• Balmuda MoonKettle Review: a Luxury Electric Kettle
    www.wired.com
    Balmudas new MoonKettle splits the crosshairs between traditional style and modern whistles and bells.
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  • Future iPhones might ditch the USB-C port. Good
    www.macworld.com
    MacworldI had a revelation recently while testing the wired charging speed of my trusty iPhone 16 Plus. In six months of ownership, it occurred to me as I blew the dust out like an archaeologist examining an ancient pot, I had never plugged a cable into my iPhones USB-C port. It seemed impossible, but it was true.And it made me think. Do iPhone owners even need ports? When reports suggest that Apple is working on a smartphone with no port at all, everyone loses their minds. But if I can go half a year without using my iPhones USB-C port and not even notice, wheres the issue? If Apple wants to ditch the iPhones USB-C port, I say: Good.The port at the bottom of an iPhone used to be absolutely fundamental to its well-being. Whether 30-pin, Lightning, or latterly USB-C, the charging/data port was the main, often the only route into or out of the iPhone. Aside from charging, this port was vital in the early days for uploading music and books onto the device and getting photos and videos off it. Syncing and backing up were done via a wired connection, too. But one by one these uses switched from wired only, to wired or wireless, to MagSafe, to who still uses a wire?Most of us will have memories of times when the port connection became unreliable, and of how much of a pain this was. From that point until you got a new phone the cable had to be waggled in a specific way to make it start charging, or the phone had to be laid upside down or at some weird angle. Dont use that cable, youd warn a friend. It only plays nicely with the official Apple one. Just another of those modern conveniences that make life hell.MagSafe is already a fantastic wireless option for (most) iPhones.shutterstock.com / serhatctkOf late, however, this particular set of annoyances has faded into the background, at least for me. I charge wirelessly overnight when the slower speed doesnt matter. I get my music via streaming, not being 87 years old, and I transfer everything else wirelessly to and from the phone, this not being 2009. Literally, the only time Ive needed the port since I bought the phone is to test how effective the port is.Okay, youre saying: bully for you, you dont need the port. But whats the problem with keeping it as an option? Wheres the harm? The harm, my Socratic friend, is that including a design element the user doesnt need is a waste of resources and a cause of unnecessary compromises. As I explained when defending the notch several years ago, seemingly isolated design decisions have a knock-on effect throughout the rest of the product. And if Apple was able to ditch the USB-C port it would be able to make the phone better in various other ways.Most obviously, having a physical opening on a phone is just asking for unwanted things to work their way inside. The dust I mentioned earlier; water, and spilled coffee. The iPhone 16 Plus has an excellent ingress-protection rating of IP68 but it took Apple more than a decade to reach that point because the port made it so difficult to keep dust and water out of the device. Open up your iPhone and youll see numerous design adaptations and compromises around the port module to waterproof the whole apparatus; these could be ditched tomorrow if the port wasnt there, freeing up room within the chassis. Thats on top of the room youd gain from removing the port module itself, of course.If youve got extra room inside the chassis you can install a bigger battery, or move other components around into a more optimal configuration. Removing the port could enable Apple to have a speaker across the full width of the bottom edge, and it would make accessing the internals of your phone for repairs a simpler process.It could even enable the company to make its iPhones thinner, transcending a limitation currently imposed by the thickness of the port. This years Oppo Find N5, which resorts to a custom-designed USB-C port to shave off every possible millimeter, is a good example of the way in which manufacturers are hitting a brick wall in their quest for ever-slimmer phones. As long as customers insist on plugging cables into their phones, companies wont be able to get the size down any further.That USB-C port prevents the device from getting any thinner.Foundry | Alex Walker-ToddMaybe the biggest reason why I want Apple to ditch the USB-C port, however, is that it will force the industry, and society, to finally bite the bullet and fully embrace wireless. Apple has massive weight as a force for change. When iPhones stopped having 3.5mm headphone jacks, accessory makers shifted their focus from wired to wireless (or in some cases, for a time, Lightning or USB-C) headphones, and such devices became cheaper, better, and more widely available and understood. If a chunk of wealthy iPhone owners suddenly lost their USB-C ports, Android manufacturers would likely follow suit, and the same thing would happen for wireless chargers.Cars would start to be sold as standard with Qi2 magnetic mounts rather than, or as well as, the cable ports many currently offer. Wireless charging pucks would become commonplace in homes and offices. And companies (including, Id expect, Apple itself, because it would be keen to appease EU regulators) would throw their weight behind the development of faster, more efficient and longer-distance wireless charging standards in a way that would be less appealing if wired was still an easy option.I dont imagine for a second that the USB-C port would disappear overnight. If the iPhone 18 series, for example, turned out to be portless, there would still be an iPhone 17e with a port, not to mention older generations still on sale at a lower price. For those who still want a port, the option would remainlikely for many years, if the slow death of the Home button is anything to go by.Nobody would be forced to join the revolution right away. But the revolution is coming, and the sooner we get started, the better.
