• Apple thinks the iPhone 16e target market doesn't care about MagSafe
    appleinsider.com
    Apple has responded to iPhone 16e critics, and says that engineering choices like a lack of MagSafe that make the device unappealing to the tech-savvy don't matter to the larger market.Apple can't say wired charging is better than MagSafe, but it's tryingThere's a great line from Jony Ive, said around the time that Apple Park was first opened. There were criticisms of its design and he said he was bemused at them, because of who Apple Park was built for."We didn't make Apple Park for other people," he said in Dezeen magazine. "So a lot of the criticisms are utterly bizarre, because it wasn't made for you! And I know how we work and you don't!" Continue Reading on AppleInsider | Discuss on our Forums
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  • Meet the Colombian practices weaving into a new vanguard through sustainable social architecture
    archinect.com
    As architects, we need to unlearn everything we have been taught, says Ana Mara Gutirrez, standing outside this momentous structure in muddy overalls, boots and a broad-brimmed black hat. Our idea of progress is completely based on colonialist, extractivist practices. People talk about sustainability, but what exactly are we sustaining?Two of the practices mentionedOrganizmo and Oasis Urbanoboth have seen their endeavors funded recently by grants from the Danish re:arc institute. Featuring community-based and research-driven methods, both are heavily invested in developing communities through sustainable building practices. On-the-ground efforts in hard-luck Moraviafor a long time one of the victims of the country's economic policieshave produced one success story after another for the former toxic waste site outside Medelln."I saw so many people killing each other on the street when I was a child, Oasis Urbano's co-founder Holgun Ramrez tells Oiliver Wainwright. Nobody wanted to come to Moravia. But over the last 35 years, it has become a safe, diverse and productive neighbourhood, through the commitment of the residents to improve their own area."This will soon include the new, permanent community center, which is expected to begin construction later this year....
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  • Treehouse concept by LAND Suisse and Campana Herrmann Pisoni wins competition for Swiss campus overhaul
    archinect.com
    European studio LAND Suisse has won a competition for the redesign of the Cantonal School Campus in Biasca, Switzerland. Named the Treehouse project, and designed in collaboration with Campana Herrmann Pisoni Architects, the winning design for the campus open spaces seeks to blend education, nature, and community engagement.The landscape redesign, centered around the existing middle school, double gymnasium, and swimming pool, introduces 100,000 square feet of green spaces, 196 new trees, and sustainable water management features, including green roofs and rain gardens. The concept envisions an Arboretum of Culture, a multifunctional green corridor connecting the campus with the nearby train station intended to create ecological, social, and cultural interactions.The scheme also aims to establish a Connected Campus and a Structured Campus, creating an environment with biodiversity islands, recreational zones, and cultural event spaces. The design process emphasized sustai...
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  • Assassins Creed Valhalla Why Was it So Divisive?
