• The recent summit where China pitched its AI agenda to the world is nothing short of a blatant disregard for global collaboration. Behind closed doors, Chinese researchers are crafting a future that excludes the US, and frankly, it’s infuriating! This is a clear attempt to monopolize AI innovation without any input from key global players. How dare they move forward with this agenda while sidelining the rest of us? The implications for international relations and technological ethics are dire. We must not sit idly by as China attempts to dominate the AI landscape unchecked!

    #ChinaAI #GlobalCollaboration #TechMonopoly #InnovationCrisis #AIAgenda
    The recent summit where China pitched its AI agenda to the world is nothing short of a blatant disregard for global collaboration. Behind closed doors, Chinese researchers are crafting a future that excludes the US, and frankly, it’s infuriating! This is a clear attempt to monopolize AI innovation without any input from key global players. How dare they move forward with this agenda while sidelining the rest of us? The implications for international relations and technological ethics are dire. We must not sit idly by as China attempts to dominate the AI landscape unchecked! #ChinaAI #GlobalCollaboration #TechMonopoly #InnovationCrisis #AIAgenda
    Inside the Summit Where China Pitched Its AI Agenda to the World
    Behind closed doors, Chinese researchers are laying the groundwork for a new global AI agenda—without input from the US.
    1 Comments 0 Shares 0 Reviews
  • Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk

    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House//  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.
    #patch #notes #xbox #debuts #its
    Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk
    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House//  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one. #patch #notes #xbox #debuts #its
    WWW.GAMEDEVELOPER.COM
    Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk
    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballs (read: this writer) who actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg (paywalled) // How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 people (roughly 30 percent of the studio's headcount) were let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times (paywalled) // National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House (YouTube) //  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.
    Like
    Love
    Wow
    Sad
    Angry
    524
    0 Comments 0 Shares 0 Reviews
  • Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'

    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu, the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“WhereThe Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2, pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    #temuera #morrison #says #he039s #039sad039
    Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'
    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu, the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“WhereThe Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2, pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me. #temuera #morrison #says #he039s #039sad039
    WWW.IGN.COM
    Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'
    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu (In The Fire of War), the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“Where [sic] The Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2 ("can I be Rex and take his helmet off, please?"), pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    0 Comments 0 Shares 0 Reviews
  • FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title

    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.

    PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?

    Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro.

    Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.

    Going into the game itself, were there any other influences on its creation outside of Control?

    Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower.

    We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game.

    Play Video

    Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter?

    Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?”

    What’s been your favorite moments developing the game so far?

    Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that.

    Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately.

    Were there any specific ideals you followed while you worked on the game?

    Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can.

    Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud.

    Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.”

    How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles?

    Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere.

    An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!  

    FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
    #fbc #firebreak #developers #discuss #inspiration
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440on PS, and PSSR with an output resolution of 3840×2160on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title. #fbc #firebreak #developers #discuss #inspiration
    BLOG.PLAYSTATION.COM
    FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title
    Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840×2160 (4K) on PS5 Pro. Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers. Going into the game itself, were there any other influences on its creation outside of Control? Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower. We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game. Play Video Were there specific challenges you faced given it’s your first multiplayer game and first-person shooter? Anssi Hyytiainen: It’s radically different from a workflow point of view. You can’t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, “What are you shooting at?” What’s been your favorite moments developing the game so far? Teemu Huhtiniemi: There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there’s a long time in the development where you talk about things on paper and have some prototypes, but you don’t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that. Kayatta: I imagine there’s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it’s ugly and you don’t find the fun immediately. Were there any specific ideals you followed while you worked on the game? Kayatta: Early on we were constantly asking ourselves, “Could this only happen in Control or at Remedy?” Because the first thing you hear is, “Okay, this is just another co-op multiplayer shooter” – there’s thousands of them, and they’re all good. So what can we do to make it worth playing our game? We were always saying we’ve got this super weird universe and really interesting studio, so we’re always looking at what we could do that nobody else can. Huhtiniemi: I think for me it was when we chose to just embrace the chaos. Like, that’s the whole point of the game. It’s supposed to feel overwhelming and busy at times, so that was great to say it out loud. Kayatta: Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn’t work, it wasn’t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, “Look, just embrace it. It’s gonna be nuts.” How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles? Kayatta: So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put ‘Control’ in the title, so Control players wouldn’t feel like they had to detour to this before Control 2, but we didn’t want to totally detach from it either as that felt insincere. An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!   FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.
    0 Comments 0 Shares 0 Reviews
  • Epic Games to rebrand RealityCapture as RealityScan 2.0

