0 Commentarii
0 Distribuiri
25 Views
Director
Director
-
Vă rugăm să vă autentificați pentru a vă dori, partaja și comenta!
-
Tutorial: Creature Animation for GamesMonday, April 21st, 2025 Posted by Jim Thacker Tutorial: Creature Animation for Games html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The Gnomon Workshop has released Creature Animation for Games, a detailed tutorial for aspiring animators, recorded by Manticore Games Animation Lead Christian Brierley. The workshop provides over seven hours of video training in Maya. Master the art of creature animation for videogames in Maya In the workshop, Brierley provides a detailed guide to creature animation for games, suitable for both aspiring animators and more experienced artists looking to refine their skills. It consists of a series of separate exercises on common types of in-game animation: a run cycle, an attack animation, and a death animation. Each exercise begins with the fundamentals – collecting reference materials, and motion studies – before blocking out the key poses and refining the animation. The workshop uses Truong Cg Artist’s inexpensive Runner Creature rig. About the artist Christian Brierley is Animation Lead at Manticore Games. He has two decades of experience in animation for videogames, TV, music videos and feature films. His credits include The Curious Case of Benjamin Button, Alvin and the Chipmunks 3, Gears Of War 3, Lost Planet 3, Mortal Kombat X, Oddworld: Soulstorm and New World. Pricing and availability Creature Animation for Games is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost $57/month or $519/year. Free trials are available. Read more about Creature Animation for Games on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News Tutorial: Creature Animation for Games Discover how to animate run cycles, combat and death moves in Maya with The Gnomon Workshop's beginner-friendly tutorial. Monday, April 21st, 2025 LightWave Digital releases LightWave 2025 Check out the new features in the 3D software, including viewport path tracing, a new Toon Filter, and new rigging and animation tools. Friday, April 18th, 2025 Get the free version of ZibraVDB for Unreal Engine and Houdini Updated: free version of the real-time volumetric effects tool for games and virtual production is now available for Houdini as well as Unreal Engine. Friday, April 18th, 2025 See JangaFX's first demo of IlluGen, its app for in-game VFX Check out the feature set of the much-anticipated tool for creating VFX assets for games, its workflow, its release date, and its likely price. Thursday, April 17th, 2025 Autodesk releases Flame 2026 Check out the new features in the compositing and effects software, including OCIO support, a new Type tool and AI clip upscaling. Thursday, April 17th, 2025 Character Creator gets new free MetaTailor plugin Add-on lets you send characters from Character Creator to MetaTailor with one-click, fit 3D clothing to them, then send them back to CC4. Thursday, April 17th, 2025 More News Epic Games releases Twinmotion 2025.1.1 Leopoly adds voxel sculpting to Shapelab 2025 Check out new 3ds Max UV unwrapping plugin UVReactor Reallusion releases iClone 8.53 with timecode support Anima 6.0 adds traffic simulation to Chaos's crowd animation tool ZibraVDB: the new standard in OpenVDB for virtual production RandomControl releases Maverick Indie and Maverick Studio 2025.1 Digital painting software Howler 2023 is now free to download Kickstart top concept designer Neville Page's new art book Tutorial: Creating Photorealistic 3D Environments Foundry unveils new ICVFX and virtual production tool Nuke Stage Adobe releases Substance 3D Modeler 1.22 Older Posts0 Commentarii 0 Distribuiri 26 Views
-
WWW.MARKTECHPOST.COMByteDance Releases UI-TARS-1.5: An Open-Source Multimodal AI Agent Built upon a Powerful Vision-Language ModelByteDance has released UI-TARS-1.5, an updated version of its multimodal agent framework focused on graphical user interface (GUI) interaction and game environments. Designed as a vision-language model capable of perceiving screen content and performing interactive tasks, UI-TARS-1.5 delivers consistent improvements across a range of GUI automation and game reasoning benchmarks. Notably, it surpasses several leading models—including OpenAI’s Operator and Anthropic’s Claude 3.7—in both accuracy and task completion across multiple environments. The release continues ByteDance’s research direction of building native agent models, aiming to unify perception, cognition, and action