    gamingbolt.com
    Continuing the series RPG reboot following Assassins Creed Origins and Odyssey, Assassins Creed Valhalla whisked players back to 9th century England, an era of sparsely populated forests and farmland, and the odd settlement, a time when Vikings acted as both oppressive invaders and nurturers of community in the game.You take on the role of Eivor, a warrior who falls into the parentage of clan king Styrbjorn following their parents brutal murder. As sibling to the kings son Sigurd, Eivor and their clan leave their homeland for pastures new, and its the historically established duality of Viking motivation which provides game-spanning problems for Valhallas narrative. The games good for the most part decent combat, likeable characters, an immersive open world but the developer clearly had a hard time deciding what kind of story they wanted to tell.I am no historian and what I am about to say is something I came across when I was searching about the Vikings. Theres reportedly debate amongst historians as to just how bloodthirsty Vikings were. Yes, they ransacked settlements, but theres also evidence they favoured diplomacy over bloodshed. They co-existed, helped develop language, and established new trade routes.Regardless of whether this is true or not, you do a lot of killing in command of Eivor in Valhalla, but overall, the Vikings arent shown to be exclusively evil in the game. But its this alleged historical nebulousness which got Assassins Creed Valhalla off to a bad start according to some fans, with criticism levelling the developers efforts towards realism before an axe had even been swung.According to player feedback, Incorrect weaponry, improper armour, inaccurate shields, improper representation of Saxon culture, over-romanticised visions of Viking wanderlust, numerous were the issues raised by those of a historical background following Valhallas reveal trailer. Thing is, video games always blur the edges between historical fact and entertaining fiction.Oversized weapons, for instance, have always been a thing, their larger frame being more readable on screen. Portraying enemies as hyper-violent brutes to justify your own murderous actions another obvious commonplace example. Theres always going to be a point where developers must put entertainment first, but according to some players, the points at which the developer usurped historical realism for gameplay proved divisive amongst gamers.Another example would be the verdant landscape of England itself. Now, setting is consistently one of Assassins Creeds most well-realised features, and whilst the environments design is as stellar as always in Valhalla the efforts towards historical accuracy do present the question as to whether 9th century England was the right choice for an Assassins Creed game. After all, the land is flat. According to my research, Anglo-Saxon settlers didnt build to height. Colossal medieval castles werent constructed yet. Forests had next to nothing in them.The sparse population centred in settlements meant there wasnt a lot of interesting happenstances occurring during open world traversal. Thus, the series integral parkour and free running is side-lined in favour of traipsing across a vast open world where not a lot tends to occur. Historically accurate to a degree, perhaps, but forgoing much of what makes video games and Assassins Creed games in particular entertaining. Whether this is appealing depends on the individual; as is the theme of this feature: its divisive.The decision to set one of Assassins Creeds mainline entry within a Viking era means the series stealth mechanics have been kept on the side-lines too, albeit with the reintroduction of classic features like social stealth theres more opportunities for sneaking than in the action-orientated Origins and Odyssey. Still, Eivor is not an assassin, their skills in stealth clunky and sluggish. There are stealth elements here though: Eivor is given a handful of tactics from the Hidden Ones (Assassins before they called themselves so). One is how to best utilise the blade which they bestow you with and another is a strategy for camouflaging in plain sight. By donning a hood a tactic not unique to Valhalla but a staple of the series at large Eivor can sneak into populated areas where Vikings are not welcome, or simply walk by guards without them noticing.These mechanics dont go far enough to make stealth a viable option to use throughout, and a further problem is that performing stealthy actions dont always work anyway. Silently taking down a guard, making zero noise, keeping out of sight; sometimes this has no effect on whether the rest of the town spots Eivor or not. Stealth here is another example of the developer getting stuck between two mindsets.They felt they had to reintroduce stealth elements following their notable absence from Valhallas two predecessors, but they didnt go far enough to make them a great option for gameplay. As interesting as the movement of Vikings across Europe and beyond in the Middle Ages was, it hasnt fostered a game which feels like Assassins Creed. A decent open world action adventure sure or may be a great one according to our review back in 2020, but too atypical in a series famed for blending sneaking and parkour.The gargantuan open world plays host to a huge campaign too, with the storys length itself another bone of contention amongst gamers. Clocking in at around 60 hours, Eivors odyssey through Middle Age England takes a while to get going, and it isnt all that satisfying to undertake and