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices.
    The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality.
    A desktop photogrammetry tool for games, VFX, visualization and urban planning

    First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data.
    The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX.
    RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under million/year last year.
    Now rebranded as RealityScan to unify it with the existing mobile app

    RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros.
    It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work.
    RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data

    New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app.
    In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features.
    To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately.
    The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately.
    No information yet on how the new features break down between desktop and mobile

    It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back.
    Price, system requirements and release date

    RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU.
    The desktop software is free to artists and studios with revenue under million/year. For larger studios, subscriptions cost /seat/year.
    The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use.
    By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings.
    Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan
    about RealityCapture and RealityScan on the product website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. 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.
    #epic #games #rebrand #realitycapture #realityscan
    Epic Games to rebrand RealityCapture as RealityScan 2.0
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices. The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality. A desktop photogrammetry tool for games, VFX, visualization and urban planning First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data. The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX. RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under million/year last year. Now rebranded as RealityScan to unify it with the existing mobile app RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros. It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work. RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app. In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features. To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately. The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately. No information yet on how the new features break down between desktop and mobile It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back. Price, system requirements and release date RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU. The desktop software is free to artists and studios with revenue under million/year. For larger studios, subscriptions cost /seat/year. The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use. By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings. Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan about RealityCapture and RealityScan on the product website Have your say on this story by following CG Channel on Facebook, Instagram and X. 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. #epic #games #rebrand #realitycapture #realityscan
    Epic Games to rebrand RealityCapture as RealityScan 2.0
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices. The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality. A desktop photogrammetry tool for games, VFX, visualization and urban planning First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data. The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX. RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under $1 million/year last year. Now rebranded as RealityScan to unify it with the existing mobile app RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros. It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work. RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app. In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features. To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately. The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately. No information yet on how the new features break down between desktop and mobile It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back. Price, system requirements and release date RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU. The desktop software is free to artists and studios with revenue under $1 million/year. For larger studios, subscriptions cost $1,250/seat/year. The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use. By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings. Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan Read more about RealityCapture and RealityScan on the product 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.
    Like
    Love
    Wow
    Sad
    Angry
    196
    0 Comments 0 Shares 0 Reviews
  • Every Nintendo Switch 2 Exclusive (So Far)

