cracking. So no piracy, but they are tiny, a fraction of NI's size and profits.

    Really all bitchy DRM does is increase the cost on the developer. You end up spending more programmer time implementing it, more QA time making sure it works, and more support time helping people when it doesn't. There's no good evidence showing it increases sales. Remember that decreasing piracy is not the same as increasing sales. You can drop piracy to zero and yet discover you get little to no extra sales because the people who were pirating were only doing so because it was free, and have no interest in paying for it.