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Pokémon Legends: Z-A feels like a strong step forward for the series

2 months 1 week ago

The Pokémon series has had staying power ever since its debut in the 1990s, but it has felt especially popular in recent years, thanks to Pokémon GO and the resurgence of the trading card game. Given that more Pokémon fans are experiencing new ways to play, it’s the right time for developer Game Freak to refresh the video game series. The upcoming Pokémon Legends: Z-A looks to do just that with a more action-oriented focus on a Pokémon trainer's journey.

At a special Nintendo showcase during PAX West 2025 in Seattle, I spent some limited time with Pokémon Legends: Z-A and its revamped combat system that ditches turn-based combat for real-time action. So far, this new entry in the long-running series is showing promise for a follow-up that could shake up the pokémon meta in the right direction.

Set in the Paris-inspired Lumiose City, Pokémon Legends: Z-A focuses on a new trainer coming into their own as they improve their skills and expand their roster of pokémon. However, Lumoise City has a darker mystery brewing after an unknown force is causing several pokémon to enter a frenzied state that triggers their Mega Evolution mysteriously. As the protagonist rises in the ranks, they'll soon come to find out what's behind the rise of rogue pokémon.

Speaking as a lapsed Pokémon fan who occasionally revisits the series for its more interesting entries, I've found that Pokémon games tend to be very familiar, stopping a few steps shy of reaching a broader scope that many players have imagined Pokémon games to be since watching the animated shows.

Recent Pokémon games like Legends: Arceus and Scarlet/Violet have moved the series forward in the right ways, and Legends: Z-A is continuing that trend by focusing more on the moment-to-moment actions of being a trainer.

Real-time combat is a significant game changer in Legends: Z-A, and it's a shift that many returning players will need to adjust to. Arceus set the foundations of a more open-ended style of player activity, but it still reverted to the turn-based tactical approach when the combat kicked in. Legends: Z-A moves away from that.

The demo started with a nighttime training session, in which I had to engage in several pokémon fights with trainers in a designated battle zone in the back alleys of the city. This led me to round corners and find trainers waiting for a fight, employing either a direct approach or more sneaky methods.

During my demo, I was given the team of Chikorita, Weedle, Mareep, and the flying pokémon Fletchling. When you engage in a fight, your trainer stays locked onto their enemy pokémon, with your chosen fighter right at your side. During these fights, you move around in real-time and have active skills that are on cooldowns. This sounds pretty standard for games, but for a Pokémon game, it's quite the adjustment, one that I really liked after a few matches.

What's interesting about Pokémon Legends: Z-A is that it's turned Pokémon into an action RPG, somewhat akin to a smaller-scale Xenoblade Chronicles. In addition to having to engage the right skills at the right time, I also had to dodge enemy attacks to keep my pokémon from taking heavy damage. This action-focused approach gives you far more options in how you want to engage enemies, and there are even opportunities to sneak up on unsuspecting trainers to engage in a sneak attack to start the fight off well. It seems odd at first, but it's honestly quite amusing to see trainers get walloped by a pokémon's attacks.

Nintendo

The next phase of the demo focused on another of Pokémon Legends: Z-A's other innovations – boss fights with rogue pokémon. As you start to track them down, you'll eventually face off against them in battle, and they'll even activate their Mega Evolved forms. The boss fight I encountered with Rogue Mega Absol felt right out of other role-playing games, like Final Fantasy or Nier: Automata, and Legends: Z-A presents them as showstopping encounters where you have to subdue these powerful enemies in a special battle zone. The battle was made especially exciting was the addition of the pokémon Lucario joining the fight.I could also activate their own Mega Evolution for a temporary buff – like Final Fantasy's limit breaks, but for pokémon.

Pokémon Legends: Z-A, much like its predecessor Arceus, takes a new approach to a traditional Pokémon adventure, focusing on interactive exploration and engagement with the world. I liked how it felt like a stylized JRPG, with the addition of quirky side characters and an epic boss fight to clear. It's very strange to play a Pokémon RPG without turn-based combat, but I found its most laid-back approach to be fair and engaging.

There has often been a desire among Pokémon fans that the series needs a shake-up to reach greater heights, but it has been clear that this is an ongoing process and won't happen all at once. Pokémon Legends: Z-A does hang onto the familiar premise of a trainer's journey in the Pokémon world, but a more action-oriented approach to commanding your Pokémon does show some solid promise, and could very well be a strong step forward for the series. And as a lapsed Pokémon fan, it's definitely one I'll be keeping an eye on.

Pokémon Legends: Z-A will be released on October 16, 2025 for the Nintendo Switch and Switch 2.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/pokemon-legends-z-a-hands-on-135651443.html?src=rss
Alessandro Fillari

Silksong, smacking sticks and other new indie games worth checking out

2 months 1 week ago

Welcome to our latest recap of what's going on in the indie game space. Folks, it's here. You know it's here. So, we'll touch on it, but briefly. Some developers and publishers opted not to delay their games out of this week (others have done that to get some breathing space from you-know-what), so there are several other newcomers to highlight.

Before we get there, there's a sale worth mentioning on a PC storefront that does not offer Hollow Knight: Silksong. The Epic Games Store's End of Summer Sale is running until September 18 and there are some pretty solid deals. Cyberpunk 2077 is 65 percent off for the base game and 50 percent off for the ultimate edition, which includes the Phantom Liberty DLC (which is also 30 percent off for those who have the base game already).

Other discounts of note include Red Dead Redemption 2 (75 percent off), Grand Theft Auto V Enhanced (50 percent off), Assassin’s Creed Shadows (33 percent off), The Witcher 3: Wild Hunt - Complete Edition (80 percent) and Alan Wake 2 (70 percent off). A bunch of PlayStation games are on sale too, including Marvel's Spider-Man 2 (20 percent), The Last of Us Part 1 (50 percent), Ghost of Tsushima Director's Cut (33 percent), God of War (60 percent off) and God of War Ragnarok (20 percent). You'll get 20 percent back in Epic Rewards on your purchases too.

The Epic Games Store offers totally free games every week (no need to have a subscription for those!), and the freebies tend to be for well-known games whenever there's a major sale on the store. Right now, you can pick up an all-timer in Monument Valley for exactly zero dollars. You have until 11AM ET on September 11 to claim the classic puzzle game. When that game cycles out, Epic Games will rotate three more titles into its lineup: Monument Valley 2, Ghostrunner 2 (which I enjoy very much but am terrible at) and a strategy game called The Battle of Polytopia. Again, you'll have a week to claim those.

Meanwhile, if you have an Amazon Prime subscription, there's usually a solid selection in the Prime Gaming library. Games you claim here are yours to keep forever, even if you don't maintain your Prime membership. Amazon offered up a particularly tasty one this week in the shape of Into The Breach, a hugely acclaimed strategy game, but there are plenty of others to check out. And speaking of games you can play right now...

New releases

Yes, Hollow Knight: Silksong is finally here. It's out on consoles and PC for $20 and it's included with Game Pass Ultimate and PC Game Pass. It's broken storefronts and probably some controllers that players have hurled at the wall after dying to a tough boss. 