    The launch of a new console is always exciting, because new hardware means new software to play on it. For the Switch 2, Nintendo is changing tactics with the release cadence of new games, as the console will launch with just a single first-party exclusive instead of several all at once. The launch lineup will still be bolstered by third-party support, and the company has several more exclusives on the way, but these are arriving throughout the rest of 2025 and 2026.For this list, we're looking at the games you'll only find on the Switch 2 and the ones that offer new content exclusively for the system. We're skipping Switch games being upgraded for the Switch 2--like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom--or titles that'll be available on both Switch and Switch 2, like Pokemon Legends: Z-A and Metroid Prime 4: Beyond.We're expecting a library of Switch 2 games that'll stand tall next to some of the best across multiple Nintendo eras, and we'll be listing every known and new release as they're revealed. Mario Kart WorldRelease date: June 5, 2025The marquee title for the Switch 2, Mario Kart World is the first mainline entry in the series since the release of Mario Kart 8 Deluxe in 2017, which was a port of 2014's Mario Kart 8 for the Wii U. Mario Kart World looks like it has the potential to push the series to new heights, as it offers colorful visuals, a stacked roster, and courses set inside of a massive open-world environment that can be freely explored.Where to buyWalmartTargetBest Buy Nintendo Switch 2 Welcome TourRelease date: June 5, 2025The Nintendo Switch 2 will be loaded with several new features, and Nintendo Switch 2 Welcome Tour looks like a fine--and fun!--way to learn about them. The caveat here is that this tech demo has a entrance fee, but if you don't mind paying for it, this will likely be a great way to explore the new features on this console. See on the Nintendo eShop Kirby Air RidersRelease date: 2025The Kirby Air Ride sequel that fans have been waiting years for, this new game is being directed by the pink blob's creator, Masahiro Sakurai. Kirby Air Ride on the GameCube was beloved for its fast-paced racing action in multiplayer sessions, and while we don't know too much about the new game yet, we're hoping to see some of that classic Kirby magic when the cute fella arrives on Switch 2. See on the Nintendo eShop Donkey Kong BananzaRelease date: July 17, 2025The next Donkey Kong adventure combines traditional platforming fun with destruction, as Nintendo's favorite ape will be able to smash his way through various environment. You'll be able to tear off chunks of terrain to hurl at enemies and punch your way into subterranean worlds to uncover secrets lurking beneath the surface.Where to buyWalmartTargetGameStop Fast FusionRelease date: June 5We haven't seen a brand-new F-Zero game in many years, but Fast Fusion might just be the next best thing. A very fast anti-gravity racing game that looks like it was also inspired by Wipeout, Fast Fusion is the fourth game in the Fast series and a sequel to 2017's Fast RMX. See on the Nintendo eShop Hyrule Warriors: Age of ImprisonmentRelease date: 2025This isn't the first time that Koei Tecmo and Nintendo have teamed up, and like its previous effort, you can expect this game to combine the world and characters of The Legend of Zelda: Tears of the Kingdom with the gameplay of Dynasty Warriors. Narratively, Age of Imprisonment serves as a prequel to Tears of the Kingdom as it focuses on the "Imprisoning War" that set the stage for that game. See on the Nintendo eShop Survival KidsRelease date: June 5, 2025The original Survival Kids game was released all the way back in 1999, and while it wasn't a smash-hit, critics at the time did praise it for its clever blend of ideas inspired by the likes of Pokemon and The Legend of Zelda. The sequel once again follows a group of kids stranded on an island and forced to fend for themselves, but this time, the focus is on co-op gameplay, puzzle-solving, and crafting. See on the Nintendo eShop Bravely Default: Flying Fairy HD RemasterRelease date: June 5First released on the Nintendo 3DS, Bravely Default: Flying Fairy HD Remaster on Switch 2 will feature some nifty upgrades on that system. The remaster has improved graphics, but in terms of content, this version also offers a redesigned user interface, the ability to fast-forward through certain scenes, quality-of-life upgrades, and two types of mouse-controlled minigames.Where to buyWalmartBest BuyGameStopTarget Yakuza 0: Director's CutRelease date: June 5Considered to be the best game in the Yakuza series, Yakuza 0: Director's Cut is a two-fisted tour through Tokyo that tells a hard-hitting story. For its Switch 2 release, the game is being updated with new cutscenes designed to give deeper insight into key incidents and character backstories, an English dub has been added, and there's a new online mode called Red Light Raid. For now, it looks like Yakuza 0: Director's Cut has only been confirmed for Switch 2, but we wouldn't be surprised if it makes the leap to other platforms after a period of timed exclusivity.Where to buyAmazonWalmart Super Mario Party Jamboree + Jamboree TV: Switch 2 EditionRelease date: July 24While the game did launch for in October 2024, Super Mario Party Jamboree + Jamboree TV: Switch 2 