through an integrated architecture that supports direct engagement with GUI and visual content. A Native Agent Approach to GUI Interaction Unlike tool-augmented LLMs or function-calling architectures, UI-TARS-1.5 is trained end-to-end to perceive visual input (screenshots) and generate native human-like control actions, such as mouse movement and keyboard input. This positions the model closer to how human users interact with digital systems. UI-TARS-1.5 builds on its predecessor by introducing several architectural and training enhancements: Perception and Reasoning Integration: The model jointly encodes screen images and textual instructions, supporting complex task understanding and visual grounding. Reasoning is supported via a multi-step “think-then-act” mechanism, which separates high-level planning from low-level execution. Unified Action Space: The action representation is designed to be platform-agnostic, enabling a consistent interface across desktop, mobile, and game environments. Self-Evolution via Replay Traces: The training pipeline incorporates reflective online trace data. This allows the model to iteratively refine its behavior by analyzing previous interactions—reducing reliance on curated demonstrations. These improvements collectively enable UI-TARS-1.5 to support long-horizon interaction, error recovery, and compositional task planning—important capabilities for realistic UI navigation and control. Benchmarking and Evaluation The model has been evaluated on several benchmark suites that assess agent behavior in both GUI and game-based tasks. These benchmarks offer a standard way to assess model performance across reasoning, grounding, and long-horizon execution. https://seed-tars.com/1.5/ GUI Agent Tasks OSWorld (100 steps): UI-TARS-1.5 achieves a success rate of 42.5%, outperforming OpenAI Operator (36.4%) and Claude 3.7 (28%). The benchmark evaluates long-context GUI tasks in a synthetic OS environment. Windows Agent Arena (50 steps): Scoring 42.1%, the model significantly improves over prior baselines (e.g., 29.8%), demonstrating robust handling of desktop environments. Android World: The model reaches a 64.2% success rate, suggesting generalizability to mobile operating systems. Visual Grounding and Screen Understanding ScreenSpot-V2: The model achieves 94.2% accuracy in locating GUI elements, outperforming Operator (87.9%) and Claude 3.7 (87.6%). ScreenSpotPro: In a more complex grounding benchmark, UI-TARS-1.5 scores 61.6%, considerably ahead of Operator (23.4%) and Claude 3.7 (27.7%). These results show consistent improvements in screen understanding and action grounding, which are critical for real-world GUI agents. Game Environments Poki Games: UI-TARS-1.5 achieves a 100% task completion rate across 14 mini-games. These games vary in mechanics and context, requiring models to generalize across interactive dynamics. Minecraft (MineRL): The model achieves 42% success on mining tasks and 31% on mob-killing tasks when using the “think-then-act” module, suggesting it can support high-level planning in open-ended environments. UI-TARS-1.5 is open-sourced under the Apache 2.0 license and is available through several deployment options: GitHub Repository: github.com/bytedance/UI-TARS Pretrained Model: Available via Hugging Face at ByteDance-Seed/UI-TARS-1.5-7B UI-TARS Desktop: A downloadable agent tool enabling natural language control over desktop environments (link) In addition to the model, the project offers detailed documentation, replay data, and evaluation tools to facilitate experimentation and reproducibility. Conclusion UI-TARS-1.5 is a technically sound progression in the field of multimodal AI agents, particularly those focused on GUI control and grounded visual reasoning. Through a combination of vision-language integration, memory mechanisms, and structured action planning, the model demonstrates strong performance across a diverse set of interactive environments. Rather than pursuing universal generality, the model is tuned for task-oriented multimodal reasoning—targeting the real-world challenge of interacting with software through visual understanding. Its open-source release provides a practical framework for researchers and developers interested in exploring native agent interfaces or automating interactive systems through language and vision. Also, don’t forget to follow us on Twitter and join our Telegram Channel and LinkedIn Group. Don’t Forget to join our 90k+ ML SubReddit. NikhilNikhil is an intern consultant at Marktechpost. He