• WWW.NATURE.COM
    Winner, winner, lab-made dinner! Team grows nugget-sized chicken chunk
    Nature, Published online: 16 April 2025; doi:10.1038/d41586-025-01227-4Artificial circulatory system enables feat by delivering nutrients to growing tissue.
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  • WWW.LIVESCIENCE.COM
    100% fatal brain disease strikes 3 people in Oregon
    Hood River County in Oregon reported three cases of Creutzfeldt-Jakob disease, a rare human brain disease very similar to "mad cow."
    0 Kommentare 0 Anteile 39 Ansichten
  • Zipper Rig That Deforms Seamlessly with Main Body Armature
    submitted by /u/furflection [link] [comments]
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  • WWW.GADGETS360.COM
    Solo Indian Developer Announces Cricket-Rhythm PC Title Bat to the Beat, Will Launch on Steam in 2025
    India-based independent solo game developer Baba Black Sheep Games has announced a rhythm-based cricket title, Bat to the Beat, for PC. The game will launch later this year on Steam, with a demo currently available on the platform. Bat to the Beat combines cricket and rhythm-based action and takes inspiration from rhythm games like Crypt of the NecroDancer.Bat to the Beat AnnouncedThe developer also released a trailer for the title on Wednesday, showing off percussive cricket gameplay. Bat to Beat is a rhythm-based cricket action title where players travel across cricketing destinations and bat to distinct local beats that range from “one-drop reggae beats of Jamaica to syncopated Bollywood-inspired rhythms,” the developer said in press release.Bat to Beat is inspired by popular rhythm-based games like Crypt of the NecroDancer, Rhythm Heaven Fever and Super Hexagon. The PC title is in the works at Baba Black Sheep Games, the development label of solo game developer Kunal Joshi.The game is currently available to wishlist on Steam, with a demo live on store, as well. According to the developer, the demo shows a “slice of what to expect,” with the full game launching with more levels and music.Bat to the Beat's requires rhythm and spatial awareness from players, who need to make split-second decision to either go for a risky shot or defend on every beat. The game has been developed in Unity engine and features controller support and an original soundtrack.Baba Black Sheep Games has also released system requirements for the game on both Windows and macOS. There's no release date for Bat to the Beat yet, but it's confirmed to launch via Steam later this year.Affiliate links may be automatically generated - see our ethics statement for details.
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  • MEDIUM.COM
    Dengesiz Verilerden Maksimum Sonuç Almak: Tüm Stratejiler
    Dengesiz Verilerden Maksimum Sonuç Almak: Tüm Stratejiler3 min read·Just now--Giriş2025 yılı itibarıyla, yapay zeka ve makine öğrenmesi sistemlerinin neredeyse her alanda kullanılmasıyla birlikte, dengesiz veri setleri problemi daha da önem kazanmıştır. Özellikle finans, sağlık ve siber güvenlik gibi yüksek riskli uygulamalarda azınlık sınıfların doğru şekilde tahmin edilmesi hayati önemdedir. Bu yazıda, dengesiz veri setleriyle çalışırken model performansını artırmak için kullanılan en güncel stratejileri ve araçları ele alacağız.Dengesiz Veri Nedir?Dengesiz veri setleri, sınıflar arasındaki örnek sayısının çok farklı olduğu veri setleridir. Örneğin; sahte kredi kartı işlemleri, nadir hastalıkların tespiti gibi uygulamalarda pozitif (ilgi duyulan) sınıf sayıca çok az olabilir. Bu gibi senaryolarda standart modeller, azınlık sınıfı göz ardı edebilir.Neden Sorun Olur?Model çoğunluk sınıfına ağırlık verir.“Accuracy” metriği yanıltıcı olur.Azınlık sınıfı öğrenilemez ve model asıl ihtiyacımız olan sınıfta zayıf performans gösterir.