Apple’s M3 chips bring ray tracing to Macs

There’s nothing truly spooky about Apple’s new M3 chips — except, perhaps, for how scared they’ll make Intel, AMD and Qualcomm. During its “Scary Fast” Halloween Eve product event (at 8PM Eastern Apple, really?) the company officially debuted its new M3, M3 Pro and M3 Max chips. They’ll be featured in the revamped MacBook Pro 14-inch and 16-inch, as well as the 24-inch iMac, which never got an M2 refresh.

Apple is mainly positioning the M3 chips as major upgrades over its M1 hardware — if you bought an M2 system, you’re probably not itching for a replacement just yet. The M3’s GPU is the biggest leap forward, delivering new features like hardware-accelerated raytracing and mesh shading, which will enable more realistic lighting and better geometry handling. Apple claims the M3’s GPU is 1.8 times faster than the M2 and 2.5 times faster than the M1 in “Pro apps” — as usual, the company didn’t reveal its testing criteria. You can also expect better power efficiency, as the M3’s GPU can hit the M1’s performance level while using half the power.

Here’s how Apple’s new hardware breaks down: The plain M3 features an 8-core CPU (made up of four performance cores and four efficiency cores) and a 10-core GPU. Apple claims it’s up to 35 percent faster than the M1, and it can also support up to 24GB of unified RAM. The M3 Pro ups the ante with a 12-core CPU (six performance, six efficiency) and an 18-core GPU. It can squeeze in up to 36GB of memory, and Apple says that it’s single-threaded performance is up to 30 percent faster than the M1 Pro.

Apple

And then there’s the M3 Max, featuring a 16-core CPU (12 performance, four efficiency, a 40-core GPU and support for up to 128GB of RAM. Apple claims it’s up to 80 percent faster than the M1 Max. It also sports two ProRes engines to satisfy even the most demanding video professionals.

The M3 chips are also notable for being the first PC chips built on a 3 nanometer process, rather than the M1 and M2’s 5nm process. The increased transistor density helps with power efficiency, as well as providing better overall performance. According to Apple, the M3’s performance cores are 15 percent faster than the M2’s, while the efficiency cores are 30 percent faster. 

Given that Apple just debuted the 3nm A17 Pro for the iPhone 15 and 15 Pro, it’s not too surprising that the M3 has been similarly shrunken down. In comparison, AMD debuted its 4nm Ryzen 7040 chip this year, and Intel plans to launch its Core Ultra Meteor Lake laptop chips in December, which is built on the “Intel 4” platform (using a 7nm process). The differences between architectures, some of which rely on newer tech like 3D stacking, makes it difficult to directly compare processing node sizes. But for now, Apple can lord its 3nm figure over the rest of the PC world.

When it comes to other upgrades, Apple says the M3’s Neural Engine, which handles AI tasks, is up to 60 percent faster than M1 chips. The M3 also sport a media engine with hardware acceleration for H.264, HEVC, ProRes (both standard and RAW). That engine also finally supports AV1 video decoding, which should make streaming AV1 content more power efficient.

Like most chip makers, it makes sense for Apple to follow up a major release like the M1 with a minor refresh like the M2. The M3 needs to prove itself to be the substantial upgrade over the M1 that Apple claims. And with the addition of ray tracing and better graphics, it may finally make Macs more enticing for developers and gamers alike. (Just in time for major titles like Death Stranding and Resident Evil Village to hit the App Store.)

Follow all of the news from Apple’s “Scary Fast” October event right here.

This article originally appeared on Engadget at https://www.engadget.com/apples-m3-chips-pro-max-003004080.html?src=rss 

Apple’s 24-inch M3 iMac starts at $1,299 and ships on November 7

Apple had a bit of a Halloween treat for Mac desktop aficionados at its “Scary Fast” event. As expected, the 24-inch iMac is getting more oomph thanks to Apple’s new M3 chipset. The company says the latest model will be up to twice as fast as the last iMac, which has an M1 chipset. Those making the switch from an Intel-based iMac will find that the new model is up to 2.5 times faster than some of the most popular 27-inch models.

The M3 has an eight-core CPU and up to a 10-core GPU. The graphics cores support hardware-accelerated mesh shading and ray-tracing. The chipset has a 16-core Neural Engine and support for up to 24GB of unified memory too.