is pursuing an integrated dual degree in Materials at the Indian Institute of Technology, Kharagpur. Nikhil is an AI/ML enthusiast who is always researching applications in fields like biomaterials and biomedical science. With a strong background in Material Science, he is exploring new advancements and creating opportunities to contribute.Nikhilhttps://www.marktechpost.com/author/nikhil0980/LLMs Can Think While Idle: Researchers from Letta and UC Berkeley Introduce ‘Sleep-Time Compute’ to Slash Inference Costs and Boost Accuracy Without Sacrificing LatencyNikhilhttps://www.marktechpost.com/author/nikhil0980/OpenAI Releases a Practical Guide to Building LLM Agents for Real-World ApplicationsNikhilhttps://www.marktechpost.com/author/nikhil0980/Uploading Datasets to Hugging Face: A Step-by-Step GuideNikhilhttps://www.marktechpost.com/author/nikhil0980/OpenAI Introduces o3 and o4-mini: Progressing Towards Agentic AI with Enhanced Multimodal Reasoning0 Commentarii 0 Distribuiri 27 Views
-
WWW.IGN.COMInterview: How Delta Force is Looking To “Blow Up” Mobile Shooter MarketDelta Force made its return with a launch on PC last year, reigniting interest in the legendary tactical shooter franchise. Now, it is bringing its definitive free-to-play, modern, team-based tactical action to a whole new audience on mobile. Anticipation for the mobile release has been huge, with over 20 million players pre-registering across Android and iOS platforms ahead of launch on April 21st. We spoke to Leo Yao, Head of Studio and Shadow Guo, Game Director at Team Jade about the development of Delta Force Mobile, the game’s content , graphics and optimization along with technical ambitions, and its play-to-win, not pay-to-win, philosophy. Capturing epic battles on the small screenDelta Force features realistic battlegrounds, class-based Operators, a deep weapons arsenal and multiple game modes; all designed to blend nostalgia from the original series with modern gameplay elements. Game modes cater to both solo-player and team-up experiences, including the world’s first 24v24 battlefield with vehicles and an extraction-based PvPvE mode. Parity of experience was a central part of the design ethos for this title.“Our goal was to build a truly uncompromised AAA shooter experience for mobile players which feels just as thrilling and immersive as its PC counterpart,” said Guo. “We wanted to provide players with the opportunity to experience an array of modes and maps which they haven't ever experienced before, promising tons of action and fun. That’s why we’re especially proud of introducing groundbreaking features like our world-first 24v24 large-scale battlefield, which pushes the boundaries of what mobile shooters can achieve.” PlayKeep the fight going, wherever you areDelta Force Mobile was designed to both introduce the game to new, mobile-first audiences, while also giving PC players a way to bring the game anywhere. Integral to this is Delta Force’s cross progression with PC which includes support of Google Play Games on PC, allowing players to progress and play across both platforms. Synced content between PC and mobile currently includes 7 maps for Warfare, 4 maps for Operations, 10 Operators, 12 vehicles and 55 weapons sets, with more to come. Player’s individual progression, including their inventory will also be synced.Image credit: Team Jade“We wanted to make sure that Delta Force provided players with exciting cross-platform experiences”, said Yao. “Whether players are jumping into a quick match on their phones during a commute or settling in for a longer session with friends on PC, we wanted to ensure the game is both accessible and fun for everyone. That’s why we focused on offering a wide range of engaging content across all platforms for the mobile launch.” “No One Gets Left Behind” The Delta Force motto rings true in their approach to device optimisation as well. The developers worked hard to make sure that its launch on mobile is optimal for players across the world with system requirements that are accessible. “We wanted to make sure players wouldn't have to worry about whether their phones could handle game play, so we have made sure system requirements are as accessible as possible. For example, an iPhone 7, which is around 10 years old, will be sufficient for players to experience everything Delta Force has to offer,” said Yao. Delta Force brings its high-resolution visuals to mobile, complete with global illumination systems, so players feel truly immersed in the world that has been