Edition will offer more than just improved graphics and frame rates. This new edition is packed with new modes and minigames, making this the ultimate version of the party game.Where to buyWalmartTargetGameStop Release date: August 28In case you missed it when it first came out on Switch, Kirby and the Forgotten Land was a terrific adventure starring the adorable Nintendo icon. On Switch 2, the game is getting a graphical upgrade and exclusive adventure called Star-Crossed World and all-new Mouthful Modes to wield in battle.Where to buyWalmartTargetGameStop Drag x DriveRelease date: Summer 2025If there's going to be a showcase game for the Switch 2's new Joy-Con 2 mouse controls, it might just be Drag x Drive. Details on it are slim for now, but from what we've seen so far, Drag x Drive will let you put your hoop-shooting skills to the test while you race around the arena in a wheelchair. The catch here is that the game makes heavy use of the Switch 2's mouse controls to move around and score points. See on the Nintendo eShop The DuskbloodsRelease date: 2026With Elden Ring Nightreign proving to be an enjoyable showcase of souls-like multiplayer, we're excited to see what From Software has in store for Switch 2 players when The Duskbloods eventually hits the scene. The studio has shared more details on the game since it was first revealed, like how players can choose from a cast of "over a dozen" characters that can be customized, the setting for the game, and how progression works. Interestingly, The Duskbloods was originally pitched for the Switch, but plans changed after Nintendo spoke to developer From Software about the Switch 2 console. See on the Nintendo eShop
    #every #nintendo #switch #exclusive #far
    Every Nintendo Switch 2 Exclusive (So Far)
    The launch of a new console is always exciting, because new hardware means new software to play on it. For the Switch 2, Nintendo is changing tactics with the release cadence of new games, as the console will launch with just a single first-party exclusive instead of several all at once. The launch lineup will still be bolstered by third-party support, and the company has several more exclusives on the way, but these are arriving throughout the rest of 2025 and 2026.For this list, we're looking at the games you'll only find on the Switch 2 and the ones that offer new content exclusively for the system. We're skipping Switch games being upgraded for the Switch 2--like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom--or titles that'll be available on both Switch and Switch 2, like Pokemon Legends: Z-A and Metroid Prime 4: Beyond.We're expecting a library of Switch 2 games that'll stand tall next to some of the best across multiple Nintendo eras, and we'll be listing every known and new release as they're revealed. Mario Kart WorldRelease date: June 5, 2025The marquee title for the Switch 2, Mario Kart World is the first mainline entry in the series since the release of Mario Kart 8 Deluxe in 2017, which was a port of 2014's Mario Kart 8 for the Wii U. Mario Kart World looks like it has the potential to push the series to new heights, as it offers colorful visuals, a stacked roster, and courses set inside of a massive open-world environment that can be freely explored.Where to buyWalmartTargetBest Buy Nintendo Switch 2 Welcome TourRelease date: June 5, 2025The Nintendo Switch 2 will be loaded with several new features, and Nintendo Switch 2 Welcome Tour looks like a fine--and fun!--way to learn about them. The caveat here is that this tech demo has a entrance fee, but if you don't mind paying for it, this will likely be a great way to explore the new features on this console. See on the Nintendo eShop Kirby Air RidersRelease date: 2025The Kirby Air Ride sequel that fans have been waiting years for, this new game is being directed by the pink blob's creator, Masahiro Sakurai. Kirby Air Ride on the GameCube was beloved for its fast-paced racing action in multiplayer sessions, and while we don't know too much about the new game yet, we're hoping to see some of that classic Kirby magic when the cute fella arrives on Switch 2. See on the Nintendo eShop Donkey Kong BananzaRelease date: July 17, 2025The next Donkey Kong adventure combines traditional platforming fun with destruction, as Nintendo's favorite ape will be able to smash his way through various environment. You'll be able to tear off chunks of terrain to hurl at enemies and punch your way into subterranean worlds to uncover secrets lurking beneath the surface.Where to buyWalmartTargetGameStop Fast FusionRelease date: June 5We haven't seen a brand-new F-Zero game in many years, but Fast Fusion might just be the next best thing. A very fast anti-gravity racing game that looks like it was also inspired by Wipeout, Fast Fusion is the fourth game in the Fast series and a sequel to 2017's Fast RMX. See on the Nintendo eShop Hyrule Warriors: Age of ImprisonmentRelease date: 2025This isn't the first time that Koei Tecmo and Nintendo have teamed up, and like its previous effort, you can expect this game to combine the world and characters of The Legend of Zelda: Tears of the Kingdom with the gameplay of Dynasty Warriors. Narratively, Age of Imprisonment serves as a prequel to Tears of the Kingdom as it focuses on the "Imprisoning War" that set the stage for that game. See