Compared with the M1 iMac from 2021, the M3-powered version will deliver up to a 30 percent speed boost in Safari and productivity apps such as Microsoft Excel, Apple says. The company notes that games will run at up to 50 percent improved frame rates too. Creatives will be able to edit and play back up to 12 4K video streams, three times as many as before. Apple also says that processing images in apps such as Adobe Photoshop and tackling video projects in Final Cut Pro and Adobe Premiere Pro will be up to twice as fast.

Apple

There aren’t too many upgrades elsewhere in the latest Mac. Apple is sticking with a 4.5K Retina display, for instance. There are some handy changes on the connectivity front. The latest iMac supports Wi-Fi 6E and Bluetooth 5.3 — the M1 iMac had Wi-Fi 6 and Bluetooth 5.0. Still, the M3 iMac might be worth the upgrade for those who have been clinging onto an older model.

Orders for the M3 iMac open today and it will ship on November 7. The base model comes with an eight-core GPU, two Thunderbolt ports, Magic Keyboard, and Magic Mouse. However, it once again has a paltry 256GB of SSD storage and 8GB of unified memory. This variant will run you $1,299 (or $1,249 for education). It’s available in green, pink, blue and silver.

If you’d like an M3 iMac that has a 10-core GPU, that starts at $1,499 ($1,399 for education). Other upgrades include two additional USB 3 ports, a Gigabit Ethernet port and Magic Keyboard with Touch ID. However, the base storage and RAM remain the same at 256GB and 8GB, respectively. This model is available in green, yellow, orange, pink, purple, blue and silver.

Follow all of the news from Apple’s “Scary Fast” October event right here.

This article originally appeared on Engadget at https://www.engadget.com/apples-24-inch-m3-imac-starts-at-1299-and-ships-on-november-7-003010226.html?src=rss 

Apple updates its 14-inch and 16-inch MacBook Pros with new M3 chips

On Monday at its “Scary Fast” event, Apple announced an updated line of 14- and 16-inch MacBook Pros featuring a range of new M3 chips and Space Black chassis.

Compared to a similarly specced M2 model, a base M3 14-inch MacBook Pro will now start at $1,599 ($400 less than its predecessor) with prices going up from there for configurations with M3 Pro or M3 Max processors. Meanwhile, a base 16-inch MacBook Pro with an M3 Pro chip will have the same $2,499 starting price as its M2 Pro-equipped predecessor.

The fresh Space Black color option–which looks more like a matte charcoal gray in person–will be available on both 14- and 16-inch systems with M3 Pro and M3 Max chips and helps hide fingerprints better than the classic silver models. The rest of the laptops’ hardware will remain largely the same including features such as Apple’s 1080p FaceTime cameras and six-speaker sound systems. The one small change is that the Liquid Retina XDR displays on the new M3 MacBook Pros can now display SDR content 20 percent brighter than before with peaks of 600 nits (up from 500 nits on the previous generation).

Apple

That said, thanks to the new M3 chips, these refreshed MBPs should have some very notable boosts in performance. In general use, Apple claims a 14-inch M3 MacBook Pro is 60 percent faster than a 13-inch M1 model while still offering up to 22 hours of battery life. And if you move up to a laptop with an M3 Pro chip, you’re looking at 40 percent faster performance than an equivalent M1 Pro MBP. Finally, 14- and 16-inch M3 Max systems will support up to a massive 128GB of unified memory for improved workflows in apps like MATLAB, DaVinci Resolve and others. However, the most stunning figure is that when compared to the fastest Intel-based MacBook Pros (which date back to 2021), Apple is touting 11x faster performance for systems equipped with M3 Max chips.

Another important upgrade on the M3 chips is that they support hardware acceleration for both ray tracing and mesh shading. This could prove to be a massive improvement for gamers or people like animators and 3D modelers, who will be able to take advantage of the M3’s more efficient on-chip processing power in supported apps.

The new Space Black color on Apple’s refreshed MacBook Pros should hide fingerprints better than traditional silver models.

Apple

Pre-orders for all the new M3 MacBook Pro models go live today with M3 and M3 Pro systems shipping as soon as next week on November 7, with M3 Max configs slated to arrive slightly later next month. The 14-inch M3 MacBook Pro will start at $1,599 ($1,499 for education) or $1,999 for one with an M3 Pro ($1,849 for education) while the 16-inch M3 Pro MacBook Pro will start at $2,499 ($2,299 for education).