created. Central to its design are lifelike operators, detailed weapon cosmetics, vast and detailed maps, and distinctive in-game effects.Image credit: Team JadeFans of shooters demand high frames per second (FPS) for a great experience, which is why it was vital for the developers to ensure 120 native FPS through cutting edge technology like Vulkan and Metal when building the mobile version. The team has achieved around 50% higher efficiency than most industry leading mobile shooters, making Delta Force an industry leader in terms of performance. Coupled with low input-latency, the game has been built from the ground up to be one of the smoothest mobile shooters on the market.Play To Win Delta Force’s progression is based on a play-to-win system which allows new and ongoing players to earn exclusive rewards. On launch, mobile players are eligible for several different rewards by signing in and playing the game. There will be $500 worth of rewards to obtain across PC & mobile, including 148 weapon appearances, 21 vehicle appearances and 270+ other rewards. Image credit: Team Jade“We are truly committed to a no-pay-to-win system, with the development of our game driven by our passionate players. We value giving back, and that's why we provide in-game rewards. We want our players to enjoy progressing and getting rewarded for doing so. Delta Force will always be a community first game.” Delta Force Mobile is available on and now.Delta Force is also available on PC, get the game now at: https://www.playdeltaforce.com/en/0 Commentarii 0 Distribuiri 32 Views
-
THEHACKERNEWS.COMHackers Abuse Russian Bulletproof Host Proton66 for Global Attacks and Malware DeliveryApr 21, 2025Ravie LakshmananVulnerability / Threat Intelligence Cybersecurity researchers have disclosed a surge in "mass scanning, credential brute-forcing, and exploitation attempts" originating from IP addresses associated with a Russian bulletproof hosting service provider named Proton66. The activity, detected since January 8, 2025, targeted organizations worldwide, according to a two-part analysis published by Trustwave SpiderLabs last week. "Net blocks 45.135.232.0/24 and 45.140.17.0/24 were particularly active in terms of mass scanning and brute-force attempts," security researchers Pawel Knapczyk and Dawid Nesterowicz said. "Several of the offending IP addresses were not previously seen to be involved in malicious activity or were inactive for over two years." The Russian autonomous system Proton66 is assessed to be linked to another autonomous system named PROSPERO. Last year, French security firm Intrinsec detailed their connections to bulletproof services marketed on Russian cybercrime forums under the names Securehost and BEARHOST. Several malware families, including GootLoader and SpyNote, have hosted their command-and-control (C2) servers and phishing pages on Proton66. Earlier this February, security journalist Brian Krebs revealed that Prospero has begun routing its operations through networks run by Russian antivirus vendor Kaspersky Lab in Moscow. However, Kaspersky denied it has worked with Prospero and that the "routing through networks operated by Kaspersky doesn't by default mean provision of the company's services, as Kaspersky's automatic system (AS) path might appear as a technical prefix in the network of telecom providers the company works with and provides its DDoS services." Trustwave's latest analysis has revealed that the malicious requests originating from one of Proton66 net blocks (193.143.1[.]65) in February 2025 attempted to exploit some of the most recent critical vulnerabilities - CVE-2025-0108 - An authentication bypass vulnerability in the Palo Alto Networks PAN-OS software CVE-2024-41713 - An insufficient input validation vulnerability in the NuPoint Unified Messaging (NPM) component of Mitel MiCollab CVE-2024-10914 - A command injection vulnerability D-Link NAS CVE-2024-55591 & CVE-2025-24472 - Authentication bypass vulnerabilities in Fortinet FortiOS It's worth noting that the exploitation of the two Fortinet FortiOS flaws has been attributed to an initial access broker dubbed Mora_001, which has been observed delivering a new ransomware strain called SuperBlack. The cybersecurity firm said it also observed several malware campaigns linked to Proton66 that are designed to distribute malware families like XWorm, StrelaStealer, and a ransomware named WeaXor. Another notable activity concerns the use of compromised WordPress websites related to the Proton66-linked IP address "91.212.166[.]21" to