Örnek Bir Durum:Kanser tespiti yapan bir model düşünelim:1000 veri noktasından 990'ı sağlıklı, 10'u hastalıklı.Model herkesi “sağlıklı” derse %99 doğruluk elde eder. Ama hiçbir hastalığı yakalayamaz.Performans MetrikleriDengesiz veri setlerinde aşağıdaki metrikler tercih edilir:Precision (Kesinlik)Pozitif tahminlerin ne kadarının gerçekten doğru olduğunu gösterir. Formül: TP: True Positive, FP: False Positive. Örneğin, modeliniz 10 kişiyi hasta dedi ve bunların 7'si gerçekten hastaysa, precision değeri 0.7'dir.Precision yüksekse, “hatalı pozitif tahmin” yapma oranı düşüktür. Yani, model sadece “emin olduğu” vakalarda pozitif tahmin yapıyordur.Recall (Duyarlılık / True Positive Rate)Gerçek pozitif örneklerin ne kadarının tespit edildiğini ölçer. Formül: FN: False Negative. Yani modelin gerçekten pozitif olanları ne kadar kaçırmadan yakalayabildiğini gösterir.Recall yüksekse, model “pozitif olanların çoğunu yakalıyor” demektir. Özellikle hastalık tespiti gibi kritik konularda yüksek recall istenir.F1 ScorePrecision ve recall’un dengeli bir şekilde ölçülmesini sağlar. Bu iki metriğin harmonik ortalamasıdır. Formül: F1 skoru, precision ve recall arasında bir denge sağlar. Eğer biri çok düşükse, F1 skoru da düşer. Bu yüzden özellikle dengesiz veri setlerinde ideal bir ölçüdür.ROC AUC (Receiver Operating Characteristic — Area Under Curve)ROC eğrisi, True Positive Rate (Recall) ile False Positive Rate’in (FPR = FP / (FP + TN)) grafiğidir.AUC, bu eğrinin altında kalan alandır ve modelin sınıfları ne kadar iyi ayırabildiğini gösterir.1'e yaklaştıkça modelin sınıflandırma başarısı artar.Dengesiz veri setlerinde ROC AUC, özellikle sınıf ayrımının genel başarısını göstermek açısından oldukça faydalıdır.Dengesiz Veriye Çözümler1. Veri Düzeyinde Yöntemlera. Oversampling (Azınlık sınıfı arttırma)SMOTE (Synthetic Minority Over-sampling Technique): Yeni yapay örnekler oluşurur.ADASYN: SMOTE’un gelişmiş versiyonudur.b. Undersampling (Çoğunluk sınıfını azaltma)Çoğunluk sınıfından rastgele örnek silinir.Bilgi kaybı riski vardır.2. Model Düzeyinde YöntemlerSınıf ağırlığı (class_weight): Model, azınlık sınıfa daha fazla önem verir.Örnek: LogisticRegression(class_weight='balanced')3. Ensemble YöntemleriBalanced Random ForestEasyEnsembleDengesizlik problemini ağırıklı kararlarla aşar.4. Uygun Metriklerle DeğerlendirmePrecision-Recall CurveConfusion Matrix analizifrom sklearn.datasets import make_classificationfrom imblearn.over_sampling import SMOTEfrom sklearn.model_selection import train_test_splitfrom sklearn.ensemble import RandomForestClassifierfrom sklearn.metrics import classification_report# Dengesiz veri setiX, y = make_classification(n_samples=1000, n_classes=2, weights=[0.9, 0.1], random_state=42)# SMOTE uygulamasm = SMOTE(random_state=42)X_res, y_res = sm.fit_resample(X, y)# Train-test ayırmaX_train, X_test, y_train, y_test = train_test_split(X_res, y_res, test_size=0.2)# Model eğitimimodel = RandomForestClassifier()model.fit(X_train, y_train)# Tahmin ve rapory_pred = model.predict(X_test)print(classification_report(y_test, y_pred))Gerçek Hayatta Kullanıldığı YerlerSahtecilik tespitiHastalık tanısıSiber sınıflandırma (normal/saldırı)Kredi risk analizleriSonuçDengesiz veri setleriyle çalışmak, makine öğrenmesinde ayrı bir uzmanlık alanıdır. Model performansını doğru anlamak için uygun metriklerin kullanılması ve verinin dengeleme yöntemleriyle işlenmesi şarttır. Bu yöntemler hem veri bilimcilerin hem de uygulamalı makine öğrenmesi geliştiricilerinin aracıdır.Kaynaklar:He & Garcia (2009). Learning from imbalanced data.Chawla et al. (2002). SMOTE: Synthetic Minority Over-sampling Technique.Imbalanced-learn: https://imbalanced-learn.orgScikit-learn: https://scikit-learn.org
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  • GAMINGBOLT.COM
    15 Best Weapons in the Entire DOOM Franchise