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  • Dell unveils AI PCs with Nvidia GPUs for AI model testing
    www.computerworld.com
    New PCs introduced Tuesday by Dell sport high-powered Nvidia GPUs designed to help workers test AI models before deployment.The new AI PC lineup includes laptops and desktops with Nvidias latest Blackwell Ultra and Blackwell GPUs, which provide the muscle needed to test compute-intensive AI models.AI PCsare designed to run generative AI tools and models more efficiently than standard PCs.These AI developer PCs will make it much easier for developers to prototype, to test and even scale their models into production environments, said Kevin Terwilliger, vice president and general manager for consumer, commercial and gaming PCs at Dell.The announcement coincides with Nvidias rollout of its latest GPU Blackwell Ultra at theGTC conferencein San Jose. The GPU is the successor to the red-hot Blackwell GPU, which racked up $11 billion in sales in the most recent quarter.The Pro Max series of workstations bring hardware previously used in data centers to desktops. These systems will redefine AI developer experiences by really bridging the gap between desk side experimentation and enterprise scale AI deployment, Terwilliger said.The new Pro Max with GB300 packs the tightly coupled Blackwell Ultra GPU and Grace CPU, both made by Nvidia. It includes 784GB of unified system memory 288GB HBM3e memory and 496GB of LPDDR5X memory.Developers can test and prototype AI models with up to 460 billion parameters on the Pro Max with GB300. The system delivers 20 petaflops of performance with the FP4 data type, which is a low-precision measure for inferencing.The Pro Max with GB10 includes Nvidias Blackwell GPU a generation behind the Blackwell Ultra and the Grace CPU. Developers will be able to work with AI models with up to 200 billion parameters on aPC that delivers 1 petaflop of FP4 performance.The systems are slated to be available later this year, include Nvidias DGX Base OS or Ubuntu Linux, and will be preconfigured with Nvidias AI software.Desktop prototyping makes it easy to determine the size and performance of AI models, according to Terwilliger. Once you right size it for the data set, then its appropriate to then scale it into the data center, he said.Some Dell customers need a secure test environment where they can tune some of their own data, said Matt Toolan, a Dell spokesman. For example, customers have tested different digital assistants to determine whether chat capabilities and responses were meaningful and on target, Toolan said.Anshel Sag, principal analyst at Moor Insights and Strategy, was skeptical about Dells claim of using Pro Max PCs to scale AI models to data centers.Instead, the AI tools more about making the deployments of on-device AI smoother, Sag said. I dont really think PC workloads are really useful for data-center scale deployments. I do believe Dell is uniquely positioned to enable hybrid AI that are entirely on-premise, Sag said.Dell also announced Pro Max laptops with RTX Pro GPUs based on the Blackwell architecture. The company claimed the PCs will be up to 36% faster than the previous-generation Precision PCs.The Dell Pro Max laptops have tandem OLED displays, haptic touchpads, lattice-less keyboards and 8-megapixel IR cameras. The systems come with Intel Core Ultra Series 2 or AMD Ryzen processors, offer screen sizes from 14-in. to 18-in., and will ship later this year.Dell did not provide pricing information for the systems.