Follow all of the news from Apple’s “Scary Fast” October event right here.

This article originally appeared on Engadget at https://www.engadget.com/apple-updates-its-14-inch-and-16-inch-macbook-pros-with-new-m3-chips-specs-price-003015893.html?src=rss 

Apple finally kills off the 13-inch Touch Bar MacBook Pro

Apple’s Scary Fast event was an unexpected but welcome treat for Mac fans this season. And in true Halloween slasher movie fashion, Apple has officially ended the life of one of its most controversial laptops: the 13-inch MacBook Pro. For years, this model was an absolute star with its Pro-level specs and impressive build quality. However, as Apple updated and released newer laptops, the 13-inch MacBook Pro started looking less appealing, especially when Apple’s own chips made their way into the Mac. At this point, Apple’s move to discontinue the 13-inch MacBook Pro doesn’t come as a surprise.

The laptop hit a rough patch in 2016 with the introduction of the Touch Bar, which came as a part of a major redesign. The new look also included a thinner chassis, changes to the keyboard, a larger trackpad, Touch ID and the removal of all ports except the Thunderbolt ports and a headphone jack. As you may remember, the Touch Bar was a total hit or miss among the masses. Some people loved the innovation and the “magical” Touch Bar while others found it clumsy and not very useful. Apple eventually removed the Touch Bar by introducing the latest 14-inch and 16-inch MacBook Pro models, but kept it on the 13-inch MacBook Pro.

Beck Diefenbach / Reuters

In 2023, the 13-inch MacBook Pro is a good laptop but it’s just not worth the investment anymore. The base model comes with Apple’s M2 chip, which has given a nice little boost. It has an 8-core CPU, a 10-core GPU and comes standard with 8GB of RAM and 256GB storage, both of which can be bumped up for an additional cost. For day-to-day tasks and light work, it still performs well enough but well enough just doesn’t cut it anymore for a “Pro” laptop. Especially when the new MacBook Air offers so much more and the 14-inch MacBook Pro has a better screen and more ports pro users actually need. Even so, Apple claimed for years that the 13-inch MacBook Pro remains one of its best-selling models. This likely has more to do with its lower price point.

Apple probably kept the model around as a budget-friendly Pro option, starting at $1,299, while the cheapest 14-inch model was $1,999. But with tonight’s introduction of the M3 14-inch MacBook Pro for $1,599, the 13-inch simply no longer makes sense — which would explain Apple’s decision to move away from this one.

Follow all of the news from Apple’s “Scary Fast” October event right here.

This article originally appeared on Engadget at https://www.engadget.com/apple-finally-kills-off-the-13-inch-touch-bar-macbook-pro-004008890.html?src=rss 

A software company called Threads says Meta tried to buy its domain and kicked it off Facebook

A UK-based software company called Threads Software Limited is threatening legal action against Meta over its use of the name Threads. The company, which says it’s owned the “Threads” trademark since 2012, makes an “intelligent message hub” that uses AI to help businesses keep track of phone calls, emails and other messages.

Threads Software Limited claims that Meta lawyers made four separate attempts, beginning in April 2023, to buy the software company’s threads.app domain, and eventually shut down its Facebook account. “Every offer was declined,” the company said in a statement. “It was made clear to Meta’s Instagram that the domain was not for sale. In July 2023, Meta’s Instagram announced its ‘threads’ social media platform and removed Threads Software Limited from its Facebook platform.”

The software company said that it’s giving Meta 30 days to “stop using the Threads name” and that it will “seek an injunction from the UK courts” if the social media company declines to do so. In a statement, Threads Software’s CEO John Yardley said it was “not an easy decision” to take on Meta, but that the “business now faces a serious threat from one of the largest technology companies in the world.”

Meta didn’t immediately respond to a request for comment. It’s not clear how much money Meta may have offered for threads.app, but Yardley’s statements offer a rare look at the kind of backroom negotiations that can happen in order to secure a sought-after domain or username.

It’s also worth noting that the software maker wasn’t the only company using the Threads name at the time Meta launched its Twitter competitor. Fashion retailer American Threads controlled the @Threads handle on Instagram at the time of the service’s launch. The company jokingly responded to commenters at the time, and posted on the new Threads service about people mixing up the clothing brand with the Meta-owned service. Meta used @threadsapp on Instagram and threadsapp.net on Threads, at the time of the service’s launch.