on the Nintendo eShop Survival KidsRelease date: June 5, 2025The original Survival Kids game was released all the way back in 1999, and while it wasn't a smash-hit, critics at the time did praise it for its clever blend of ideas inspired by the likes of Pokemon and The Legend of Zelda. The sequel once again follows a group of kids stranded on an island and forced to fend for themselves, but this time, the focus is on co-op gameplay, puzzle-solving, and crafting. See on the Nintendo eShop Bravely Default: Flying Fairy HD RemasterRelease date: June 5First released on the Nintendo 3DS, Bravely Default: Flying Fairy HD Remaster on Switch 2 will feature some nifty upgrades on that system. The remaster has improved graphics, but in terms of content, this version also offers a redesigned user interface, the ability to fast-forward through certain scenes, quality-of-life upgrades, and two types of mouse-controlled minigames.Where to buyWalmartBest BuyGameStopTarget Yakuza 0: Director's CutRelease date: June 5Considered to be the best game in the Yakuza series, Yakuza 0: Director's Cut is a two-fisted tour through Tokyo that tells a hard-hitting story. For its Switch 2 release, the game is being updated with new cutscenes designed to give deeper insight into key incidents and character backstories, an English dub has been added, and there's a new online mode called Red Light Raid. For now, it looks like Yakuza 0: Director's Cut has only been confirmed for Switch 2, but we wouldn't be surprised if it makes the leap to other platforms after a period of timed exclusivity.Where to buyAmazonWalmart Super Mario Party Jamboree + Jamboree TV: Switch 2 EditionRelease date: July 24While the game did launch for in October 2024, Super Mario Party Jamboree + Jamboree TV: Switch 2 Edition will offer more than just improved graphics and frame rates. This new edition is packed with new modes and minigames, making this the ultimate version of the party game.Where to buyWalmartTargetGameStop Release date: August 28In case you missed it when it first came out on Switch, Kirby and the Forgotten Land was a terrific adventure starring the adorable Nintendo icon. On Switch 2, the game is getting a graphical upgrade and exclusive adventure called Star-Crossed World and all-new Mouthful Modes to wield in battle.Where to buyWalmartTargetGameStop Drag x DriveRelease date: Summer 2025If there's going to be a showcase game for the Switch 2's new Joy-Con 2 mouse controls, it might just be Drag x Drive. Details on it are slim for now, but from what we've seen so far, Drag x Drive will let you put your hoop-shooting skills to the test while you race around the arena in a wheelchair. The catch here is that the game makes heavy use of the Switch 2's mouse controls to move around and score points. See on the Nintendo eShop The DuskbloodsRelease date: 2026With Elden Ring Nightreign proving to be an enjoyable showcase of souls-like multiplayer, we're excited to see what From Software has in store for Switch 2 players when The Duskbloods eventually hits the scene. The studio has shared more details on the game since it was first revealed, like how players can choose from a cast of "over a dozen" characters that can be customized, the setting for the game, and how progression works. Interestingly, The Duskbloods was originally pitched for the Switch, but plans changed after Nintendo spoke to developer From Software about the Switch 2 console. See on the Nintendo eShop #every #nintendo #switch #exclusive #far
    WWW.GAMESPOT.COM
    Every Nintendo Switch 2 Exclusive (So Far)
    The launch of a new console is always exciting, because new hardware means new software to play on it. For the Switch 2, Nintendo is changing tactics with the release cadence of new games, as the console will launch with just a single first-party exclusive instead of several all at once. The launch lineup will still be bolstered by third-party support, and the company has several more exclusives on the way, but these are arriving throughout the rest of 2025 and 2026.For this list, we're looking at the games you'll only find on the Switch 2 and the ones that offer new content exclusively for the system. We're skipping Switch games being upgraded for the Switch 2--like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom--or titles that'll be available on both Switch and Switch 2, like Pokemon Legends: Z-A and Metroid Prime 4: Beyond.We're expecting a library of Switch 2 games that'll stand tall next to some of the best across multiple Nintendo eras, and we'll be listing every known and new release as they're revealed. Mario Kart WorldRelease date: June 5, 2025The marquee title for the Switch 2, Mario Kart World is the first mainline entry in the series since the release of Mario Kart 8 Deluxe in 2017, which was a port of 2014's Mario Kart 8 for the Wii U. Mario Kart World looks like it has the potential to push the series to new heights, as it offers colorful visuals, a stacked roster, and courses set inside of a massive open-world environment that can be freely explored.Where to buyWalmartTargetBest Buy Nintendo Switch 2 Welcome TourRelease date: June 5, 2025The Nintendo Switch 2 will be loaded with several new features, and Nintendo Switch 2 Welcome Tour looks like a fine--and fun!