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  • Apple's MagSafe charger gets new firmware update
    appleinsider.com
    Apple has released a new firmware version for its iconic MagSafe charger, though there are currently no details as to what the update contains.Apple has released a firmware update for its iconic MagSafe charger.Nearly every tech accessory has firmware, and the MagSafe Charging puck is no exception. Apple provides updates to accessories like this in the background with no release notes or any way to push the update manually.Tuesday's firmware update brings the version to 2A146, up from the previous 2A143. The update will install automatically when the MagSafe Charger is in use and connected to power, though the user will not be notified of any change. Continue Reading on AppleInsider | Discuss on our Forums
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  • Denver drivers get free AirTags to cut auto thefts
    appleinsider.com
    Drivers in Denver can get a free AirTag to hide in their vehicle, in a program the Denver Police Department hopes will reduce auto thefts.AirTag on a car keyAirTag has proven itself to be extremely useful when it comes to fighting crime. It has regularly become the key for police recovering stolen cars and making arrests, due to being given the location of the tracker.As part of the DenverTrack program, the Denver Police Department hopes to take advantage of the same benefits, by including an AirTag or a Samsung SmartTag in their vehicle. As part of the initiative's launch, Denver Police will be providing a total of 450 free trackers between March 19 and March 21. Continue Reading on AppleInsider | Discuss on our Forums
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  • LAGI 2025 FIJI Land Art for a Changing Climate
    archinect.com
    This post is brought to you by LAGI 2025 FijiAs an artist/designer, you are deeply aware of the solutions and technologies that exist to make our world more sustainable. You also possess the storytelling and visualization skills needed to illustrate stunning and impactful applications of those solutions.LAGI 2025 Fiji provides an opportunity to contribute to a project with profound implications for the future a chance to put forward your vision for how existing solutions can be implemented creatively and in harmony with natural systems.Co-created with the residents of Marou Village, the LAGI 2025 Fiji design brief calls for a work of art in the landscape that incorporates the latest in sustainable technologies to supply clean and reliable electricity and drinking water to the village, support tourism, and help to build a sustainable future for generations to come.This project coincides with the critical realization that average global temperatures have already passed the 1.5...
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  • Assassins Creed Shadows Review League of its Own
    gamingbolt.com
    Theres a lot riding on Assassins Creed Shadows. It arrives at a time when Ubisoft is struggling like it has never struggled before, as evidenced by a string of high-profile failures, either critical or commercial (or both). Meanwhile, after the divisiveness of 2020s commercial megahit Assassins Creed Valhalla,the Assassins Creed franchiseitself also feels similarly in need of a win, if not quite to the same degree. That, combined with a turbulent pre-release cycle that was marked by a couple of unexpected delays, puts unprecedented pressure on Shadowsto succeed. Oh, and lets not forget about the fact that this is finallytheAssassins Creedgame set in feudal Japan that weve been waiting for for so long (even if some have made the argument thatGhost of Tsushimamay have eatenAssassins Creedslunch before it could even come to the table).Thankfully,Assassins Creed Shadowsdoesnt buckle under the pressure. If anything, it flourishes. Its an exceptionally strong outing for the long-running franchise that excels in most areas of significance, and one that also manages to capture the classic strengths of Assassins Creedthat the series has consistently moved away from in recent years- stealth and parkour chief among them. Coming from the team that brought us Assassins Creed Syndicate andOdyssey,Shadowsis yet another notch on the belt and one of the best Assassins Creed games in years."Coming from the team that brought us Assassins Creed Syndicate andOdyssey,Shadowsis yet another notch on the belt and one of the best Assassins Creed games in years."Set in late 16th-century Japan,Assassins Creed Shadowstells its story through the perspective of two protagonists- Yasuke, an African samurai and the first ever Assassins Creedprotagonist to be based on a real historical figure; and Naoe, a young shinobi with revenge on her mind who is looking to fight against the growing tide of evil in Japan. Like all Assassins Creedgames,Shadowsblends its story of a shadow war between ancient orders with historical fiction, with the focus this time being on a ravaging civil war at the tail end of the Sengoku period, with Oda Nobunagas armies sweeping across the nation.With bothAssassins Creed SyndicateandOdyssey,Ubisoft Quebec proved itself more than capable of crating