Screenshot by Karissa Bell via Instagram

A month later, the retailer’s Instagram account changed handles to @americanthreads (and americanthreads.net on Threads) without explanation, while Meta took control of the @Threads handle. Representatives for the clothing brand didn’t immediately respond to a request for comment, but the circumstances are strikingly similar to how Meta quietly gained control of the @Meta handle on Instagram more than a year ago. That username was also controlled by a separate entity — an independent motorcycle publication called META — but the account was later subsumed by the social network without explanation.

Representatives of Meta, the magazine, never commented directly on how their account changed hands, but wrote about their dismay in learning of Facebook’s name change. “With the flip of a switch our identity was suddenly watered down, and we watched our name circle the drain and wash away with something we had no control over,” the magazine’s cofounder wrote in a blog post that’s since been deleted. The magazine now uses the name Vahna.

For now, it appears Threads Software Limited is hoping for a different outcome. “Over the last 10 years, we have made a large investment in the Threads name and we did not want to potentially have to write-off this investment simply because Meta happened to like the name we had already coined for a messaging service,” it wrote in a blog post. “For us to change the service name simply to avoid confusion with Meta’s product could well set back the service enough for us to lose that technological lead.”

If you have been offered money in exchange for your domain name or handle from Meta or another social media company, reach out to me at karissa.bell [at] engadget.com or on Signal at +1.628.231.0063.

This article originally appeared on Engadget at https://www.engadget.com/a-software-company-called-threads-says-meta-tried-to-buy-its-domain-and-kicked-it-off-facebook-221928864.html?src=rss 

NYU is developing 3D streaming video tech with the help of its dance department

NYU is launching a project to spur the development of immersive 3D video for dance education — and perhaps other areas. Boosted by a $1.2 million four-year grant from the National Science Foundation, the undertaking will try to make Point-Cloud Video (PCV) tech viable for streaming.

A point cloud is a set of data points in a 3D space representing the surface of a subject or environment. NYU says Point-Cloud Video, which strings together point-cloud frames into a moving scene, has been under development for the last decade. However, it’s typically too data-intensive for practical purposes, requiring bandwidth far beyond the capabilities of today’s connected devices.

The researchers plan to address those obstacles by “reducing bandwidth consumption and delivery latency, and increasing power consumption efficiency so that PCVs can be streamed far more easily,” according to an NYU Engineering blog post published Monday. Project leader Yong Liu, an NYU electrical and computer engineering professor, believes modern breakthroughs make that possible. “With recent advances in the key enabling technologies, we are now at the verge of completing the puzzle of teleporting holograms of real-world humans, creatures and objects through the global Internet,” Liu wrote on Monday. 

ChatGPT maker OpenAI launched a model last year that can create 3D point clouds from text prompts. Engadget reached out to the project leader to clarify whether it or other generative AI tools are part of the process, and we’ll update this article if we hear back.

The team will test the technology with the NYU Tisch School of the Arts and the Mark Morris Dance Group’s Dance Center. Dancers from both organizations will perform on a volumetric capture stage. The team will stream their movements live and on-demand, offering educational content for aspiring dancers looking to study from high-level performers — and allowing engineers to test and tweak their PCV technology.

The researchers envision the work opening doors to more advanced VR and mixed reality streaming content. “The success of the proposed research will contribute towards wide deployment of high quality and robust PCV streaming systems that facilitate immersive augmented, virtual and mixed reality experience and create new opportunities in many domains, including education, business, healthcare and entertainment,” Liu said.

“Point-Cloud Video holds tremendous potential to transform a range of industries, and I’m excited that the research team at NYU Tandon prioritized dance education to reap those benefits early,” said Jelena Kovačević, NYU Tandon Dean.

This article originally appeared on Engadget at https://www.engadget.com/nyu-is-developing-3d-streaming-video-tech-with-the-help-of-its-dance-department-211947160.html?src=rss 

Bungie reportedly lays off staff, delays Marathon and Destiny 2: The Final Shape

Bungie has reportedly laid off an unknown number of staffers and delayed two highly anticipated games. Bloomberg’s Jason Schreier reports that the studio’s CEO, Pete Parsons, warned staffers they would hear “some news today” while announcing a team meeting later on Monday to “discuss today’s events.”