After a seven-year wait, Silksong is by some distance the highest-profile indie game to arrive in 2025 so far. Perhaps if we start mentioning another long-awaited game — say, Kingdom Hearts 4? Beyond Good and Evil 2? — it may arrive sooner rather than later. Or in, like, another five years.

I made a few attempts to play Hollow Knight, but bounced off quickly each time. I'll be sure to give Silksong a proper go, though. 

It might be the case that Silksong isn't quite your thing. Never fear, there's lots of other new stuff from this week for you to dive into.

If a game pops up that reminds me of The Legend of Zelda: A Link to the Past (aka the best game of all time) in terms of looks, I'm duty bound to mention it. Fortunately, Rogue Labyrinth seems like it could be fun to play too. This action-narrative roguelite from Tea Witch Games and publisher indie.io hit Steam this week. It usually costs $15, but it's 20 percent off with a limited-time launch discount.

Another thing that's very much in Rogue Labyrinth's favor is that your weapon is a smacking stick, which you can use to turn objects (including vanquished enemies) into projectiles. The combat is a blend of bullet-hell dodging and hack-and-slash action. Being a roguelike, there's randomization when it comes to things like the arenas, enemies and powers you'll encounter on each run. The game is also said to feature dynamic narrative systems and you'll forge alliances with other characters as you try to survive a lethal reality show.

Although so many other indie games scrambled to get out of the way of Silksong, Hirogami stuck to its September 3 release date. I had to chuckle when a press release with a title of "3D origami platformer Hirogami refuses to fold" hit my inbox last week. An easy pun, but I appreciated it.

Anyway, this is indeed a 3D platformer with an origami focus. You can flatten out your character into a sheet of paper so that a gust of wind can send you soaring to an elevated platform. You can transform into an armadillo to roll through enemies, an ape to explore treetops and a frog to jump higher. That seems like a real bananza of animal transformation options. Hirogami is available now on Steam, Epic Games Store and PS5.

Fling to the Finish has been out on PC for some time, and now this co-op platform racing game from SplitSide Games and publisher Daedalic Entertainment has swung over to consoles. You and a friend are tethered by an elastic rope that will inevitably snag on parts of the environment. But you can actually use this to your advantage to swing your teammate onto a ledge or send you both hurling through the air.

The obstacle-filled courses bring to mind Fall Guys, while the items that players can deploy to slow down race leaders remind me a bit of the Mario Kart games. Fling to the Finish does support solo play, as well as local and online multiplayer, where communication will be key (cross-play is available too). As was the case with Overcooked, you and your pal can play the game by sharing a single controller, which may make it easier to play the game in splitscreen if you're with a bunch of friends.

Jetrunner is an action platformer in the vein of Ghostrunner and Neon White from Riddlebit Software and publisher Curveball Games. The folks behind it say it has "a gameplay loop that can be best described as Trackmania meets Titanfall." So, there are lots of comparisons to make here. Ultimately, you'll be parkouring your way through various courses while shooting targets, hooking onto grapple points and looking for shortcuts.

Finding the optimal route — and, of course, actually completing it with as few errors as possible — is the path to climbing the global leaderboards. You can race against ghost replays of your previous runs for a clear visual comparison. In addition, there's a story mode that sees your character Nina (voiced by Sara Secora) trying to become a legendary jetrunner, with commentator Mick Acaster (Matthew Mercer) charting her progress. I'm digging the visuals here too.

Jetrunner is out now on Steam and the Epic Games Store for $20 (there's a 10 percent launch discount on Steam). There's a speedrun contest that's taking place until September 11 with a $2,000 prize pool. You can snag a share if you can complete all of the campaign levels in a row quickly enough in the marathon mode and stick to the rules. It also seems that the exodus of other games this week due to Silksong helped Jetrunner gain extra visibility on Steam.

Upcoming

A rhythm RPG in which you can use your own music and manually adjust the BPM is interesting enough. But add giant, repurposed mechs to the mix, and now we're really cookin'. In Steel Century Groove, you'll compete in robot dance battles as you try to claim a championship. These mechanical beasts were used in warfare long, long ago. Now they're just literal groove machines.

Steel Century Groove, which is from Sloth Gloss Games, is coming to Steam on January 28. A demo is available now, and your progress will carry over to the full game.

When I was assembling the list of games to include in this week's roundup, I left myself a single, two-word note about The Legend of Baboo: "big floof." The floof in question is the large, titular dog that accompanies human hero Sepehr in this third-person action adventure from Permanent Way and publisher Midwest Games.

You'll play as both characters as you take on enemies, solve puzzles and navigate treacherous lands. When you conquer bosses, you'll learn powerful magical attacks. Most importantly, you can zhush up Baboo with outfits and ornaments that you discover on your journey. He's the best boy and he deserves to look and feel good. It's also crucial to note that, as Sepehr, you can pet, ride and high-five Baboo.

A release date (or even a release window) has yet to be announced for The Legend of Baboo. It's coming to Steam, Xbox One and Xbox Series X/S.

Dreams of Another looks quite unlike any game I've seen before. It uses point cloud rendering tech for its remarkably pretty visuals. This fantasy exploration game from Q-Games (under the leadership of Baiyon, the director of PixelJunk Eden) is set in a dream-like world where you create the world by shooting at it.

Dreams of Another is coming to PS5, PS VR2 and Steam on October 9, and it might just prompt me to set up my VR headset again. A demo dropped this week on Steam, but it's only available until September 16.

Tombwater looks kinda rad. It's a 2D pixel-art Soulslike Western from Moth Atlas and publisher Midwest Games. The developers took (another?) leaf out of FromSoftware's playbook by pitting you against creepy eldritch horrors. This one is coming to Steam on November 12.

I always appreciate when a labor of love comes to fruition. Former Uber, MapQuest and Microsoft engineer John Lansing said that, nine years ago, "I built a Final Fantasy Tactics inspired football prototype, and 691 commits later I am proud to present the Fantasy Football Tactics Demo!" This is a turn-based RPG in which the aim is to outscore your opponents rather than taking them out in combat.

The demo hit Steam this week. There's no release date as yet for the full game.

This article originally appeared on Engadget at https://www.engadget.com/gaming/silksong-smacking-sticks-and-other-new-indie-games-worth-checking-out-110020156.html?src=rss
Kris Holt

Unity developers can now tap into system screen reader tools on macOS and Windows

2 months 1 week ago

Unity is updating its game engine to support native screen readers in both macOS and Windows. The feature is available now in the Unity 6000.3.0a5 alpha, and should make the process of making games accessible for blind players cheaper for developers, Can I Play That? writes.

Screen readers narrate on-screen menus so blind and low-vision players can navigate a game or a piece of software without additional assistance. Typically, screen reading software is custom-built for each game, which can make them resource-intensive for developers to implement. "Building something like that from scratch has to be decided upon early in development so you have the time/resources allocated to make it properly," Steve Saylor, an accessibility consultant and creator, shared on Bluesky. "Having it in-engine can mean the heavy lifting is done for you, and the cost of time/resources now is significantly lower."

Unity previously offered APIs for both Android and iOS' built-in screen readers in its Unity 6.0 release, but hadn't yet added support for Windows Narrator or macOS VoiceOver. With this new alpha and its eventual release as Unity 6.3, developers creating games with Unity will have access to a native screen reader in all of the engine's major platforms. Considering how popular Unity is as a game engine, that could vastly improve the accessibility of future games.