complete. Worse still, arguably the games prologue section in Norway is the most interesting part of Valhalla, with many believing the game goes downhill once the clan lands in England. Assassins Creed Valhalla then is too long. In fact, Valhalla was one of numerous AAA titles which kickstarted the widespread debate on whether video games had become too large. Eivors story, after a while, just doesnt feel that unique or interesting, and certainly not worth ticking off the best part of three days to see to the end.That said, an interesting addition to Valhallas narrative was its Kingdoms, sections of the country divided up by their various king, leaders, and various noblemen rulers, with Eivor and their clan deciding how best to forge an alliance with the Kingdom. Either via force or diplomacy, these Kingdoms represent a more thoughtful version of the commonplace structure of acquiring sections of the map, and the choice between hostility and negotiation mirroring real-life Viking approaches meant gathering up bits of land for the Viking cause never felt overly grindy or like busywork. There was meaning behind these actions.Side content however was overabundant. Much of Valhallas content away from the main story succumbed to the developers penchant for copy-pasting. Repetition was rife, and to see all the content through to completion much like the main campaign required willpower which frankly shouldnt even be the case in video games. Collectibles were streamlined compared to Origins and Odyssey, which was a plus, but you must wonder what the point of it all is if pursuing every activity across the map is a repetitive slog for the sake of acquiring a few bits of gear.In summary, Assassins Creed Valhalla suffered an identity crisis which made it divisive amongst fans. Efforts towards realism simultaneously went too far whilst not going deep enough. It seems as though focus was placed in some areas whilst the developer rested on their laurels for others. Valhalla is a great open world Viking adventure and surely has a lot of fans but fails to be a great Assassins Creed game.Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
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  • 15 New PC Games of 2025
    gamingbolt.com
    2025 is set to be a year jam-packed with exceptional games to play on PC, and whether your setup is bang up to date or not therell be something on this list to pique your interest. From frenetic first-person shooters and story-driven RPGs, to action-adventures and co-operative roguelikes, this rundown provides a slice of the best thats to come.Assassins Creed ShadowsFinally capitalising on the appetite for games set in feudal Japan, the latest Assassins Creed whisks players back to 16th century Iga province plus Kyoto, Kobe, and Osaka. In Shadows, youll be switching your time between night-loving shinobi Naoe and brute force swordsman Yasuke, the real-life first non-Japanese samurai. A brutal civil wars culminating phase leaves chaos reigning over the land, yet our two protagonists share common destinies as a new era ushers in.
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  • Roblox gets a speed boost on Chromebooks
    venturebeat.com
    Roblox is taking flight on Chromebook as the platform is giving a speed boost to the immersive gaming and creation platform.Read More
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  • Metro creator 4A Games rebrands as Reburn and unveils new title La Quimera
    venturebeat.com
    4A Games Ukraine is renaming itself as Reburn and unveiling a new intellectual property called La Quimera.Read More
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  • India's first dedicated PC and console game publishing house closes pre-seed founding round
    www.gamesindustry.biz
    India's first dedicated PC and console game publishing house closes pre-seed founding roundThree games are already set for 2025, with six-eight more "planned annuallyImage credit: 1312 Interactive News by Vikki Blake Contributor Published on Feb. 27, 2025 1312 Interactive - India's first dedicated PC and console game publishing house - has successfully closed its pre-seed founding round.Founded by "seasoned gaming experts Deepak Gurijala and Raviteja Mantena," 1312 Interactive said it is set to "discover, nurture, and publish world-class indie and AA games for global audiences" with early support from Akshat Rathee and Gautam Virk (Nodwin Gaming / Goodgame Investments), Rajat Ojha (Gametronics), Sridhar Muppidi (YesGnome), Tanay Tayal (formerly of Moonfrog), Founders of Playsimple, Vatsal Chintalpati (ExMachina investment partners), and Rick Herman (formerly of Sony, Amazon).Founders Deepak Gurijala and Raviteja Mantena said: "India has some of the most talented game developers, yet our presence in the global PC and console market has been limited. 1312 Interactive is here to change that."Our goal is to bring Indian games to a global audience while ensuring our studios get the right support to build world-class titles. Beyond India, we are also exploring opportunities with game developers in South East Asia, MENA and South American markets."Three games are already set for 2025 - Winds of Arcana (Brewed Games), Palm Sugar: A Village Story (Mono Tusk Studios), and Souls of Bombarika (Street Lamp Games) - with six-eight more "planned annually."For more, find out why Krafton "made a sizeable bet" on India as CEO Sean (Hyunil) Sohn discusses the impact of BGMI on the local market, the support the company is offering startups, and prospects for Palworld Mobile.