compelling, charming, and endearing protagonists, and Shadowsfollows in their footsteps. Yasuke and Naoe are both excellent, charismatic leads, not only as individual characters, but also because of the bond that they forge and the dynamic that they share. Meanwhile, the games representation of a fascinating period in Japanese history with several key historical figures, like the aforementioned Nobunaga, also playing roles also inevitably grabs interest.Beyond that, however,storytelling is, disappointingly enough, the one area of significance where Assassins Creed Shadowsfalls short of expectations. From clumsy dialogue and interactions to jarring accents for certain side characters that feel weirdly out of time and place, from an abundance of abrupt camera cuts and scene transitions to an equal abundance of characters that range from being actively annoying to being entirely forgettable, the storytelling is glaringly rough and clunky. Its doubly frustrating because there aremoments whereShadowsshows glimpses of strong storytelling, with striking cinematography, scene composition, and music choice in certain main story cutscenes, so clearly, it is capable of hitting the right notes. Those moments are few and far between, however, and the overriding impression that Assassins Creed Shadowsends up making on the storytelling front is one of disappointing clumsiness."There aremoments whereShadowsshows glimpses of strong storytelling, with striking cinematography, scene composition, and music choice in certain main story cutscenes, so clearly, it is capable of hitting the right notes. Those moments are few and far between, however, and the overriding impression that Assassins Creed Shadowsends up making on the storytelling front is one of disappointing clumsiness."That said, while Shadowsdoes undeniably stumble with its narrative, in all other areas of note, its an unequivocal triumph. Nothing exemplifies that better than its open world, which is exactly as well-designed and gorgeous as an Assassins Creedfeudal Japan map coming at the end of a years-long wait should have been. And lets get this out of the way first- no, its not too massive. Dont get me wrong, its still a huge open world map that you could easily spend dozens upon dozens of hours exploring- but in design, scale, the quantity of content, and how that content is doled out,Shadowsworld feels refreshingly restrained, especially compared to its predecessors.Rather than feeling overwhelmingly massive just for the sake of it, it feels thoughtfully designed. The game also encourages players to observe and immerse themselves in their surroundings- quite explicitly, in fact. Gone is the fully controllable avian companion that allAssassins Creedaction RPGs have offered players so far, with a new Observe mechanic instead being introduced. Points of interest, resources and loot, quest objectives- all of this and more is spotted and found by observing the world around you, which does a good job of taking you out of the UI and the menus and putting you in the world itself.That, of course, means its also a constant joy to explore- and for more reasons than one. For starters, theres the plain and simple fact thatAssassins Creed ShadowsJapan is utterly beautiful, every single step of the way. Comparisons will inevitably be drawn withGhost of Tsushima,and it clearly does take cues from the Sucker Punch samurai epic. Theres a similar abundance of vibrant and eye-catching colour, much of the world is characterized by gorgeous and varied vegetation that sways liberally in strong gales of wind, and theres striking vistas and scenes of natural beauty around every corner. Also scattered throughout the map are hubs of civilization of varying scope and sizes, from sparsely populated villages to dense cities like Kyoto. Each location is seeping in atmosphere and feels distinct with unique layouts, gorgeous architecture, natural landmarks that stand out in memory, and more."Each location is seeping in atmosphere and feels distinct with unique layouts, gorgeous architecture, natural landmarks that stand out in memory, and more."The world also feels wonderfully alive thanks to dynamic seasonal changes.Shadowsworld regularly keeps cycling from one season to the next, and as it does, it undergoes significant changes. Winter brings blankets of snow and frozen lakes and rivers, while Spring brings blossoming flowers and verdant fields of flowing grass. Visual changes are also accompanied by gameplay-related changes, like enemies becoming alerted to your presence if they spot your footprints in snow, or icicles in winter being potentially deadly traps or distractions for you to exploit, or blooming bushes in springtime emerging as new hiding spots. Seasonal changes that affect the world and gameplay to meaningful degrees are always an excellent-sounding idea on paper, but all too often games fail to implement it in an effective way. Shadowsfinds a way to do just that, making its world feel that much more immersive.LikeValhalla,Shadowsalso has players regularly returning to a central base of operations, and like inValhalla,this hub location slowly expands over the course of the game, and yes, is fully