--way to learn about them. The caveat here is that this tech demo has a $10 entrance fee, but if you don't mind paying for it, this will likely be a great way to explore the new features on this console. See on the Nintendo eShop Kirby Air RidersRelease date: 2025The Kirby Air Ride sequel that fans have been waiting years for, this new game is being directed by the pink blob's creator, Masahiro Sakurai. Kirby Air Ride on the GameCube was beloved for its fast-paced racing action in multiplayer sessions, and while we don't know too much about the new game yet, we're hoping to see some of that classic Kirby magic when the cute fella arrives on Switch 2. See on the Nintendo eShop Donkey Kong BananzaRelease date: July 17, 2025The next Donkey Kong adventure combines traditional platforming fun with destruction, as Nintendo's favorite ape will be able to smash his way through various environment. You'll be able to tear off chunks of terrain to hurl at enemies and punch your way into subterranean worlds to uncover secrets lurking beneath the surface.Where to buyWalmartTargetGameStop Fast FusionRelease date: June 5We haven't seen a brand-new F-Zero game in many years, but Fast Fusion might just be the next best thing. A very fast anti-gravity racing game that looks like it was also inspired by Wipeout, Fast Fusion is the fourth game in the Fast series and a sequel to 2017's Fast RMX. See on the Nintendo eShop Hyrule Warriors: Age of ImprisonmentRelease date: 2025This isn't the first time that Koei Tecmo and Nintendo have teamed up, and like its previous effort, you can expect this game to combine the world and characters of The Legend of Zelda: Tears of the Kingdom with the gameplay of Dynasty Warriors. Narratively, Age of Imprisonment serves as a prequel to Tears of the Kingdom as it focuses on the "Imprisoning War" that set the stage for that game. See on the Nintendo eShop Survival KidsRelease date: June 5, 2025The original Survival Kids game was released all the way back in 1999, and while it wasn't a smash-hit, critics at the time did praise it for its clever blend of ideas inspired by the likes of Pokemon and The Legend of Zelda. The sequel once again follows a group of kids stranded on an island and forced to fend for themselves, but this time, the focus is on co-op gameplay, puzzle-solving, and crafting. See on the Nintendo eShop Bravely Default: Flying Fairy HD RemasterRelease date: June 5First released on the Nintendo 3DS, Bravely Default: Flying Fairy HD Remaster on Switch 2 will feature some nifty upgrades on that system. The remaster has improved graphics, but in terms of content, this version also offers a redesigned user interface, the ability to fast-forward through certain scenes, quality-of-life upgrades, and two types of mouse-controlled minigames.Where to buyWalmartBest BuyGameStopTarget Yakuza 0: Director's CutRelease date: June 5Considered to be the best game in the Yakuza series, Yakuza 0: Director's Cut is a two-fisted tour through Tokyo that tells a hard-hitting story. For its Switch 2 release, the game is being updated with new cutscenes designed to give deeper insight into key incidents and character backstories, an English dub has been added, and there's a new online mode called Red Light Raid. For now, it looks like Yakuza 0: Director's Cut has only been confirmed for Switch 2, but we wouldn't be surprised if it makes the leap to other platforms after a period of timed exclusivity.Where to buyAmazonWalmart Super Mario Party Jamboree + Jamboree TV: Switch 2 EditionRelease date: July 24While the game did launch for in October 2024, Super Mario Party Jamboree + Jamboree TV: Switch 2 Edition will offer more than just improved graphics and frame rates. This new edition is packed with new modes and minigames, making this the ultimate version of the party game.Where to buyWalmartTargetGameStop Release date: August 28In case you missed it when it first came out on Switch, Kirby and the Forgotten Land was a terrific adventure starring the adorable Nintendo icon. On Switch 2, the game is getting a graphical upgrade and exclusive adventure called Star-Crossed World and all-new Mouthful Modes to wield in battle.Where to buyWalmartTargetGameStop Drag x DriveRelease date: Summer 2025If there's going to be a showcase game for the Switch 2's new Joy-Con 2 mouse controls, it might just be Drag x Drive. Details on it are slim for now, but from what we've seen so far, Drag x Drive will let you put your hoop-shooting skills to the test while you race around the arena in a wheelchair. The catch here is that the game makes heavy use of the Switch 2's mouse controls to move around and score points. See on the Nintendo eShop The DuskbloodsRelease date: 2026With Elden Ring Nightreign proving to be an enjoyable showcase of souls-like multiplayer, we're excited to see what From Software has in store for Switch 2 players when The Duskbloods eventually hits the scene. The studio has shared more details on the game since it was first revealed, like how players can choose from a cast of "over a dozen" characters that can be customized, the setting for the game, and how progression works. Interestingly, The Duskbloods was originally pitched for the Switch, but plans changed after Nintendo spoke to developer From Software about the Switch 2 console. See on the Nintendo eShop
    0 Comments 0 Shares 0 Reviews
  • Research roundup: 7 stories we almost missed