    PreviousPage 1 of 15 Next The DOOM series is widely considered to be the grand-daddy of first-person shooters, and it was a very influential game that has truly shaped the modern first-person shooter in more ways than one. Despite a few missteps followed by a long hiatus, DOOM has managed to carve a space for itself amidst a horde of homogenized first-person shooters – and part of that success can be attributed to id Software staying true to its roots. The DOOM franchise was always characterized by over-the-top action with its concept of slaying demons in style, and the weapons that are used for these deeds are just as iconic as the game itself. As the imminent release of DOOM: The Dark Ages approaches, we are taking a look at some of the best weapons in the entire franchise. Please note that this is an ordered list, starting from the bottom and reaching all the way to the top. Pistol – DOOM (1993) The original DOOM didn’t just hit the right notes in terms of its heavy metal riffs but also nailed it with its suite of weapons. The starting pistol is not something that you would pull out against bigger demons, but it is most definitely an important tool to have in your arsenal. The sound effects have the proper weight to it, and it’s pretty effective at chipping away health points. Next Tagged With: Atomfall Publisher:Rebellion Developments Developer:Rebellion Developments Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More Monster Hunter Wilds Publisher:Capcom Developer:Capcom Platforms:PS5, Xbox Series X, PCView More South of Midnight Publisher:Microsoft Developer:Compulsion Games Platforms:Xbox Series X, PCView More Amazing Articles You Might Want To Check Out!
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  • WWW.RESETERA.COM
    Clair Obscur: Expedition 33 will feature Persona 5-style music
    Jawmuncher Crisis Dino Moderator Oct 25, 2017 44,220 Ibis Island Wasn't aware Persona 5 was this influential, was just going through the Soundtrack Listings today and ran into this. There's numerous discussions on just how influential Persona 5 has been, but it creating a new genre of music that games have taken inspiration from is just awe-inspiring.  ragolliangatan Legendary Uncle Works at Nintendo Member Aug 31, 2019 6,044 the sax is so good in the track   Renteka-Bond Chicken Chaser Member Dec 28, 2017 5,903 Clearwater, Florida Jazz?   Yushi Member Nov 27, 2017 761 Fuck man...i'm so excited for this game. It's checking every single box i've ever wanted a game to have.   Busaiku Teyvat Traveler Member Oct 25, 2017 17,324 Dang, I got got.   mrmickfran The Fallen Oct 27, 2017 32,753 Gongaga Jaw is joking, guys   Aeana Member Oct 25, 2017 7,531 will it also have a pyramid which i believe is also a persona 5 reference   Maple-Tech Member Oct 27, 2017 290 Persona 5 has a great soundtrack, but it absolutely did not create a whole new genre of music lol EDIT: oh it's a bit I feel stupid lol  Desma "This guy are sick" Member Oct 27, 2017 6,661 With how soon it's releasing, guess this will be my Last Surprise about the game   John Omaha Member Oct 25, 2017 3,107 Doesn't sound like Persona 5's style of acid jazz at all.   OP OP Jawmuncher Crisis Dino Moderator Oct 25, 2017 44,220 Ibis Island Renteka-Bond said: ? I don't think that's a real word.  tapdancingFreak Member Dec 12, 2017 4,543 Charlotte, NC Renteka-Bond said: haha   mrmickfran The Fallen Oct 27, 2017 32,753 Gongaga Busaiku said: Dang, I got got. Click to expand... Click to shrink... You never saw it coming   Eidan AVALANCHE Avenger Oct 30, 2017 9,697 Huh, this isn't the story of music I expected based on the premise. I'm looking forward to playing this one.   J-Skee The Wise Ones Member Oct 25, 2017 12,977 Desma said: With how soon it's releasing, guess this will be my Last Surprise about the game Click to expand... Click to shrink... Next week!   Kewlmyc Avenger Oct 25, 2017 29,367 I forgot Persona 5 invented jazz. How silly of me.   YorkshireDaveUK Member Jun 1, 2021 8,163 Love the bait takers haha. Sounds cool.   blamite Member Oct 27, 2017 2,229 Renteka-Bond said: Which was invented by Persona 5, yes.   Faiyaz Member Nov 30, 2017 6,381 Bangladesh Goddamn Persona 5. First they invent Japan, then video games, and now this. Music sounds really good.   MrTharne Member May 26, 2023 578 Faiyaz said: Goddamn Persona 5. First they invent Japan, then video games, and now this. Music sounds really good. Click to expand... Click to shrink... Pretty sure they also invented School.   Caiusto Member Oct 25, 2017 6,658 Not the type of music I expected from this game to be quite honest with you, but it sounds good.   knightmawk Member Dec 12, 2018 8,662 Someone should try fusing Persona 5 style music with Tony Hawk Pro Skater style music. That'd be cool, you could call it like, Skaper (skate + Persona), or Ska for short.   