This article originally appeared on Engadget at https://www.engadget.com/gaming/unity-developers-can-now-tap-into-system-screen-reader-tools-on-macos-and-windows-200348860.html?src=rss
Ian Carlos Campbell

Anthropic will pay a record-breaking $1.5 billion to settle copyright lawsuit with authors

2 months 1 week ago

Anthropic will pay a record-breaking $1.5 billion to settle a class action lawsuit piracy lawsuit brought by authors. The settlement is the largest-ever payout for a copyright case in the United States.

The AI company behind the Claude chatbot reached a settlement in the case last week, but terms of the agreement weren't disclosed at the time. Now, The New York Times reports that the 500,000 authors involved in the case will get $3,000 per work.

The settlement is "is the first of its kind in the AI era," Justin A. Nelson, the lawyer representing the authors, said in a statement. “This landmark settlement far surpasses any other known copyright recovery. It will provide meaningful compensation for each class work and sets a precedent requiring AI companies to pay copyright owners. This settlement sends a powerful message to AI companies and creators alike that taking copyrighted works from these pirate websites is wrong.”

The case has been closely watched as top AI companies are increasingly facing legal scrutiny over their use of copyrighted works. In June, the judge in the case ruled that Anthropic's use of copyrighted material for training its large language model was fair use, in a significant victory for the company. He did, however, rule that the authors and publishers could pursue piracy claims against the company since the books were downloaded illegally from sites like Library Genesis (also known as "LibGen").

As part of the settlement, Anthropic has also agreed to delete everything that was downloaded illegally and "said that it did not use any pirated works to build A.I. technologies that were publicly released," according to The New York Times. The company has not admitted wrongdoing.

“In June, the District Court issued a landmark ruling on AI development and copyright law, finding that Anthropic's approach to training AI models constitutes fair use," Anthropic's Deputy General Counsel Aparna Sridhar said in a statement. "Today's settlement, if approved, will resolve the plaintiffs' remaining legacy claims. We remain committed to developing safe AI systems that help people and organizations extend their capabilities, advance scientific discovery, and solve complex problems.”

This article originally appeared on Engadget at https://www.engadget.com/ai/anthropic-will-pay-a-record-breaking-15-billion-to-settle-copyright-lawsuit-with-authors-192800292.html?src=rss
Karissa Bell

Amazon greenlights a Life is Strange series adaptation

2 months 1 week ago

With Hollywood video game adaptations surging, it was only a matter of time before Life is Strange got the treatment. After all, even platformer and sandbox game adaptations have (shockingly) found success in this new era. A well-written adventure game seems like a much shorter leap. Amazon announced on Friday that Prime Video has ordered a series based on the 2015 game.

Like Don't Nod's classic, the series will blend angsty teenage realism with supernatural elements and moral choices. And Amazon's teaser synopsis points to a familiar storyline. "The story follows Max, a photography student, who discovers she can rewind time while saving the life of her childhood best friend, Chloe," the announcement reads. "As she struggles to understand this new skill, the pair investigate the mysterious disappearance of a fellow student, uncovering a dark side to their town that will ultimately force them to make an impossible life-or-death choice that will impact them forever."

British writer and actor Charlie Covell (End of the F***ing World, KAOS) will chart the series' creative course. They'll serve as creator, executive producer and showrunner. Story Kitchen's Dmitri M. Johnson, Mike Goldberg and Timothy I. Stevenson will executive produce the show. Square Enix and LuckyChap are all part of the project, too. Amazon MGM Studios will produce it.

Series showrunner Charlie CovellCharlie Covell / Amazon

Covell wants the series to appeal to both newcomers and fans of the games. "It's a huge honor to be adapting Life Is Strange for Amazon MGM Studios," they said in Amazon's press release. "I am a massive fan of the game, and I'm thrilled to be working with the incredible teams at Square Enix, Story Kitchen and LuckyChap. I can't wait to share Max and Chloe's story with fellow players and new audiences alike."

Amazon has been an eager participant in this new "Video Game Adaptations That Don't Suck" era. Earlier this week, it announced that Game of Thrones' Sophie Turner will step into Lara Croft's boots for its upcoming Tomb Raider series. Season two of Prime Video's acclaimed Fallout arrives later this year. Its first trailer teases the show's first appearance of the game's dreaded Deathclaws.

Meanwhile, back in the gaming world, Square Enix is still churning out Life is Strange titles. In 2024, Max returned in Double Exposure, the first direct sequel to the original game's story. Don't Nod spun out its own spiritual sequel to the series, Lost Records: Bloom & Rage, earlier this year.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/amazon-greenlights-a-life-is-strange-series-adaptation-192145483.html?src=rss
Will Shanklin

Meta is fixing threads on Threads

2 months 1 week ago

Meta is finally fixing how threads work on its social network Threads. Prior to this, there was no real way to know how long a thread was or even if a post was part of a longer discussion.

The company has made "several changes that display threaded posts more clearly." These include a new "view more" label that indicates a post is part of a longer thread. This is an easy way to instantly know if someone's thoughts continue past an initial post.

Meta

There's also a new design element that automatically stacks posts back-to-back when clicking into a series. Each of these posts now displays a number that shows its place in the thread, along with the total number of posts in a given thread. That sounds much easier than manually adding something like "part one of 12" to each post. These tools are rolling out soon for both mobile and web users.

The platform recently reached the significant milestone of 400 million active monthly users. Meta has been busy adding new features to accommodate the growing audience, like the ability to attach lengthy text documents of up to 10,000 characters.

This article originally appeared on Engadget at https://www.engadget.com/social-media/meta-is-fixing-threads-on-threads-190123221.html?src=rss
Lawrence Bonk

EU fines Google $3.5 billion over adtech antitrust violations

2 months 1 week ago

The European Commission has announced that it will fine Google €2.95 billion, or around $3.5 billion, for violating European Union antitrust laws and "distorting competition in the advertising technology industry." The decision follows a similar ruling from earlier in 2025, where a US federal judge concluded that Google maintains a monopoly in online advertising technology.

Google displays ads in search results, but it also has a dominant position as a software provider for online advertisers and publishers looking to sell ad space and place ads. The Commission's main issue is with the way Google's ad buying tools (Google Ads and DV 360) interact with its ad exchange software (AdX) and ad publisher servers (DFP) in seemingly preferential ways. Google appears to favor its AdX ad exchange by "informing AdX in advance of the value of the best bid from competitors which it had to beat to win the auction," according to the Commission. It also found that "Google Ads was avoiding competing ad exchanges and mainly placing bids on AdX," maintaining the dominance of Google's ad exchange even if an alternative is a better option for advertisers.

The Commission is giving Google 60 days to share how it plans to address those issues or face an "appropriate remedy" for violating antitrust law. That could just be the fine, but might also include a forced sale of some or all of Google's adtech business.

Lee-Anne Mulholland, Google's Global Head of Regulatory Affairs, shared that the company will appeal the decision in the following statement provided to Engadget: 

"The European Commission's decision about our ad tech services is wrong and we will appeal. It imposes an unjustified fine and requires changes that will hurt thousands of European businesses by making it harder for them to make money. There’s nothing anticompetitive in providing services for ad buyers and sellers, and there are more alternatives to our services than ever before."