redirect Android device users to phishing pages that mimic Google Play app listings and trick users into downloading malicious APK files. The redirections are facilitated by means of malicious JavaScript hosted on the Proton66 IP address. Analysis of the fake Play Store domain names indicate that the campaign is designed to target French, Spanish, and Greek speaking users. "The redirector scripts are obfuscated and perform several checks against the victim, such as excluding crawlers and VPN or proxy users," the researchers explained. "User IP is obtained through a query to ipify.org, then the presence of a VPN on the proxy is verified through a subsequent query to ipinfo.io. Ultimately, the redirection occurs only if an Android browser is found." Also hosted in one of the Proton66 IP addresses is a ZIP archive that leads to the deployment of the XWorm malware, specifically singling out Korean-speaking chat room users using social engineering schemes. The first stage of the attack is a Windows Shortcut (LNK) that executes a PowerShell command, which then runs a Visual Basic Script that, in turn, downloads a Base64-encoded .NET DLL from the same IP address. The DLL proceeds to download and load the XWorm binary. Proton66-linked infrastructure has also been used to facilitate a phishing email campaign targeting German speaking users with StrelaStealer, an information stealer that communicates with an IP address (193.143.1[.]205) for C2. Last but not least, WeaXor ransomware artifacts – a revised version of Mallox – have been found contacting a C2 server in the Proton66 network ("193.143.1[.]139"). Organizations are advised to block all the Classless Inter-Domain Routing (CIDR) ranges associated with Proton66 and Chang Way Technologies, a likely related Hong Kong-based provider, to neutralize potential threats. Found this article interesting? Follow us on Twitter and LinkedIn to read more exclusive content we post. SHARE 0 Commentarii 0 Distribuiri 28 Views
-
0 Commentarii 0 Distribuiri 27 Views
-
WWW.CNET.COMBest Internet Providers in Coon Rapids, MinnesotaLooking for reliable internet in Coon Rapids? Our CNET experts have researched the best providers in your area to find the best picks for you.0 Commentarii 0 Distribuiri 30 Views
-
WWW.EUROGAMER.NETFatal Fury: City of the Wolves reviewFatal Fury: City of the Wolves review More than just okay? Image credit: SNK Review by Connor Makar Contributor Published on April 21, 2025 A masterful sequel to one of the genre's most beloved games, but it carries an ink stain that's hard to ignore. Over 20 years ago, SNK blew the world away with Garou: Mark of the Wolves. Since then, Fatal Fury has become a relic of the past, loved only by those with wrinkles on their face and a place for gaming classics in their hearts. That flickering ember remains dormant no longer with Fatal Fury: City of the Wolves, a grand resurgence with more money thrown at it than the next unsustainable AI start-up. But does City of the Wolves have what it takes to carve a home for itself in a market dominated by Street Fighter, Tekken, and more? Judged on what I've played, I'd say it's got a damn good shot at doing so. Fatal Fury: City of the Wolves review Developer: SNK Corporation Publisher: SNK Corporation Platform: Played on PC (Steam) Availability: Out 24th April on PC (Steam), Xbox Series X/S (Game Pass), PS5\PS4 A sequel 26 years in the making, City of the Wolves comes from SNK, a company as familiar with stellar fighting game development as it is with throwing blonde blokes off towers. It's a 2v2 fighter that revisits many of the company's most iconic and adored characters, aging them up and revitalising the cast for a new audience. It's a big event for old school fighting game fans, with all the joy and fanfare of a childhood friend kicking off an old mates group chat. It is, as such, without a doubt one of the most exciting fighting game releases this year. It's making an explosive landing onto the modern gaming landscape, too. You get all you'd expect from a standard fighting game package: an arcade mode, online lobbies, combo trials, a detailed tutorial. On top of that you get a dedicated story mode called Episodes of South Town, which takes you through a fresh narrative for all the characters, a heavy haul of unlockable art, and even an extensive jukebox. It's a game overflowing with content, the real deal in terms of value for money as far as fighting games go. Episodes of South Town is a nice place to start, as it'll be the first stop for many