Yerffej Prophet of Regret Member Oct 25, 2017 28,931 lol that doesn't exactly gel with four mood of the game from what I've seen.   Glio Member Oct 27, 2017 27,401 Spain Jawmuncher said: ? I don't think that's a real word. Click to expand... Click to shrink... They are misspelling "jizz", what it's played in the Star Wars cantina.   ramenline Member Jan 9, 2019 1,641 Miles Davis is my favorite Persona 5 musician   Rosebud Two Pieces Member Apr 16, 2018 50,464 Not gonna lie that's the first time I'm interested in this game   Man Called Aerodynamics Member Oct 29, 2017 8,202 mrmickfran said: You never saw it coming Click to expand... Click to shrink... Thanks. Now my coworkers are asking why I'm laughing and I'm going to have to try and explain a punchline about the Persona 5 soundtrack.  Syne It's Pronounced "Aerith" Member Feb 5, 2023 9,447 UK   ponylegs Member Jun 23, 2024 405 Brazil I love the emerging genre of Persona-like music. More artists should make music in this style😩 hopefully by next month I have a better PC and get to play this  Izanagi89 "This guy are sick" and Corrupted by Vengeance Member Oct 27, 2017 18,486 Clair Obscur Dancing All Night when?   WandererJ Member May 16, 2024 1,226 if only we had a genre in music to feature persona 5 vibes 😭   Cess007 Member Oct 27, 2017 15,293 B.C., Mexico ponylegs said: I love the emerging genre of Persona-like music. More artists should make music in this style😩 Click to expand... Click to shrink... I hope someday someone try to make it work outside of videogame music!  the magical kitsune Member Oct 27, 2017 5,106 Song starts off with bow-wow-wows, this is clearly FFVII Rebirth-style music.   Astral Member Oct 27, 2017 33,115 Wait this is just jazz lol. It's good though. People aren't being serious about "Persona 5 style" are they? I expected similar vocals.   Syne It's Pronounced "Aerith" Member Feb 5, 2023 9,447 UK Astral said: What Persona is that   Brazil Actual Brazilian Member Oct 24, 2017 19,226 São Paulo, Brazil 10/10 OST.  mrmickfran The Fallen Oct 27, 2017 32,753 Gongaga Man Called Aerodynamics said: Thanks. Now my coworkers are asking why I'm laughing and I'm going to have to try and explain a punchline about the Persona 5 soundtrack. Click to expand... Click to shrink... Anytime 😂😂  
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  • WWW.POLYGON.COM
    Black Mirror’s Thronglets might not be a template, says Netflix Games lead, but it’s the future
    Netflix only promoted Sean Krankel to the role of general manager of the streamer’s burgeoning “narrative games” division a few weeks ago, so he’s still working on his elevator pitch for exactly what “narrative game” means at Netflix. But he knows one thing: After working on the newly released Black Mirror tie-in game Thronglets with the team at Night School Studio, which he co-founded in 2014 and was acquired by Netflix in 2021, the MO of developing new narrative games has unlimited potential.Night School had bona fides, having developed Oxenfree, Oxenfree 2, Afterparty, and Next Stop Nowhere over the years, but Thronglets marked a radical departure from how Krankel had made games previously. The basis for Thronglets was born directly out of Charlie Brooker’s script for the season 7 episode “Plaything,” which returns to the fictional game studio Tuckersoft from 2018’s interactive special Bandersnatch. In the new installment, a young games journalist previews Thronglets, the new life sim from mad-genius developer Colin Ritman (Will Poulter), only to discover the digital critters inside are actually alive. But to tell a worthy follow-up to the interactive Bandersnatch, Brooker had a second idea: He wanted to produce a playable version of Thronglets. That’s where Krankel and Netflix’s gaming division stepped in.Thronglets, the real one, plays like a life simulator from the ’90s, but under the surface is a current of Black Mirror-friendly storytelling that was a sweet spot for Night