$3.5 billion is a staggering amount of money, but it's not technically the most Google's been charged for violating EU laws. In 2018, the company was fined $5.04 billion for forcing mobile network operators to pre-install Google apps on phones. Though Google has been under an increasing amount of scrutiny in the last decade for its business practices, it so far hasn't faced many structural remedies for what has been called anticompetitive behavior.

For example, a US court found Google was a monopolist in online search in 2024, but a judge recently ruled that the company wouldn't have to sell off Chrome or stop paying Apple to make Google the iPhone's default search engine. EU regulators have historically been more persistent than their US counterparts, and the European Commission is reportedly investigating Google for at least one other advertising-related issue, but it remains to be seen if there's any punishment that will actually faze the company.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/eu-fines-google-35-billion-over-adtech-antitrust-violations-183701640.html?src=rss
Ian Carlos Campbell

Tesla's board to Elon Musk: Hit these milestones, and we'll make you a trillionaire

2 months 1 week ago

It's September 2025, and things are looking peachy keen. Sure, the US job market has taken a nosedive. And yeah, only one in four Americans believes they have a good chance of improving their standard of living. But hey, Tesla's board has proposed a pay package that could make Elon Musk the world's first trillionaire. What really matters is that someone is having a good time, right?

Tesla's board laid out what's by far the biggest CEO compensation package in history on Friday. It reads like the ultimate dangled carrot for a leader who is both driven by wealth and power and also prone to distraction.

The compensation plan is based on performance metrics that, at least for now, seem far-fetched. First, the Tesla leader would have to remain at the company for seven and a half years to cash in any shares. To receive the full payout, he'd have to stay for a full decade. Musk also runs a rocket company and an AI company (which also operates the former Twitter, aka X). So, above all else, the proposal is designed to keep his attention on the company that made him the world's richest person.

For Musk to receive the full payout of around $900 billion, Musk would have to increase Tesla's market value to $8.5 trillion. It's worth about $1.1 trillion today. Other performance requirements include deploying a million Tesla robotaxis and a million AI robots. Musk would also be incentivized to participate in the company's long-term CEO succession plans. The package also includes structural protections to minimize stock price volatility, which the company has become well-acquainted with in 2025.

Tesla recalled virtually all Cybertrucks earlier this year.Tesla

"We believe that Elon's singular vision is vital to navigating this critical inflection point," Tesla board leaders Robyn Denholm and Kathleen Wilson-Thompson wrote in the shareholder letter. "We also recognize the formidable nature of this undertaking and, as a result, the importance of having a leader who is not only willing and capable but eager to meet this challenge. Simply put, retaining and incentivizing Elon is fundamental to Tesla achieving these goals and becoming the most valuable company in history."

Denholm and Wilson-Thompson implied the package was at least partly motivated by the CEO threatening to jump ship. "Mr. Musk also raised the possibility that he may pursue other interests that may afford him greater influence if he did not receive such assurances," they wrote. "Ultimately, the Special Committee believed it to be critical to Tesla to secure Mr. Musk's commitment and focus to lead Tesla."

Tesla shareholders will have to approve the pay package. They're expected to vote on it on November 6. A Delaware judge struck down a (similarly performance-based) 2018 package, and Tesla appealed. The new plan, if approved, would replace the older one if the appeal fails.

If Musk hit all of the required benchmarks, his stake in Tesla would grow from 13 percent to 29 percent. Who says the American Dream isn't alive and well?

This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/teslas-board-to-elon-musk-hit-these-milestones-and-well-make-you-a-trillionaire-170914461.html?src=rss
Will Shanklin

How to watch Flame Fatales 2025 speedrunning event

2 months 1 week ago

Games Done Quick’s all-women and femmes speedrunning event Flame Fatales kicks off on September 7 and goes until September 14. You can watch the marathon on the GDQ Twitch channel starting at 11:30AM ET.

This is a week-long event, so the official schedule is packed with cool games. All told, there will be more than 50 speedruns. These will include recent hits like Blue Prince and Hades 2, in addition to classics like The Legend of Zelda: Twilight Princess. There's also going to be a one-handed speedrun of the original Hollow Knight, which is great timing considering the sequel just came out.

That one-handed speedrun of Hollow Knight isn't the only goofy and unique entry in the mix. The speedrun of Blue Prince will include a bingo board and others will focus on boss rushes. It looks like a good time will be had by all.

I'm excited to announce that be raising money the next 2 weeks for the Malala Fund as a Flame Fatales Ambassador! 💕 I'll be doing 2 charity streams over the next 2 weeks! See you there! pic.twitter.com/dvXvu3Hyce

— Sakura Tsubasa (@SakuraTsubasa) August 16, 2025

This year's Flame Fatales event is being held in support of Malala Fund, which is a non-profit that helps provide educational resources to girls around the world. This is all part of the Games Done Quick organization, which has helped raise more than $57 million for charity spread across numerous streams throughout the past 15 years. There's also a winter all-women and femmes speedrunning event called Frost Fatales.

This article originally appeared on Engadget at https://www.engadget.com/gaming/how-to-watch-flame-fatales-2025-speedrunning-event-170515843.html?src=rss
Lawrence Bonk

OnePlus and Hasselblad are ending their five-year partnership

2 months 1 week ago

OnePlus and Hasselblad are ending their five-year partnership, according to an official blog post. The smartphone maker has started developing its own camera system, which it has dubbed the DetailMax Engine.

There was no reason given for the split, though OnePlus heaped praise on Hasselblad in that blog post. It lauded the camera maker's "obsession with precision and detail" and opined about "nights in the lab chasing the perfect balance of light and shadow." The company also said that "Hasselblad’s refined aesthetic sense is now part of our imaging DNA, woven into every future OnePlus camera."

OnePlus

As for every future OnePlus camera, the proprietary imaging system is still in the early stages. OnePlus CEO Pete Lau said he's already testing an early prototype that's been "designed from the ground up to deliver the clearest and most real photos on a smartphone."

The two companies first paired up for the OnePlus 9 and 9 Pro flagship smartphones and the Hasselblad logo has been a mainstay of higher-end OnePlus devices since then. The Verge reports that the logo is likely to disappear with the release of the upcoming OnePlus 14, which may be renamed the OnePlus 15 to avoid the unlucky number "4" in China.

There's one final wrinkle to this story. Oppo, which is the parent company of OnePlus, is sticking with Hasselblad for the time being. As a matter of fact, it officially extended the partnership back in July, with both companies promising a new mobile imaging system in the near future.

This article originally appeared on Engadget at https://www.engadget.com/cameras/oneplus-and-hasselblad-are-ending-their-five-year-partnership-154217176.html?src=rss
Lawrence Bonk

BMW and Qualcomm announce jointly developed driver assistance system

2 months 1 week ago

Qualcomm's driver-assistance system Snapdragon Ride Pilot will debut on the BMW iX3 electric SUV, offering hands-free highway driving, automatic lane changes and parking assistance. The jointly developed software stack announced today will be powered by Snapdragon Ride system-on-chips and will make its first formal appearance at IAA Mobility 2025.