    Best of the rest

    Research roundup: 7 stories we almost missed

    Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape

    Jennifer Ouellette



    May 31, 2025 5:37 pm

    |

    4

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights.
    Special relativity made visible

    Credit:

    TU Wien

    Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics.
    They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera.
    Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959.

    DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  .
    Drumming chimpanzees

    A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025.

    Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms.
    Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts.
    Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  .
    Distinctive styles of two jazz greats

    Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking."
    Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA.
    Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery.
    Sounds of an ancient underground city

    Credit:

    Sezin Nas

    Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions.

    The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment.
    Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves.
    MIT's latest ping-pong robot
    Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance.
    MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras.

    The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming.
    Why orange cats are orange

    Credit:

    Astropulse/CC BY-SA 3.0

    Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology.
    Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics.

    From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  .
    Not a Roman "massacre" after all

    Credit:

    Martin Smith

    In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries.
    But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle.
    DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  .

    Jennifer Ouellette
    Senior Writer

    Jennifer Ouellette
    Senior Writer

    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

    4 Comments
    #research #roundup #stories #almost #missed
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  . Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  . Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  . Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  . Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments #research #roundup #stories #almost #missed
    ARSTECHNICA.COM
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories we (almost) missed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  (About DOIs). Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations (see above video). Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africa (Uganda) and West Africa (Ivory Coast), amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  (About DOIs). Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumb (Montgomery) produced more of a "pluck" compared to the pick (Pass), which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channels (and some 50,000 smaller shafts) serving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing types (loop, drive, and chip) and during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second (about 42 MPH), close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshell (partially orange) coloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resources (including complete sequenced genomes) for cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutation (sex-linked orange) turns on Arhgap36 expression in pigment cells (and only pigment cells), thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  (About DOIs). Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  (About DOIs). Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments
    13 Comments 0 Shares 0 Reviews
  • How the new Murderbot TV series made me a reluctant convert

    Murderbotjust wants to be left aloneApple TV+

    Apple TV+Friends and colleagues spent years trying to get me to read The Murderbot Diaries, a sci-fi series by Martha Wells about a cyborg security unit that gains free will. I resisted. They pitched it to me as quirky, which raised my hackles, or as comfort reading, which sent them skyrocketing. Not my sort of thing, I thought snootily.
    But once Apple TV+ said that it would be adapting All Systems Red, the first instalment, I knew I had to give it a read. It…
    #how #new #murderbot #series #made
    How the new Murderbot TV series made me a reluctant convert
    Murderbotjust wants to be left aloneApple TV+ Apple TV+Friends and colleagues spent years trying to get me to read The Murderbot Diaries, a sci-fi series by Martha Wells about a cyborg security unit that gains free will. I resisted. They pitched it to me as quirky, which raised my hackles, or as comfort reading, which sent them skyrocketing. Not my sort of thing, I thought snootily. But once Apple TV+ said that it would be adapting All Systems Red, the first instalment, I knew I had to give it a read. It… #how #new #murderbot #series #made
    WWW.NEWSCIENTIST.COM
    How the new Murderbot TV series made me a reluctant convert
    Murderbot (Alexander Skarsgård) just wants to be left aloneApple TV+ Apple TV+Friends and colleagues spent years trying to get me to read The Murderbot Diaries, a sci-fi series by Martha Wells about a cyborg security unit that gains free will. I resisted. They pitched it to me as quirky, which raised my hackles, or as comfort reading, which sent them skyrocketing. Not my sort of thing, I thought snootily. But once Apple TV+ said that it would be adapting All Systems Red, the first instalment, I knew I had to give it a read. It…
    0 Comments 0 Shares 0 Reviews
  • Is generative AI really 'just a tool'?

    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.
    #generative #really #039just #tool039
    Is generative AI really 'just a tool'?
    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa. #generative #really #039just #tool039
    WWW.GAMEDEVELOPER.COM
    Is generative AI really 'just a tool'?
    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism (one we hear often from opponents of firearm regulation in the United Stats). Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.
    0 Comments 0 Shares 0 Reviews
  • Yooka-Laylee developer Playtonic is laying off over a dozen staff

    Playtonic, the creators of Yooka-Laylee, is laying off some of its staff, the developer and publisher announced on social media. The post doesn't mention how many members of Playtonic will be effected, but does credit the layoffs to the company's struggle with "a period of profound change in how games are created and funded."
    Based on a LinkedIn post shared by Playtonic brand manager Anni Valkama, the layoffs include staff members who worked in production, various art departments, game design, narrative design and UI/UX design. Playtonic only lists around 50 staff members on LinkedIn, but given the studios growth into a publisher and its upcoming release of Yooka-Replaylee, its possible the actual team is a bit larger.
    pic.twitter.com/A8th7spU3n— Playtonic - CATTLE COUNTRY OUT NOW!May 30, 2025