School. Polygon sat down with Krankel before the launch of Black Mirror season 7 and Thronglets, out now on iOS and Android, to talk about the welcome chaos of developing a game in tandem with an episode of TV and how the game forecasts the future for Netflix Games. This interview has been edited and condensed for clarity.Image: NetflixPolygon: Thronglets was born directly out of Charlie Brooker’s script for “Plaything.” Charlie hoped that whatever appeared on screen in the episode could be actually playable, and Netflix was in a position to connect you two to make that a reality. Obviously, elements changed and there was tons of collaboration, but where do you even begin turning a fictional concept into a mobile game that can stand on its own?Sean Krankel: It was maybe the messiest process for building a game that I’ve ever participated in. In a fun way! But it was messy because you had these two competing ends of a spectrum and we knew we wanted to fall somewhere inside of that spectrum. At one end, there’s a simulation in the episode, and ultimately it is a life simulation that should feel fairly chaotic and it evolves and learns and can be dramatically different depending on who interacts with it. At the other end of the spectrum, we wanted to tell a story, and we wanted to let people interact with the story. As a studio, I think we always try to find new ways to let people have agency inside of a story. And so having a story that made any sense, and then merging it with these disparate game mechanics, like life sim or city builder, was pretty difficult in the beginning. A bit of an “aha!” moment that the team had early on was that we could map the journey of the player toward the journey of civilization and break it down into acts and look at everything from the first single-cell organism and then go all the way through the industrial revolution and the phases that we’re in now. Then it was like, How do we do a playful parody that’s kind of satirical based on that and have the systems push and pull at that? That was the moment where we were on to something, where we could have these toys that feel like nontraditional narrative game toys, but have them feed what is ultimately still a very narratively driven thing. Fortunately Charlie was just really open to that. We could have had that shot down, I think, or he could have been less than into it. In the world of the show, Thronglets was produced in 1994, a heyday for the Will Wright Sim titles. But your version of Thronglets isn’t really a modern spin on SimAnt or whatnot — it’s not a total sandbox and ultimately has an ending. That seems like a tough line to walk with the player.Yeah, and I think we wanted to make sure that we didn’t betray fans of those other games that are more systems-driven. It should still be fun on its own and have a game loop that feels really satisfying, but also have a story. We looked at every variant of The Sims as well as a lot of Lemmings, just like the behaviors and the art style of Lemmings. And the cool thing with Charlie is that he, before all of this, he was a games journalist years ago, and so he had very particular thoughts, not just on the types of games that could inform this, but even just the aesthetics of what could inform this. When you read the script, you see mentions of this character having Aphex Twin posters hanging in the background. It really paints a picture of exactly this mid-’90s thing, not just the game creator but the games journalist that ends up getting the build of the game. So we looked at games that had a satisfying, I hate to be reductive about it, but a “number go up” core to them where you’re just like, Let’s grow and push forward. We thought we could add the added ingredient of “at what cost?” At what cost are you making said number go up? Image: Night School Studio/Netflix Games via PolygonWhile we see a bunch of Thronglets in the episode, we don’t see too much of Walker, the main character, actually playing it. Did the play style evolve as you found that sweet spot between life sim and narrative game?The most difficult space