Snapdragon Ride Pilot is a Level 2+ driver-assistance system, not self-driving, which means drivers will still be responsible for supervising the vehicle's movements and paying attention to the road while these features are in use.

The software stack is structured into a series of layers that come together to power the autonomous features. The first is 360-degree perception, which uses a camera-based vision stack to detect objects, interpret traffic signs and provide parking assistance among other functions. An advanced context-aware driving layer uses a combination of rules-based and AI-based models to plan and predict behavior during complex driving scenarios.

The stack also uses what Qualcomm is calling a safety-first approach, which includes cybersecurity features and enforces strict global car safety rules like ISO's Automotive Safety Integrity Levels and Functional Safety standards.

Snapdragon Ride Pilot is now being offered by Qualcomm to all global automakers, and the chipmaker says the system is already validated in 60 countries worldwide, with the aim of availability in more than 100 countries by 2026.

This new partnership is the latest high-tech product for cars from the semiconductor company. Last year they began working with Google on AI voice systems for vehicles. They have also worked with Volvo on the automaker's infotainment systems.

Qualcomm is not the only player betting on self-driving, with companies like NVIDIA and Mobileye also developing chips and software to power advanced driver-assistance systems.

This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/bmw-and-qualcomm-announce-jointly-developed-driver-assistance-system-144922600.html?src=rss
Andre Revilla

Engadget Podcast: The curious calm before the iPhone 17 storm

2 months 1 week ago

We're just days away from Apple's September 9th iPhone 17 event, and the hype seems practically nonexistent. Did the many (many) leaks splash cold water on an enthusiasm, or are we just tired of annual iPhone events? In this episode, Deputy Editor Nathan Ingraham joins Devindra to discuss why even the rumored iPhone Air isn't really tingling our gadget geek senses. Also, we dive into the final repercussions of the US. v. Google antitrust trial: Turns out Google doesn’t have to sell Chrome, or give up much of anything else.

Subscribe!Topics

  • The iPhone 17 is almost here, does anyone care? – 1:36

  • U.S. antitrust judge rules that Google won’t have to sell Chrome – 23:24

  • More Gemini-powered smart home products will be revealed on October 1 – 30:02

  • The Browser Company’s sale to Jira parent company Atlassian shows how hard upstart browsers have it – 33:15

  • After 15 years Instagram is finally getting an iPad app – 40:41

  • Dolby announces Dolby Vision 2 with a bunch of AI features that seem useful – 44:25

  • There’s AI in your pizza oven: Ooni’s Volt V2 will cook a pie in 90 seconds using machine learning – 49:02

  • Around Engadget: Remarkable Paper Pro Move, Acer Chromebook 14 Spin Plus, and Samsung Galaxy Tab S11 – 52:51

  • Working on – 56:55

  • Pop culture picks – 57:20

Credits

Hosts: Devindra Hardawar
Guest: Nathan Ingraham
Producer: Ben Ellman
Music: Dale North and Terrence O'Brien

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/engadget-podcast-the-curious-calm-before-the-iphone-17-storm-143000763.html?src=rss

Tamagotchi Paradise trades stressful virtual pet parenting for nature and tranquility

2 months 1 week ago

On a random Saturday in August, I became the omnipotent caretaker of a newly formed planet, one born, according to the lore, from humankind's collective love of Tamagotchis past and present. An egg hatched and a planet sprang forth. Then another egg hatched down on the surface of that planet and a critter sprang forth. In the few weeks since, I've raised half a dozen more creatures across three different virtual habitats, slowly but surely turning my planet into a bustling hub of adorable alien life.

Whereas previous Tamagotchi devices felt like they bestowed a personal challenge on players to keep individual characters alive and in their care as long as possible, Tamagotchi Paradise places more of an emphasis on populating, rewarding you for nurturing a revolving door of new characters that you will ultimately release to the peaceful wild. In a sense, Tamagotchi Paradise completely reimagines the classic toy not as a pet-keeping experience, but something more akin to wildlife conservation. It's really cool.

Tamagotchi Paradise also introduces a new egg design, with a dial sticking out that has a stopwatch-like button. It's another hefty device and brings back AAA batteries instead of charging via USB-C. The top of the plastic shell flips open to reveal a docking port (a throwback to design from the '90s), where you can physically connect another Tamagotchi Paradise. And the updates don’t stop there, since the whole UI has been overhauled. It is a lot of change all at once, and some parts work better than others. I expect this to be a polarizing one among Tamagotchi fans, and a cursory glance at some of the online discussions would suggest that's already the case — but consider me team Paradise. I am super into it.

The dial

The dial is one of the biggest new features of Tamagotchi Paradise. Its main purpose is to let you zoom into the planet to see all the goings-on there, but it can also be used to scroll through menu options and has a role in some of the games. While it was very exciting to play with for the first few days, the novelty has largely worn off in the month since, and it's just a normal part of using the device now. It does feel nice to spin and click the dial, and I appreciate that as a person who likes to fidget with things. But frankly, it was just a relief to find that it doesn't suck.

After the frustration of the flat, not-button buttons on Tamagotchi Pix, I was a bit nervous that the dial would end up being another feature that's more gimmicky than practical, and cause a bunch of headaches. Thankfully, that's not how things have panned out. The dial took a little getting used to, particularly when figuring out how far to spin it to get where I'm trying to go (planet level, the surface, one-on-one with your Tama and into the cells), but now it's smooth sailing.

Cheyenne MacDonald for Engadget

In at least one way, it's even an improvement. Thanks to the dial, you can finally go back to a menu icon or number/letter you accidentally skipped over, as opposed to pressing through all the rest of the options to get around to the beginning again. It is also still possible to do everything one-handed, though less comfortably than when all you had to deal with were three buttons.

Mostly, the dial just works as it's intended to, and I certainly don't hate the touch of whimsy it adds to my interactions with the device.

Caretaking

Tamagotchi Paradise takes a more gamified approach to raising Tamas than other models, and this makes for slow going when you first get started, as much of what it offers is locked away until you've leveled-up your planet by reaching certain milestones. You'll have some games to begin with, both from the Mini Games section (to earn Gotchi Points) and the "Play" menu (to raise your Tama's happiness), as well as some shopping options, but the bulk of the content is initially walled off.

Regardless of whether you have a Land, Sky or Water device, you'll eventually have access to all three of those environments and the characters they can support. These areas exist as different "Fields" on your Tamagotchi planet. But you won't have all three Fields unlocked until you hit Level 6, and that requires raising two Tamas to adulthood. Since that process takes a few days each time, it could be almost a week before you're there.

Once you reach Level 10, at which point you're onto your sixth adult Tama, everything is available. It's a bit of a grind, and a slow one at that, but I actually enjoyed how it spaced out the discovery of new things. It reminded me a bit of the Tamagotchi On's unlockable areas.

But this leveling system also led me to do things differently than I normally would. On all of the other recent color Tamagotchis, which let you continue caring for characters indefinitely as long as you don't kill them, I'll usually raise each one with the intention of hanging onto it for as long as feels right, be it weeks or months or more. Tamagotchi Paradise, on the other hand, had me raising new characters back to back to back. Only now that I've crossed Level 10 have I started aiming for characters that I feel like I'll want to sit with for a while.