customizable. Companions and allies that you recruit join your Hideout and make it their home, and can be spotted going about their lives and conversing with each other. New buildings and facilities can be unlocked, built, and customized, unlocking new mechanics and features, like improved scouting networks, or the ability to upgrade your gear. To top it all off, theres also a healthy amount of cosmetic options available, allowing you to personalize the Hideout to your hearts content. Its a surprisingly fleshed out part of the game, and something many players will likely lose several hours to.With gorgeous environments and visual design, as well as a healthy amount of optional activities from finding Kuji-kiri spots as Naoe and learning new Kata as Yasuke to sketching animals in the wild, clearing castles and strongholds of enemies, expanding and personalizing your Hideout, and of course, chasing plenty of collectibles theres no shortage of things to do in Shadowsworld. Its all made even more fun by how much of a blast the map is to navigate. Traversal has, of course, been one of Assassins Creedskey pillars a core part of its creed, if you will for as long asAssassins Creedhas been a thing, butShadowsreally outdoes itself in this area- and it does so by returning to the series roots."Especially as Naoe, who is perhaps the nimblest, fastest, and best-moving Assassins Creed protagonist ever, moving about the world and clambering across the rooftops of feudal Japan feels spectacular. Oh, and shes also equipped with a grappling hook, which makes traversal that much more enjoyable in exactly the manner youd imagine."Assassins Creed Origins, Odyssey,andValhallaall tweaked the series classic parkour mechanics by making virtually every surface in their maps climbable, but much like 2023sMirage, Assassins Creed Shadowsdrops that climb anywhere approach. Now, you once again have to pay attention to things like handholds, and whether or not that wall you want to climb can actually even be climbed. As such, the world feels much more intentionally designed, and navigation feels significantly more involved and enjoyable. Especially as Naoe, who is perhaps the nimblest, fastest, and best-moving Assassins Creed protagonist ever, moving about the world and clambering across the rooftops of feudal Japan feels spectacular. Oh, and shes also equipped with a grappling hook, which makes traversal that much more enjoyable in exactly the manner youd imagine.Parkour isnt the only area whereAssassins Creed Shadowsfeels like a long overdue return to form for what was once one of the series core pillars. Back in the olden days,Assassins Creedused to be a stealth franchise, something that its action RPG era has consistently distanced itself from as it places increasing emphasis on action and combat. Shadows,however, goes back to the series roots and puts stealth front and center once again- and the results are magnificent.The base moveset for both protagonists is expanded, for starters. In addition to being able to hide and avoid detection in all the ways that pastAssassins Creedprotagonists could, Naoe and Yasuke can also go prone, crawl around, and more, which opens up stealth options in noticeable ways, especially with levels and locations being smartly designed around that expanded moveset, with plenty of varied hiding spots, crawl spaces, entrances and exits, and what have you.Beyond that, like with parkour, Naoe also serves as the primary driver for the games increased focus on stealth. Dont get me wrong, Yasuke can certainly hold his own here, but if youre looking to play this as a stealth-focused game, Naoe is definitely going to be your go-to protagonist. On top of her nimble and agile movements allowing her to slink and zip about like the deadly trained shinobi that she is, she also has access to tools such as smoke bombs and bamboo reeds to breathe through while hiding in ponds, or the ability to use her grappling hook to silently hang onto ceilings indoors with soldiers directly below her and none the wiser about her presence, or, best of all, Eagle Vision, as it was in the classic Assassins Creed titles, allowing her to spot and mark enemies through walls."Ultimately, between its expanded stealth moveset, Naoes impressive skills and tools as a shinobi, and the new light and shadow mechanics,Assassins Creed Shadowshas an incredible knack for making stealth incredibly fun. At the best of times, the game makes you feel like an absolute badass, like some lethal version of a 16th-century shinobi Batman, hiding in the shadows and perched on the rooftop as you mark your targets for death."And thats not all. True to its name, Assassins Creed Shadowsalso makes light and shadow a crucial part of its stealth gameplay loop. When in shadows, Naoe and Yasuke become significantly harder to spot for enemies (unless they get much closer), which means utilizing shadows as hiding spots to your advantage and even dynamically creating new ones by eliminating light sources becomes a big part of the stealth. Infiltrating heavily defended areas is, as such, much better done at night when the shadows are abundant, and destroying light sources whether from a distance with shuriken or