for us — and again, we were very fortunate that Charlie let us play in this space — was how do we take the abstractions of what were in the episode, of how people were talking to the throng, which — in the episode it’s because there’s a lot of acid involved, and then after that there’s, like, bio-interfaces, and it’s a very strange journey that the humans go on with the throng in the episode. And so we were like, Well, we can’t ship the game with acid, so what’s our next best thing that we can do? We came up with more of this terminal interface and treated individual thronglets as a very different thing than speaking to the singular throng. And whereas the individual thronglets were cute little sort of individual pets on their own, this other singular voice was more like the greater good that was learning from us as its parent or best friend or God, as it were. Once we got that device in place and Charlie agreed to it, that really was what afforded us the opportunity to dive into what I think was so special in the episode, which is about the relationship. It’s not necessarily the game. The game is just the mechanism by which the actual episode story takes place. We want the player to have a similar feeling. If we were stuck with just the simple mechanics of feed, bathe, grow, I don’t think we could have done that. So we needed a way to be able to talk to the cast. Managing the thronglets is pure chaos and I was relieved that, unlike in “Plaything,” I could turn the game off and not worry that all those li’l guys would die in the interim. But I also could imagine a version of the game that’s like that. How did punishment factor into remaining faithful to the episode?So we debated a lot of that for a while. There were versions of this where the longer you left them, we were killing them off in the background. We tested some versions of that and punishment kept coming up as a thing where we’re like: There’s a light version of making the player aware of pain and sacrifice, but making them bounce off the game altogether is not something we wanted to do. So we actually pumped the brakes on a lot of that stuff. At one point, one of our directors, Andy Rohrmann, who has been our composer for years, and he’s a co-director on the game, he started referencing that episode of I Love Lucy where there’s a chocolate assembly line. [...] That specific episode is how we wanted it to feel, where it was comedically problematic how quickly either they’re replicating, dying, being sad, whatever, but not a kind of thing where you’re so frustrated where you’re going to put the game down. So we just had to find that balance. And it really is just playtesting — a lot of playtesting — and finding out what’s too much and then finding a happy medium. Image: Netflix Games via PolygonDoes the game connect directly with the episode?There is a QR code in the episode somewhere. There are other QR codes hidden in materials out in the world right now, and there are more to come. The QR codes continue to unlock some of that BBC-style footage that you see at the beginning of the game. And we were able to work with Charlie’s creative team on building out some really robust fake documentary stuff with that team and with Asim Chaudhry, who you see in that opening scene. So that’s the interplay and it does unlock directly in the game when you find these QR codes in the world. Some are very ARG-ish hidden.You recently became the head of Narrative Games at Netflix. I know that’s a key area for Netflix’s strategy going forward, on top of I believe “mainstream” licensed games like Grand Theft Auto, party games, and more kid-friendly games. What is a narrative game? Is the objective to develop more games that link up with shows as closely as Thronglets?Yeah, it is a squishy area right now, and it’s one that even yesterday I was sitting in a meeting going, “What are the boundaries of that? What does that look like?” I don’t want it to appear just to be branching-dialogue games. And as you’ve seen with Thronglets, we’ve found other ways and other player verbs to let people interact with a