new players. Discussions around what makes a solid single-player mode in fighting games is a long-lasting and tiring discourse. Frankly, while this may not have the cinematic appeal of a Mortal Kombat release, it's a great way of telling a new story in the world of Fatal Fury while also teaching newbies the basics. Packed with quality art and battle modifiers, you proceed through the city, taking on fights and learning more about the character you select. It's also a wonderful way of slowly teaching players how the inner workings of City of the Wolves function. Proceeding through this mode, you unlock more universal mechanics that slowly ease you into what is a fairly complex fighter. It's not exactly Street Fighter 6's World Tour, but it's nice to explore South Town again. | Image credit: SNK Your reward for completing this mode can be found across various collection tabs packed with art, little lore tidbits, and music. In fact, there's a whole catalogue filled with decades of Fatal Fury soundtracks, bringing you right back to the sounds of years past. In terms of extra goodies you unlock, it feels like a treasure trove for fans of the series. You can even create custom colour schemes for your favourite character. Now, this isn't a full-on costume and apparel system like you see in games like Tekken 8 or Street Fighter 6, but it's still a nice touch that adds that little bit of personal expression, and it makes all the difference. This all may sound like small, largely nonconsensual fluff, but it's these sorts of additions that help make City of the Wolves feel like a faithful sequel that understands how big a deal this game is for folks in their late 30s and beyond. A group that is often found gorging themselves on nostalgia. SNK has historically struggled with the transition from brilliant 2D sprite work to 3D. With the release of King of Fighters 15 it felt as though it really nailed it, giving fans vibrant, distinct visuals for a punchy, bombastic game. But it turns out with City of the Wolves, SNK could do better. It's a visual feast that your eyes can't help but scan for every detail. Stages are wonderfully animated, packed with little moving details and spectators cheering on your fight. We even get returning favourites from Mark of the Wolves remade with love that harken back to the good ol’ days. Almost every character looks like a true torchbearer for the old 2D art work SNK built its legacy on. Terry is looking better than ever. | Image credit: SNK What doesn't look good, however, are the menus. It's clear the team has gone for a minimalist approach, keeping things simple with a black and yellow scheme, separating key elements with plain boxes. It just… looks cheap. Rushed and not particularly engaging. Add on top of that how convoluted navigating these menus can be and it really rubbed me the wrong way. The online lobby, for example, looks as though it was pushed out by some office worker with some spare time to mess around with Google Sheets, not by a team working on a multi-million dollar project. All of these modes, all of these little treats in City of the Wolves, would matter little if the game itself was shallow - if it felt bad to play, if you didn't feel as though your first few matches were a step into an ocean of skill expression. I'm happy to say that SNK, which has long proved its ability to create exceptional fighting games, has really outdone itself here. City of the Wolves is a wonderfully built fighter. Especially during an era where playing aggressive feels like the overall direction its competitors are heading in. The secret of the game's appeal from a gameplay perspective is that it's a meticulously crafted defensive fighter. Blocking at the perfect time grants a Perfect Defend, allowing for a counter attack and healing a little bit of health. That's fairly standard, but you've got high and low dodges and REV Guarding, both of which add ways of mitigating incoming damage. Guard cancels are especially exciting - if you block just at the right time, you can instantly throw out a special move that can totally turn around a brawl in your favour. Then there are REV blows, armoured attacks you can only use when at specific portions of your life bar, that offer incredibly potent reversal opportunities. Adding a level of strategy, you can choose where you want this portion to be, a decision that could make all the difference in particular match-ups. What other fighting game offers this kind of defensive complexity? Well, there isn't one. Not even close. If