    While Playtonic likely isn't safe from the problems of funding and selling games that other developers have, hiring up for a new project like Yooka-Replaylee and then laying those new hires off before the game is released is a fairly common practice. There's no way to know if that's the case here without more information, but it's worth stating.
    Yooka-Laylee was pitched as a spiritual sequel to Banjo-Kazooie and other character-focused action-platformers when it debuted on Kickstarter in 2015, perhaps unsurprising given that Playtonic was founded by former developers from Rare, the creators of Banjo-Kazooie and newer hits like Sea of Thieves. In fact, many of the games Playtonic has published under its "Playtonic Friends" publishing label fall in that Rare sweet spot, whether its the cute action-adventure game Lil Gator Game or the difficult platformer Demon Turf.This article originally appeared on Engadget at
    #yookalaylee #developer #playtonic #laying #off
    Yooka-Laylee developer Playtonic is laying off over a dozen staff
    Playtonic, the creators of Yooka-Laylee, is laying off some of its staff, the developer and publisher announced on social media. The post doesn't mention how many members of Playtonic will be effected, but does credit the layoffs to the company's struggle with "a period of profound change in how games are created and funded." Based on a LinkedIn post shared by Playtonic brand manager Anni Valkama, the layoffs include staff members who worked in production, various art departments, game design, narrative design and UI/UX design. Playtonic only lists around 50 staff members on LinkedIn, but given the studios growth into a publisher and its upcoming release of Yooka-Replaylee, its possible the actual team is a bit larger. pic.twitter.com/A8th7spU3n— Playtonic - CATTLE COUNTRY OUT NOW!May 30, 2025 While Playtonic likely isn't safe from the problems of funding and selling games that other developers have, hiring up for a new project like Yooka-Replaylee and then laying those new hires off before the game is released is a fairly common practice. There's no way to know if that's the case here without more information, but it's worth stating. Yooka-Laylee was pitched as a spiritual sequel to Banjo-Kazooie and other character-focused action-platformers when it debuted on Kickstarter in 2015, perhaps unsurprising given that Playtonic was founded by former developers from Rare, the creators of Banjo-Kazooie and newer hits like Sea of Thieves. In fact, many of the games Playtonic has published under its "Playtonic Friends" publishing label fall in that Rare sweet spot, whether its the cute action-adventure game Lil Gator Game or the difficult platformer Demon Turf.This article originally appeared on Engadget at #yookalaylee #developer #playtonic #laying #off
    WWW.ENGADGET.COM
    Yooka-Laylee developer Playtonic is laying off over a dozen staff
    Playtonic, the creators of Yooka-Laylee, is laying off some of its staff, the developer and publisher announced on social media. The post doesn't mention how many members of Playtonic will be effected, but does credit the layoffs to the company's struggle with "a period of profound change in how games are created and funded." Based on a LinkedIn post shared by Playtonic brand manager Anni Valkama, the layoffs include staff members who worked in production, various art departments, game design, narrative design and UI/UX design. Playtonic only lists around 50 staff members on LinkedIn, but given the studios growth into a publisher and its upcoming release of Yooka-Replaylee, its possible the actual team is a bit larger. pic.twitter.com/A8th7spU3n— Playtonic - CATTLE COUNTRY OUT NOW! (@PlaytonicGames) May 30, 2025 While Playtonic likely isn't safe from the problems of funding and selling games that other developers have, hiring up for a new project like Yooka-Replaylee and then laying those new hires off before the game is released is a fairly common practice. There's no way to know if that's the case here without more information, but it's worth stating. Yooka-Laylee was pitched as a spiritual sequel to Banjo-Kazooie and other character-focused action-platformers when it debuted on Kickstarter in 2015, perhaps unsurprising given that Playtonic was founded by former developers from Rare, the creators of Banjo-Kazooie and newer hits like Sea of Thieves. In fact, many of the games Playtonic has published under its "Playtonic Friends" publishing label fall in that Rare sweet spot, whether its the cute action-adventure game Lil Gator Game or the difficult platformer Demon Turf.This article originally appeared on Engadget at https://www.engadget.com/gaming/yooka-laylee-developer-playtonic-is-laying-off-over-a-dozen-staff-211759308.html?src=rss
    0 Comments 0 Shares 0 Reviews
More Results
CGShares https://cgshares.com