story. And also for that story to be very directly tied — the game itself is like an artifact from the episode, and so it couldn’t live without the episode. But also I think that to me, the underlying ethos for it should be that the player verbs inside of the game are intended to yet to give agency inside of a story. I think a JRPG, especially a classic one, probably falls into the narrative games vertical. I think the presentation that we’re familiar with from the Telltales and Supermassives and Don’t Nods of the world, that falls into narrative games. I think that what you see with Thronglets falls into narrative games. I think the biggest area that we want to start to look at is: Mobile has been exciting and awesome, and we can do experimental and cool interplay there, but also as we look at games on TV and cloud, I think there’s a big opportunity there. So not just for single-player narrative games; there could be multiplayer narrative games. Fundamentally, it’s: Do the mechanics of the game or does the design of the game serve pushing a story forward or pushing and pulling inside of a story in a compelling way versus the other way around? […]I think that as we look ahead, the idea of these very bespoke eventized experiences that can happen via the platform and only on the platform are the things that excite me. It means that it’s hard to templatize stuff. It means it’s hard to just go, Oh, let’s keep doing the same thing over and over again. And the way our teams think about it more is: How would [Disney] Imagineers design a ride? You really have to make sure that it’s very novel each time coming out of the gate. It has to be a new way to interact with something. It means it’s going to be harder to do, but hopefully more resonant each time.See More:
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  • WCCFTECH.COM
    Bloober Team Showcases First Look At Cronos: The New Dawn Gameplay
    After surprising everyone with its better-than-expected remake of Silent Hill 2, Bloober Team's next project, a brand-new game called Cronos: The New Dawn, looks like it's the next survival horror game players should keep their eyes on. Bloober Team showcased our first honest look at gameplay from Cronos: The New Dawn in a new gameplay trailer, where fans of survival horror titles will see some similarities to popular games in the genre like Dead Space, but that's not to say Cronos: The New Dawn isn't doing anything new. Like merging, for example. Enemies in Cronos: The New Dawn can 'merge,' meaning your job isn't done once you've shot an enemy dead. You need to burn the body. Otherwise, another enemy will take that dead bit of flesh on the ground and merge with it to make itself even stronger. Suddenly, you're facing a bigger, badder enemy than you were before. If you keep letting enemies merge with the ones you thought you already took out, you can quickly find yourself in an even more terrifying situation. It's an additional layer of combat that means you'll always have to be on your toes between managing the enemies walking towards you and those you've already put down. In a press release, co-director and producer on Cronos: The New Dawn, Jacek Zięba, writes, "Imagine this: a distorted mix of sci-fi, time travel, retro-futuristic dread, and body horror—all set against the gritty backdrop of  80s Poland. What a ride, right? And whatever you do… don't let them merge." Co-director and designer Wojciech Piejko adds, "How do you fight them? Fire! Burn the fallen before they merge with living creatures. The merge changes the game, adding a whole new layer of strategy to combat. Push your survival instincts to the max." When we get our hands on Cronos, it'll be interesting to see how merging impacts combat, and what else the game has in store for survival horror fans. After all, Bloober Team has declared that it won't be making "shitty" games anymore. Cronos: The New Dawn doesn't have an official release date yet, but we know it'll arrive on PC, PS5, and Xbox Series X/S sometime in 2025. This means it'll be the studio's first new title to test that declaration.