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  • Pokmon Legends: Z-A takes a 'series-first' step into real-time combat
    www.gamedeveloper.com
    The upcoming Pokmon Legends: Z-A is making some changes to the long-running series by adding real-time combat into the mix.During Nintendo's latest PokmonDay livestream, the developer provided a new look at the Nintendo Switch title. In what's billed a "series-first" occurrence, the game will let trainers and their Pokmontake active action during fights with other monsters. Since its inception, the mainline games have used a turn-based system wherein one or two Pokmontake turns going at one another until their enemy's health falls, with occasional shakeups for specific entries like Dynamaxing.2022's PokmonLegends: Arceus let players roam the field while their pocket monster squared off against a wild beast, who could subsequently target them for attack. Z-A is an evolution of that concept, and players will still command their Pokmonto use specific moves from a selected list of four.It's not what you fight, it's how you fight itCombat plays a heavy part in RPGs, and implementation can vary wildly from game to game. The real-time, pause-and-play combat of Obsidian's Avowed is different from the same type in BioWare's Dragon Age: The Veilguard, for example.RPG developers have tried playing around with different combat styles for years, and most mainstream titles in the genre have leaned toward real-time combat. Square Enix has tried to have it both ways with its Final Fantasy VII remakes, which let players perform moves in the heat of battle or slow down time and queue up actions (like an attack or potion use) for the character to perform.Some Pokmonspinoffs like Pokken Tournament and PokePark have also dabbled in the real-time combat seen in PokmonLegends: Z-A. But as the next installment in what Nintendo is positioning as a key sub-franchise for one of its biggest brands, its implementation here could introduce mechanics to be played around with in future pairs of mainlinegames to come.
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  • Steam updates Daily Deal program with more metrics
    www.gamedeveloper.com
    Justin Carter, Contributing EditorFebruary 27, 20252 Min ReadImage via Valve.At a GlanceNearly 3,000 games were featured in 2024's Daily Deals program, and the titles included gained more attention because of it.Valve has pushed out a new update to Steamworks that provides developers with more information on Steam's Daily Deals program.Studios now get a post-promotion recap on their dashboard that shows revenue earned and impressions made during the sale, in an effort to "make it easier for them to see how well their game did during the Daily Deal featuring."There's also a log for past promotions that features its own revenue and traffic reporting. If multiple games were featured in a Daily Deal, or one game had multiple purchase options (like a deluxe edition), those are individually featured in the breakdowns.Finally, the Daily program will now include six spots, up from the previous four. According to Valve, the four spots "let Steam better match the right game with the right player," which it wants to continue. "This lets us shine a spotlight on more games while giving us a deeper pool of offers to select from and connect with the right user as they view the homepage and any other locations where the Daily Deal appears."In its FAQ, Valve explained the six Daily Deals will continue to run through the prioritization algorithm that looks at a player's games and matches them with the current Daily set. The promotions and their order on the homepage will still vary "depending on the games that person plays."How Steam's Daily Deals fared in 2024Along with the new Steamworks update, Valve shed some information on Daily Deals' performance in 2024. Throughout the year, the program featured 2,843 games from 1,160 developers spread across studios in "68 different countries around the world."The largest multi-game sale event was reportedly the Czech & Slovak Games Week, which featured 277 games, including Heist Geist, Day Z, and Arma III.Metrics-wise, every game featured in a deal throughout 2024 typically received "over 10 million impressions" on Steam. 87 percent of featured games made their program debut this year, either as new releases or titles included because of updates made to Daily Deals. And in terms of revenue, Daily Deal titles would earn "anywhere from ~$10,000 to $2,000,000."Changes were also introduced, such as letting developers schedule when their game gets include in a Daily Deal.More information on Steam's Daily Deal changes can be read here.Read more about:ValveSteamTop StoriesAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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