you're reading this and thinking City of the Wolves sounds like a challenging game, you're right. You genuinely do need some aptitude when it comes to directional inputs, and it's harder to link together combos here than it is in other modern fighters. That's just what the doctor ordered, I say. But as happy as I am with this state of affairs I should note that a portion of players will try the game out and bounce right off it. Such is the perpetual curse of fighting games. There is a smart control option, which provides auto combos and a dedicated special move button, but more than other comparable control schemes in contemporary fighters it feels like a jumping off point. For how fantastic the rest of the game looks, menus are left shockingly bare. | Image credit: SNK You see, with smart controls your options in a match are severely limited. They don't feel especially competitive at an even intermediate level - fine for trying out new characters, seeing what their deal is, and ultimately making an informed decision on who you want to spend your time and energy learning properly by switching to the default, arcade control scheme. This, for me, works. It's just powerful enough to merit using in super casual matches against friends, without giving you the tools to overwhelm other players online. The final must-have for any modern fighting game is good netcode - long gone are the days of bad connections between yourself and your mate an hour down the road. Here again, SNK nails it. Matches I played online with people in the UK felt smooth as silk, and I could even get matches against other players in the USA without much issue. With City of the Wolves, the only real hurdle between you and online play with friends is the awful lobby system. Once you navigate that, it's all gravy. If I were to end the review here, City of the Wolves would get an overwhelming recommendation. It would be a true champion of a new era of SNK, made with real passion and oozing quality from almost every aspect of the game. But, there's a stain on City of the Wolves that's impossible to ignore, and which has prompted heated criticism among fans in the lead-up to release. That blemish comes from SNK's owners, who have morphed what is otherwise a near perfect package of a fighter to an endeavor in sportswashing. This blemish comes primarily in the form of famous footballer Christiano Ronaldo and DJ Salvatore Ganacci. One could argue that these were included in order to bring more players into Fatal Fury, which is certainly an understandable thing to do. Fighting games remain, of course, largely a niche genre, while Ronaldo is one of the best-known football players in the world. However their inclusion as playable characters here and their ties to the Saudi Arabian government's other sportswashing ventures mean that what should have been a game solely celebrating the Fatal Fury series also feels like an advertisement for a country ranked fourth globally in the use of slavery, which bombs innocents in Yemen and displaces native villages so the country can build eyewateringly expensive buildings that are never finished. It's pretty clear why Ronaldo is taking up a slot here. | Image credit: SNK The majority owners of SNK, the MiSK Foundation, have Saudi Arabian Crown Prince Mohammed bin Salman as its chairman, and there's been criticism of the perceived influence on the game's roster with both figures' inclusion. Ronaldo's real-world signing by Saudi Arabian football club Al-Nassr has been called out by Amnesty International as part of a wider pattern of sportswashing in the country. Ganacci, meanwhile, has received criticism for playing Saudi-backed music festivals and reportedly enjoying a close relationship with the Saudi royal family. Ultimately, what this means is that City of the Wolves, with all its absurd marketing spend, joins the ranks of Liv Golf, the Esports World Cup, and Premier League football team Newcastle United as a billboard for the country, meant to distract you with all its glitz and glamour from its real problems. Maybe you'll watch the Esports World Cup and see the game played at its highest level, you'll hear a Steve Aoki track in-game and travel there on holiday, or maybe you open a business there. Fatal Fury: City of the Wolves accessibility options Subtitle background opacity slider, Simple Control Scheme (allows for auto combos, one button specials, and two-button supers). There will be many of you reading this who go, okay look, who gives a shit? I want to play my video games. I