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    بينها 3 دول عربية.. أوروبا تقلص فرص اللجوء من 7 دول تصنفها "آمنة"
    بينها 3 دول عربية.. أوروبا تقلص فرص اللجوء من 7 دول تصنفها "آمنة"مهاجرون إلى أوروبا تم إنقاذهم في وسط البحر ونقلهم إلى اليونان (وكالات)16/4/2025أعلنت المفوضية الأوروبية، اليوم الأربعاء، قائمة تتضمن الدول التي تعتبرها "آمنة" وقلصت بموجبها فرص منح اللجوء لمواطنيها، تشمل 3 دول عربية، هي مصر والمغرب وتونس إلى جانب دول كوسوفو وبنغلاديش وكولومبيا والهند. ويرمي الإجراء إلى تسريع معالجة طلبات اللجوء المقدمة من رعايا هذه الدول الذين يهاجرون بأعداد كبيرة إلى الاتحاد الأوروبي، مع الأخذ في الاعتبار أنه لا تنطبق عليهم مواصفات اللاجئين، وبالتالي تسريع عملية إعادتهم إلى ديارهم. وصنفت المفوضية قائمة هذه الدول بأنها "دينامية" أي أنه قد تُسحب منها أو تضاف إليها بلدان بحسب تطور الأوضاع. ووضعت العديد من الدول، من بينها فرنسا، مفهومها الخاص عن "دول المنشأ الآمنة"، لكن لم تتوافر قائمة مشتركة وموحدة على المستوى الأوروبي. ولفرنسا مثلا قائمة تشمل حوالى 10 بلدان تعتبرها آمنة، تضمّ منغوليا وصربيا والرأس الأخضر، شأنها في ذلك شأن بلجيكا وألمانيا. وكان ذلك يشجع، بحسب مسؤولين أوروبيين، طالبي اللجوء على استهداف دولة مضيفة واحدة ذات معايير أكثر مرونة دون غيرها. وتسعى المفوضية الأوروبية إلى معالجة هذه القضية من خلال هذه القائمة التي تضم 7 دول، مشيرة إلى أن معظم الدول المرشحة لعضوية الاتحاد الأوروبي تستوفي، من حيث المبدأ، "المعايير اللازمة لتصنيفها كدول منشأ آمنة". إعلان وينبغي أن يحصل هذا الاقتراح على موافقة البرلمان الأوروبي والدول الأعضاء في الاتحاد الأوروبي، ليدخل حيز التنفيذ، مع أن الأمر يبدو الأمر حساسا للغاية من الناحية السياسية وقد يثير خلافات بين الدول ال27. كما أن المنظمات غير الحكومية المعنية بحماية المهاجرين وجهت انتقادات شديدة للمفهوم الذي قامت عليه هذه القائمة. وفي حين رحبت روما بما اعتبرته "نجاح للحكومة الإيطالية" بعد نشر القائمة، فإن فرنسا انسحبت من جانبها من المشاورات مفضلة الحكم على اقتراح المفوضية الأوروبية وفقا لخواتيمه. مهاجرون غير قانونيين تم ضبطهم في قارب على الساحل الجنوبي لإسبانيا (رويترز) الوضع في تونس وتطرّقت المفوضية الأوروبية في طرحها الجديد الواقع في حوالى 40 صفحة إلى حالة كلّ بلد على حدة، لا سيّما في ما يخصّ تونس المتّهمة من الأمم المتحدة بـ"اضطهاد" معارضي النظام. وأقرّت بروكسل بأن شخصيات سياسية وناشطين وصحافيين ومحامين يتعرّضون للتوقيف في البلد أو هم خلف القضبان، غير أن هذه "الأعمال القمعية لا تصل إلى حدّ يتيح التكلّم عن قمع ممنهج واسع النطاق"، بحسب المفوضية الأوروبية. ولقيت هذه التبريرات انتقادات لاذعة من منظمات غير حكومية. وقال رمضان بن عمر الناطق الرسمي باسم المنتدى التونسي للحقوق الاقتصادية والاجتماعية لوكالة فرانس برس "إنه انتهاك فادح لحقّ أساسي من حقوق الإنسان ألا وهو الحقّ في اللجوء". المصدر : الفرنسية
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