simply by walking up to a candle and extinguishing it is always recommended. Ultimately, between its expanded stealth moveset, Naoes impressive skills and tools as a shinobi, and the new light and shadow mechanics,Assassins Creed Shadowshas an incredible knack for making stealth incredibly fun. At the best of times, the game makes you feel like an absolute badass, like some lethal version of a 16th-century shinobi Batman, hiding in the shadows and perched on the rooftop as you mark your targets for death.Incredibly,Assassins Creed Shadows doesnt excel with just its stealth- combat is also an absolute blast, to the extent that Id say its the most fun Ive had with combat inan Assassins Creed game outside of Odyssey.For starters, it feels less button mashy than recentAssassins Creedtitles, with precise and carefully timed hits, dodges, blocks, and parries being key in pretty much every encounter. Perfectly timed dodges and parries feel incredible, especially when followed up with flurries of light and heavy attacks, each excellently animated and often followed up with brutal animations for finishing moves. Unleashing abilities is also always a thrill, especially with each of them also being accompanied by visually striking flourishes where everything on the screen turns into a colourless paper sketch save for liberal splashes of gruesome and gorgeous red.Both Yasuke and Naoe can, meanwhile, also summon different companions in both stealth and combat. Recruited at the end of optional character-focused side quests, each brings their own advantages, from a bruiser who can take on multiple enemies at once to a poison-specialist who might be better suited to stealthy scenarios. On top of that, theres also a variety of weapons to use, from katanas and naginata to kasurigama and kanobo to bows and teppo rifles. Each feels meaningfully different to use, with their own play styles and strengths, and each also feels great to wield and swing around."Combat really shines when youre playing as Yasuke. Every brutal hit, every successful block, every swift sidestep, every enemy slaughtered- ever action when youre fighting as Yasuke feelstightand immensely satisfying."Where Naoe is the stealth and parkour specialist, Yasuke, as the veteran samurai, is the star of the show where combat is concerned. Again, Naoe can hold her own in combat if she has to, and thanks to her arsenal of weapons and her agile movements, locking horns with enemies head-on is still always a lot of fun- but combat really shines when youre playing as Yasuke. Every brutal hit, every successful block, every swift sidestep, every enemy slaughtered- ever action when youre fighting as Yasuke feelstightand immensely satisfying. Personally, Naoe is definitely my favourite protagonist to play as inShadows,but at the same time, Ive ended up having way more fun as Yasuke than I thought I would, which means Ive also played as him more than I had expected going in.Combat and stealth both also benefit from well-implemented progression systems. Naoe and Yasuke both share their pool of XP, levels, and Knowledge levels (more on this in a bit), but each of them has their own exclusive skill trees that govern their skill in different categories and with specific weapons.Like other aspects of the game, progression inAssassins Creed Shadows feels more measured and restrained than in past Assassins Creedaction RPGs. Theres obviously plenty of skill trees across both characters, but the total pool of upgrades available feels more condensed and less scattershot. As a result, a majority of the upgrades also feel genuinely rewarding and meaningful.Similarly, gear also feels less disposable and replaceable than it has felt in virtually every Assassins Creedaction RPG so far. For starters, youre encouraged to keep upgrading your gear, which means you wont be constantly dropping gear pieces for like-for-like replacements that only differ in making the numbers go higher. Mind you, youwillstill be doing that, but theres less of it than in, say, OdysseyorValhalla. Gear inShadowsalso feels more valuable thanks to the perks system, especially because the perks that gear comes with are often legitimately useful- like a specific hood adding an extra chunk of damage to Hidden Blade stealth attacks, or a chest piece adding another adrenaline chunk to let you use abilities more often. More than a few times while playing Shadows, I found myself swapping out gear based on the situation at hand."Assassins Creed Shadowsis an absolutely gorgeous experience, not only because of its stellar art design, but also because of impressive tech under the hood that confidently backs it up."Theres also a new Mastery system. All skill trees for both characters are tiered, which means to unlock each tier, you have to earn a certain number of Knowledge points, which in turn increases your Knowledge rank. Knowledge points are earned by completing certain open world side activities, like finding Kuji-kiri and Kata spots to completing location-specific side activities scattered throughout the map. Its a clever way of incentivizing exploration further. Some might be frustrated that progression is gated behind exploration, which in turndoesmake