do absolutely understand that perspective. SNK has, to give it well-deserved credit, created a brilliantly deep and compelling fighting game here. Even if you can ignore the ethical questions City of the Wolves poses, the guest fighters still irritate, though. They're a touch overly referential with their move list, clearly opting towards recreating popular stances and poses than sensible attacks that fit within the world of Fatal Fury. It's a bit weird that Ganacci and Ronaldo are here over other classic Fatal Fury characters, right? Especially when there are decades of familiar faces people love who absolutely deserve a spot in the game. It's a call each player will have to make for themselves. If you are willing to swallow the ethical dilemma, there's a solid gold fighting game here. But for me personally, it's too pressing a connection to ignore -a real ink stain on an otherwise masterful sequel to one of the genre's most beloved games. A copy of Fatal Fury: City of the Wolves was provided for review by SNK.0 Commentarii 0 Distribuiri 30 Views
-
WWW.BLENDERNATION.COMBest Laptops for Blender in 2025Best Laptops for Blender in 2025 By Jason van Gumster on April 21, 2025 Review Paul Caggegi recently posted this on the CG Cookie blog: If you're just starting out, or you're looking to upgrade your laptop's hardware for using Blender on-the-go, you've no doubt googled "will my laptop run Blender?"You don't just mean "will Blender boot up and function?" you mean "will I be able to take my project with me on the road, work remotely, or take a complex file and open it with ease?"Technology is constantly evolving, and along with it, applications and software upgrade to take advantage of new features as they become available. Let's take a look at what we think are the best laptops for Blender in 2025.Check out the rest of the article on CG Cookie.0 Commentarii 0 Distribuiri 31 Views
-
WWW.VG247.COMNintendo waited until everyone went away for Easter before announcing when Switch 2 pre-orders would return in the US and Canada - and there’s no price hikeSomething's going up Nintendo waited until everyone went away for Easter before announcing when Switch 2 pre-orders would return in the US and Canada - and there’s no price hike Nintendo fans in the United States and Canada will soon be able to pre-order the Switch 2, and though the console's price hasn't changed, there is some bad news. Image credit: Nintendo News by Sherif Saed Contributing Editor Published on April 21, 2025 Nintendo has announced that Switch 2 pre-orders will once again go live in the United States and Canada, after the platform holder pulled them just two days after the console’s official unveiling. Nintendo initially stopped taking pre-orders in the US earlier this month as it “assess the potential impact of tariffs and evolving market conditions.” Shortly thereafter, the company stopped taking pre-orders in Canada, too. To see this content please enable targeting cookies. Anyone in the United States and Canada will be able to pre-order the Switch 2 starting April 24, which is about when pundits and industry analysts expected them to return. The good news is that the console’s price remains $450 in the US, and CAD$630 in Canada. The price of the Mario Kart World bundle will also not change. The Switch 2 launch date will remain the same, arriving June 5 as initially planned. However, Nintendo is raising the prices of Switch 2 accessories. The Switch 2 Joy-Con will now cost $95 (up from $90), and the Pro Controller has gone up to $85 (from $80). The Switch 2 Camera has also had its price increased to $55 (from $50). Samus is not impressed. Nintendo was likely comfortable bringing back pre-orders as a result of the Trump administration’s decision to pause the President’s wide-reaching tariffs on imported goods for 90 days. The pause does not affect China, but Nintendo has been assembling its consoles in Vietnam and other countries for a while, so that shouldn’t affect the cost of goods - at least for now. It is also understood that Nintendo has been stockpiling Switch 2 consoles for months in North America in anticipation of the launch, so that initial batch won’t be affected by tariffs. Considering how volatile and uncertain the situation is right now, there’s every chance that future developments may cause Nintendo to raise the price of future Switch 2 batches, depending on which countries they’re going to be shipped from, and how much those are going to be hit by Trump’s tariffs.0 Commentarii 0 Distribuiri 39 Views