Despite the high turnaround, I've found Tamagotchi Paradise to be perhaps the least needy of all Tamagotchi models I've run. Beyond the baby stage, it doesn't feel like I have to be super attentive to keep my Tama alive and happy. That might be a point against it for those who want something more actively demanding, but for me, the relatively easygoing nature of this one has been pretty refreshing.

The way Tamagotchi Paradise handles food gathering and feeding feels more forgiving, too. It's very easy to feed your Tama for free (without making it choke down something it doesn't like). You can send your Tamas on daily egg hunts to find food for themselves. You can buy them pre-made dishes from the shop, but you can also use the ingredients they've foraged to cook a meal that will fill them up all the way. Or, they can just consume the raw ingredients. It is great, as is the fact that you can finally have more than three of a given food item in your inventory at a time.

Of course, the most important thing about Tamagotchi is the characters you can raise, and Paradise has a lot working in its favor on that front. Fans will recognize several beloved characters from older devices, but there are also a ton we've never seen before, and they're so good. Even the one that's just a straight-up rock is so cute it makes me want to scream.

And for the first time, the different care factors — which determine what adult you'll end up with — are visualized, with icons to tell you exactly how many care mistakes you've made, how many times you've filled the happiness meter and more. It takes out the guesswork, not to mention the potential disappointment of not getting the character you wanted and not being entirely sure why.

Cheyenne MacDonald for Engadget

When you're ready to move on and hatch another egg, you must release your current Tama to the Field, where it'll remain in the background until the space fills up. You can have four released Tamas per Field. After that, the older ones will disappear and be replaced one by one by the new entrants.

It is a joy that my old Tamas will stick around after their time, and that I get to see them playing in the virtual wild. But this also brings me to my biggest gripe with Tamagotchi Paradise. While your three Fields may be brimming with Tamas, you can only have one active character to take care of at a time. This feels like a huge missed opportunity, and it was a bit of a letdown to find out after thinking — based on the promo materials — that Tamagotchi Paradise would allow you to simultaneously raise and care for a character in each Field. If that had been true, this would have been the ultimate Tamagotchi, or close to it.

I would have also liked to see more complex gene mixing like we've had on other devices, where you could breed two characters to create offspring that were either a delightful or mildly disturbing amalgamation of the parents' traits. Gene mixing on Tamagotchi Paradise only goes as far as body color and eye design, which are then slapped onto the body of one of the existing characters from the pair. It's still making for some fun results, but I wish it went a bit further into mad scientist territory.

Customization of the Tamas themselves is pretty limited. You can't name them. You can dress up their environment with decorative items and you can accessorize the planet, but you can't dress up the Tamas. You can, however, change the color and mood of your characters by buying certain snack items with Gotchi Points, which I really like. Doing this helped me create a perfect pink and yellow version of the adorably derpy Elizardotchi, one of my favorite new characters.

Is it worth it?

Tamagotchi Paradise has a lot going on. It contains a decent amount of games, and they're good ones, with a mix of old and new. All of the Mini Games have multiple difficulty options, so you can up the challenge a bit if you so wish. Setting the game to a harder mode will make your potential reward of Gotchi Points higher, which is always a plus.

Every time you harvest enough poop to fuel a rocket (yes, that's a thing), you can travel to different themed Tamagotchi planets. There are seven other worlds to visit, and on each you'll be gifted a couple of special items. While it would have been better if these areas offered a little more to do, like a themed game and a shop, it's still a nice way to keep unlocking new items for a while.

There are emergency events that will pop up out of nowhere, briefly upping the stakes. Miss the alert and your planet will get pummeled by meteorites or stampeding birds. In contrast to the overall chillness of the game otherwise, these emergencies make for some real heart-pounding excitement. I love it — even if I felt so bad when I saw the sad, beat-up state of my little Tama after the Dododotchi herd blew through.

Paradise also assigns you roughly two dozen "missions" to complete, which are achievements for succeeding at different tasks a certain number of times, like cleaning 500 poops. Similar to the care icons we saw on Tamagotchi Uni, these give you something to keep working toward even after you've unlocked everything the device has to offer. You can even be a completionist about Tamagotchi.

Cheyenne MacDonald for Engadget

The Connection feature, which requires a second device, is a fun way to swap items and experiment with gene mixing, or just observe how two Tamas will interact. And while there's no Wi-Fi connectivity on this device, you can still get new items in other ways, from off-device to using download codes. The official Tamagotchi website has already released a few of these, and considering we've gotten two years of continued new material for Tamagotchi Uni, I'm hoping to see the same for Paradise.

With Tamagotchi Paradise also came Lab Tama, or in-store installations where fans can access exclusive games and items. These don't seem to be particularly widespread, though, so that unfortunately seems like an experience most Paradise owners won't get to take part in. (To the heroes who post these download codes online, thank you for your service).

All in all, Tamagotchi Paradise feels fuller than 2023's Uni, especially as the latter existed at its launch before all the downloadable content started coming in. At $45 (if you can find it in stock and at retail price), Tamagotchi Paradise is also less expensive in the US than the Uni, Pix and On, which is a surprising but welcome development. There's a lot of fun to be had with this one, so long as you're open to a little (okay, a lot of) change.

This article originally appeared on Engadget at https://www.engadget.com/gaming/tamagotchi-paradise-trades-stressful-virtual-pet-parenting-for-nature-and-tranquility-130049511.html?src=rss
Cheyenne MacDonald

New Webb image shows star formation as glittering, craggy peaks

2 months 1 week ago
NASA, ESA, CSA, and STScI, A. Pa

If "chaos is a ladder," then brilliant stars forming from discordant gas and dust are the ultimate example of that. The James Webb telescope has imaged one of the more dramatic stellar nurseries in the galaxy called Pismis 24, showing swirling dust and infant stars in unprecedented detail. 

The image was captured in infrared light by Webb's NIRCam (near-infrared camera), with false color detail added afterwards. It shows the Pismis 24 star cluster located in the Lobster Nebula around 5,500 light-years from Earth, part of the Scorpius constellation. The heart of the cluster is the star Pismis 24-1 at the top of the image, with the tallest spire in the nebula pointing directly at it. It's actually composed of two stars that can't be resolved by telescopes, collectively around 140 times the mass of the Sun. 

Below in the dusty area, super-hot stars up to eight times the Sun's temperature live inside the nebula blasting out "scorching radiation and punishing winds," according to ESA. That radiation is actually carving a cave into the wall of the nebula, with streams of hot, ionized gas flowing off the ridges. The white, glowing outline along the highest peaks are wispy veils of gas and dust illuminated by starlight. 

In nebulae, gas, dust and other materials clump together under the influence of gravity to form denser regions that eventually become massive enough to form stars. Once those stars ignite under fusion and enough of them form, they in turn influence the nebula by ionising hydrogen gas and creating massive solar winds, compressing the dust and creating more stars. 

The nebula extends well beyond NIRCam's field of view and to give an idea of scale, the tallest spire spans 5.4 light-years from its tip to the bottom of the image. More than 200 of our solar systems could fit into the width of its tip. 