technically optional activities feel less optional. Personally, however, I like the fact that the game not only encourages exploration through strong world world design and gorgeous environments, but also tangible gameplay rewards that feel genuinely impactful.From a visuals and technical perspective,Assassins Creed Shadowsis a similarly impressive game. Its an absolutely gorgeous experience, not only because of its stellar art design (and itisstellar), but also because of impressive tech under the hood that confidently backs it up. There admittedly is a certain level of jank here, which has almost become a norm withAssassins Creedaction RPGs at this point- some occasional texture pop-in, janky animations and facial expressions, and minor glitches here and there. Superficial issues aside, however, the game runs at a rock solid frame rate (especially in Performance Mode, which is what I stuck with for the majority of my time) and is absolutely stunning to look at.Assassins Creed Shadows is a remarkable triumph because it delivers on the strengths of Assassins Creed games past and present alike, blending the strong stealth and parkour of the original titles with the large open world scale and role playing mechanics of the last few entries, even if it does disappoint with its story and storytelling. By also simultaneously keeping a lid on the excess and bloat that have characterized the Assassins Creed franchise for over a decade now, Shadows ends up delivering what can comfortably lay claim to being one of the best outings for this long and storied franchise. An Assassins Creed game set in Japan was a very long time coming- but now that its finally here, I can confidently tell you it was very much worth the wait.This game was reviewed on the PlayStation 5.
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  • Dragon Age: The Veilguard UX Designer Revealed QA Teams Issues With Figuring Out Combat System
    gamingbolt.com
    Former BioWare lead UX designer Bruno Porrio revealed details about the development of Dragon Age: The Veilguard during a panel at Game Developers Conference 2025. As caught by GamesRadar, Porrio spoke about the combat system of Dragon Age: The Veilguard, and feedback from the QA team that was testing the combat out.Porrio talks about the combat system by describing the primers and detonators concept that BioWare has been using for quite a few games now, including Mass Effect Andromeda and Anthem. As part of the system, players can prime their targets up by using various abilities; these opponents can then be detonated by using another ability that causes massive single-target or area damage.He spoke about the QA testers on Dragon Age: The Veilguard being confused by some of the concepts in the games combat, some of which came down to how the developers had been designing the games interface. The original plan, according to Porrio, was: okay, if were not obtrusive, players are not going to be overwhelmed.' However, this ended up not working out, and players stopped noticing things on the top left and top right corners of the screen.So much confusion around detonation, Porrio said. There was a lot of confusion, and players werent really utilizing the detonations.Dragon Age: The Veilguard was released back in October 2024 on PC, PS5 and Xbox Series X/S. As its name might imply, the game is a follow-up to the Dragon Age franchise, the last game having come out all the way back in 2014 in Dragon Age: Inquisition.While there was a fair bit of immediate success for Dragon Age: The Veilguard on release, with SteamDB indicating an all-time peak concurrent player count of almost 90,000 players, popularity of the game has fallen off quite a bit since then. At the time of writing, the RPG still has a relatively healthy player base, with a 24-hour peak of around 2,655 players.Ultimately, EA revealed back in January that Dragon Age: The Veilguard had underperformed according to the publishers expectations. In an earnings report, EA revealed that around 1.5 million players had played Dragon Age: The Veilguard as of December 2024, missing projections by around 50 percent.EA CEO Andrew Wilson believes that the lack of success of Dragon Age: The Veilguard can be attributed to the fact that it is a purely single-player title with no online features. During a quarterly earnings call, Wilson said that the game needed some shared-world features in order to attract an audience that seek online games.To break beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category, said Wilson. Dragon Age had a high-quality launch and was well-reviewed by critics and those who played; however, it did not resonate with a broad enough audience in this highly competitive market.For more details about Dragon Age: The Veilguard, check out our review. Also check out our thoughts on what happened with the RPG.
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  • GPUs go biological: BBB unveils Bionode, lab-grown, living neuron compute for AI applications
    venturebeat.com
    BBB is already working with ethicists and regulatory experts to ensure its technology is developed responsibly.Read More
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