This article originally appeared on Engadget at https://www.engadget.com/science/space/new-webb-image-shows-star-formation-as-glittering-craggy-peaks-133001953.html?src=rss
Steve Dent

Civilization developer Firaxis is laying off staff

2 months 1 week ago

Firaxis, longtime developer of the strategy series Civilization, is laying off an undisclosed number of staff, Game Developer reports. "We can confirm there was a staff reduction today at Firaxis Games, as the studio restructures and optimizes its development process for adaptability, collaboration and creativity," a spokesperson for the studio's publisher and owner 2K told Engadget. The layoffs follow turmoil at another 2K studio, Cloud Chamber, which is supposed to be developing the next Bioshock game. 

Some former staff who worked on Civilization VII and Marvel's Midnight Sons have already shared on social media that they were laid off. Game Developer's source claims "dozens of workers" were caught up in the cuts. The 2K spokesperson said it was company policy "to not disclose specific employee numbers related to layoffs and restructuring."

The layoffs are surprising only because Take-Two Interactive, Firaxis and 2K's parent company, was still expecting financial growth for the back half of 2025. Despite delaying its hotly anticipated cash cow Grand Theft Auto VI, Take-Two shared in March that it expected five percent growth in revenue and net bookings for the rest of the year, according to Game Developer. While that might suggest jobs should be safe, layoffs are increasingly a feature of game companies' normal business strategies. A game could be a failure or a success, but either way it seems to lead to layoffs.

Firaxis' latest game, Civilization VII, was released in February 2025. The game features a new approach to the series' turn-based gameplay, letting players mix and match world leaders and civilizations to their strategic benefit. While it wasn't released to universal acclaim, Firaxis has continued to update Civilization VII since its release with new content and software fixes.

Update, September 5, 2025, 9:17AM ET: Added a statement from 2K.

This article originally appeared on Engadget at https://www.engadget.com/gaming/civilization-developer-firaxis-is-laying-off-staff-221105604.html?src=rss
Ian Carlos Campbell

Nepal blocks most social media sites for failing to register with the government

2 months 1 week ago

The government of Nepal is blocking commonly used social platforms including Facebook, X, Instagram, WeChat, Reddit and YouTube due to noncompliance with a new law requiring them to register with the government, The Associated Press reported. Five platforms including TikTok and Viber that did register in the country were exempted from the ban. 

Social media companies were asked to provide a local contact, grievance handler and person responsible for self-regulation to avoid a shutdown and many apparently failed to do so. "Unregistered social media platforms will be deactivated today onwards," ministry spokesperson Gajendra Kumar Thakur told Agence France Presse

The Nepalese government recently introduced a directive forcing social media companies to ensure their platforms were well-managed, responsible and accountable. The government said the bill was an effort to curb online hate, rumors and cybercrime. However, it was widely criticized by opponents as a tool for censorship, with some groups calling it a violation of citizens' basic rights. 

"It is not wrong to regulate social media, but we first need to have the legal infrastructure to enforce it. A sudden closure like this is controlling," said Digital Rights Nepal president Bhola Nath Dhungana. Another group, the Federation of Nepali Journalists said the measure "undermines press freedom and citizens' right to information." Also expressing opposition was the New York-based Committee to Protect Journalists.

Nepal is the latest government to tighten social media oversight, with countries including the US, Europe and Brazil having done so to varying degrees of late. Nepal's neighbor India has also mandated local compliance officers and takedown mechanisms (and even threatened to jail Twitter employees at one point). 

This article originally appeared on Engadget at https://www.engadget.com/social-media/nepal-blocks-most-social-media-sites-for-failing-to-register-with-the-government-131512017.html?src=rss
Steve Dent

Bose overhauls the QuietComfort Ultra Headphones with lossless audio and longer battery life

2 months 1 week ago

Bose announced a refresh of its QuietComfort Ultra Earbuds over the summer and now it's back with an overhaul of its flagship noise-canceling headphones. The company has employed the second-generation moniker once again on the new QuietComfort Ultra Headphones, but this time the list of updates is a bit more substantial. Bose says it made tweaks to audio performance, active noise cancellation (ANC), battery life, power efficiency and more. Surprisingly, the company managed to make its upgrades without raising the price. 

The biggest changes for the QC Ultra Headphones come in the sound department. First, lossless audio is now available over wired USB-C connection. Bose says you can expect 16-bit/44.1kHz or 48kHz playback and the setup doubles as a low-latency option for desktop or mobile gaming. When it comes to Immersive Audio — Bose's take on spatial audio that doesn't require specialized content — the company has added a new Cinema mode. 

By "spatializing and balancing background sound with other audio effects," Bose says it creates a "movie-like experience" thanks to a wider soundstage that's placed in front of the listener. As a result, dialogue clarity is enhanced, which makes Cinema mode an option for podcasts and audiobooks in addition to movies and TV shows. For general listening, the company provides deeper bass at high volume, more natural sounding treble and consistent clarity even when the content is loud. It also reduced the sound created by the ANC tech so that it's less apparent in quieter environments. 

Bose

Speaking of ANC, Bose made the same update here that it did on the QC Ultra Earbuds. In Aware or transparency mode, the headphones better handle sudden changes in environmental noise (like sirens) with smoother changes to noise-canceling levels. On the QC Ultra Headphones, you can now disable ANC completely or manually adjust it to suit your needs. 

Bose extended the battery life to 30 hours of ANC use or up to 45 hours with noise cancellation disabled. If you opt for that spatial Immersive Audio all the time, you can expect up to 24 hours of use now. If you run out of juice before you want to take a break, the QC Ultra Headphones can be charged during use via the USB-C port. To help you conserve battery power, the headphones will now enter a standby mode when you lay them flat or fold them into their case. And when the time comes to resume listening, improved wear detection automatically turns on the headphones when they're placed on your head. 

Lastly, you'll notice that Bose opted for polished metal on the headband where the yokes used to have a flat finish. There are also two new colors: Driftwood Sand (tan) and Midnight Violet (purple). 

The second-gen QuietComfort Ultra Headphones are available for preorder today from Bose in black, white, tan and violet color options. The price remains $449, same as the original version, and general availability is scheduled for October 2.

This article originally appeared on Engadget at https://www.engadget.com/audio/headphones/bose-overhauls-the-quietcomfort-ultra-headphones-with-lossless-audio-and-longer-battery-life-130018894.html?src=rss
Billy Steele

Kirby Air Riders is a cute, chaotic racing game

2 months 1 week ago

Kirby is a uniquely wholesome Nintendo character, yet his games often have a quirky mean streak to them. They're all about letting players absorb enemies and take on some wild powers to tear through vibrant stages with reckless abandon. That's especially true with Kirby Air Riders, the long-awaited sequel to the GameCube classic racing game, Kirby Air Ride. Much like the original, it's a fast-paced racing game starring Kirby and friends as they race through visually striking locales – it also happens to be one of the most chaotic racing games I've played in quite a while.

At PAX West 2025 in Seattle, I spent an hour playing Kirby Air Riders, reacquainting myself with the approachable yet surprisingly deep mechanics from the cult-favorite 2003 racing game. It's certainly interesting to see game director Masuhiro Sakurai follow up Super Smash Bros. Ultimate with a Kirby racing game. Still, after playing Air Riders, this racer carries that similar 'go-for-broke' energy that runs deep in his previous games.

Like the original game, you race through a variety of stages inspired by the Kirby series. The sequel takes things further with an expanded roster of Kirby characters, such as Meta Knight and King Dedede, each with their own unique skills and stats as racers. While you race through traditional tracks, Air Riders – much like the original – also opens up free-for-all action stages and mini-games that test your skills in drifting, gliding, and the classic ability of sucking up to gain new powers.

Kirby Air Riders totally doubles down on what made the original so unique, and that's what makes it such an incredibly bizarre take on a racing game. In many ways, Air Riders does to racing games what Smash Bros did for the fighting genre – injecting non-genre-conforming systems and concepts that may seem out of place for the type of game it wants to be.

However, playing Kirby Air Riders can take some getting used to, especially considering its fairly limited control scheme. Much like the original, acceleration happens automatically, and the game instead has you focus on managing movement and momentum with the control stick and a single button to engage boosts – and that's all you need for controlling your chosen racer's vehicle. But therein lies the nuance of playing; by managing momentum and speed, you can engage drifts and power spin attacks to overcome rivals on the track.

Nintendo

It pays to be aggressive in Kirby Air Riders, as you'll gain speed by successfully landing attacks on enemies. A particular racer I used often was Return to Dream Land's Magolor, who could sprout ground spikes after landing from jumps. The sequel even expands upon the offensive nature of Air Riders with a new special ability button, which activates character-specific attacks after filling a meter.

I was really taken aback by how fast and chaotic races can get, and I found myself getting caught off guard by how diabolical the other rivals can get, unleashing attacks and snatching victory in a pinch. In fact, I closed two races in 2nd place back-to-back in the final second due to King Dedede engaging their vehicle's boosts at the right time. In that sense, it took me some time to come to grips with the game's rapid pace and how quickly things can turn against you.

This was especially true with the returning City Trial mode, which is essentially Kirby Air Riders' take on the classic kart-racer battle mode in the vein of Mario Kart 64 or Twisted Metal. In City Trial, players and CPU characters enter a mad dash to collect power-ups and upgrade their vehicles in a large open area, which culminates in themed mini-games to decide the final winner.

It took me some time to understand the larger goal of City Trial, as it felt like getting swept up in a colorful mosh pit – one where other players can snatch your vehicles. This battle mode quickly becomes extremely hectic and the dynamic events lead to some truly bizarre scenarios, such as bombs raining down on the arena, which can send players scrambling. City Trial is a fun, mini-open-world to explore that features a set of secrets to find, and I really took a liking to just how much is packed into these events.

It took me some time to really get into the groove of Kirby Air Riders and its pretty ruthless approach to action-racing – and this was after spending 20 minutes running the generous tutorials that explained the systems at work. I still liked the sheer spectacle of it all.

Once I found my flow within the chaos, it really helped to bring Kirby Air Riders into focus for me, and I really appreciated the over-the-top spectacle that it is as a racing game. It's a very different type of racing that sets itself apart from Mario Kart World and other games of its kind. In fact, there are aspects of Kirby Air Riders that I still don't quite understand. OK with that because I just had so much fun trying to go with the flow.

Kirby Air Riders will be released on November 20, 2025 on the Nintendo Switch 2.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/kirby-air-riders-hands-on-123040486.html?src=rss
Alessandro Fillari

Valerion launches new premium projector with anti-rainbow effect technology

2 months 1 week ago

After a successful Kickstarter campaign, Valerion is formally announcing its new premium projector, the VisionMaster Max, at IFA 2025. The boxy little projector offers improved contrast and brightness, but the feature that should be most interesting to home theater aficionados is how it tries to address the "rainbow effect" common in some cheaper projectors.

Cheaper DLP projectors sometimes display stuttery strobes of color when the projector's color wheel is forced to quickly shift between colors during fast-paced scenes. While these doesn't necessarily impede watching a movie or TV show, the rainbow effect can bother sensitive projector owners. The VisionMaster Max attempts to address the problem with what Valerion calls "Anti-RBE Technology" that "reduces rainbow effects by 99.9 percent." The company pulls this off by using software to blend the individual color sequences of whatever you're watching faster than the human eye can perceive, creating what looks like a seamless image.

Valerion

Valerion says the VisionMaster Max also has an upgraded native contrast ratio of 5,000:1 and an AI-assisted "Enhanced Black Level (EBL)" contrast of 50,000:1 for improved depth and details in shadows. Valerion's dramatically named "NoirScene Dark Field Engine System" mixes stable luminance from a fixed iris aperture and an EBL algorithm to offer deeper blacks with less need for calibration. Combined with the VisionMaster Max's up to 3,500 lumens of brightness, it makes the projector even more usable during day or night.

The VisionMaster Max also carries over the adjustable lens system from some of Valerion's other projectors, offers support for Gigabit ethernet and Wi-Fi 6E and runs Google TV. Despite favoring Google's home theater OS, Valerion guarantees you can fully integrate the VisionMaster Max with Google Home, Apple HomeKit, Amazon Alexa, Control4 and Crestron smart home systems.

If that all sounds good, just make sure you're comfortable paying for a premium experience. Valerion says the VisionMaster Max will be available in October 2025, starting at $4,999.

This article originally appeared on Engadget at https://www.engadget.com/home/home-theater/valerion-launches-new-premium-projector-with-anti-rainbow-effect-technology-120058357.html?src=rss
Ian Carlos Campbell

OpenAI is reportedly producing its own AI chips starting next year

2 months 1 week ago

OpenAI is gearing up to start the mass production of its own AI chips next year to be able to provide the massive computing power its users need and to lessen its reliance on NVIDIA, according to the Financial Times. The company reportedly designed the custom AI chip with US semiconductor maker Broadcom, whose CEO recently announced that it has a new client that put in a whopping $10 billion in orders. It didn't name the client, but the Times' sources confirmed that it was OpenAI, which apparently doesn't have plans to sell the chips and will only be using them internally.

Reuters reported way back in 2023 that OpenAI was already exploring the possibility of making its own AI chips after Sam Altman blamed GPU shortages for the company API's speed and reliability. The news organization also previously reported that OpenAI was working with both Broadcom and Taiwan Semiconductor Manufacturing Co. (TSMC) to create its own product. The Times didn't say whether OpenAI still has an ongoing partnership with TSMC. 

After GPT-5 came out, Altman announced the changes OpenAI is implementing in order to keep up with "increased demand." In addition to prioritizing paid ChatGPT users, he said that OpenAI was going to double its compute fleet "over the next 5 months." Making its own chips will address any potential GPU shortages the company may encounter in doubling its fleet, and it could also save the company money. The Times says custom AI chips called "XPUs" like the one OpenAI is reportedly developing will eventually take a big share of the AI market. At the moment, NVIDIA is still the leading name in the industry. It recently revealed that its revenue for the second quarter ending on July 27 rose 56 percent compared to the same period last year, and it didn't even have to ship any H20 chips to China. 

This article originally appeared on Engadget at https://www.engadget.com/ai/openai-is-reportedly-producing-its-own-ai-chips-starting-next-year-113924707.html?src=rss
Mariella Moon
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