Meanwhile, the studio has reportedly delayed the Destiny 2 expansion, The Final Shape, and the studio’s next game, Marathon. Sony completed its deal last year to buy Bungie for $3.6 billion.

According to Bloomberg, Bungie delayed Destiny 2: The Final Shape to June from its original target of February 27, 2024. While not necessarily the end of Destiny 2, the expansion will serve as a resolution, wrapping up its main story’s loose ends. In addition, the studio has pushed back the release date for extraction shooter Marathon to 2025. That title, rebooting an IP from a 1990s Mac cult classic, is Bungie’s attempt to re-establish itself as a force in the modern gaming industry beyond Destiny.

Well… my heart is breaking for all affected

I am now looking for opportunities. I have 21 years of games industry experience in media, production, and community management. I’m processing,I’m so heartbroken. I don’t know what to do from here… this was my home. I feel so lost

— Liana Ruppert (@DirtyEffinHippy) October 30, 2023

Sony has joined much of the gaming industry (and the tech world at large) in laying off staff this year. Naughty Dog, Media Molecule and PlayStation’s Visual Arts support team have all faced cuts recently. In addition, Epic Games cut around 900 staff members in September, and CD Projekt Red announced in July it would lay off about 100 people. Niantic, Telltale, EA and Unity have also let go of workers in 2023.

Engadget has reached out to Bungie to try to confirm the layoffs and delays. We’ll update this article if we hear back.

This article originally appeared on Engadget at https://www.engadget.com/bungie-reportedly-lays-off-staff-delays-marathon-and-destiny-2-the-final-shape-192722536.html?src=rss 

X won’t pay creators for tweets that get fact checked with community notes

X will no longer pay creators for tweets promoting misinformation. Elon Musk said the company is making a “slight change” to its monetization program and that tweets that are fact-checked via community notes will no longer be eligible for payouts as part of X’s revenue-sharing program.

The update appears to be an attempt to remove incentives for high-profile accounts to spread viral misinformation. “The idea is to maximize the incentive for accuracy over sensationalism,” Musk said. X also recently started to require community notes contributors to cite their sources in fact checks.

The latest change comes as researchers, fact checkers and journalists have raised the alarm about the amount of viral misinformation spreading on X amid the ongoing conflict in Israel and Gaza. European Union officials have opened an investigation into the company’s handling of misinformation related to the war.

Following Musk’s takeover of Twitter a year ago, the company laid off teams responsible for curating and promoting reputable tweets about breaking news events and removed tools for reporting misinformation in the app. Instead, the company has relied on its crowd-sourced fact checking tool, community notes.

But critics have said that community notes are subject to manipulation and that the user-contributed fact checks are often unable to keep up with the sheer amount of viral falsehoods, particularly those promoted by verified accounts. A recent analysis from NewsGuard, a nonprofit that tracks the spread of misinformation, found that 74 percent of “the most viral posts on X advancing misinformation about the Israel-Hamas War are being pushed by ‘verified’ X accounts.”

As BBC researcher Shayan Sardarizadeh pointed out, the change to make tweets with community notes ineligible for payments has already been criticized by a number of high-profile accounts whose tweets are often “community noted.” Musk added that “any attempts to weaponize @CommunityNotes to demonetize people will be immediately obvious,” but didn’t say how the company would deal with attempts at manipulation. X didn’t respond to a request for comment.

This article originally appeared on Engadget at https://www.engadget.com/x-wont-pay-creators-for-tweets-that-get-fact-checked-with-community-notes-174206477.html?src=rss 

Meta’s Oversight Board: Dangerous diet videos can remain, but please demonetize them

Meta’s Oversight Board announced today it has upheld the company’s decision to leave up two posts detailing a Thai woman’s fruit juice-only diet. However, the board recommended the company restrict the monetization of similar “extreme and harmful diet-related content” on Facebook as researchers continue to wrestle with the concerning relationship between social media and eating disorders.

The Oversight Board’s decision describes the videos, posted in late 2022 and 2023 by the same account — and flagged by users as harmful. The clips detailed “content on life, culture and food in Thailand.” In both problematic videos, a man interviews a woman in Italian about her experience with “a diet consisting only of fruit juice.”

The decision illustrates the videos’ concerning influence. “In the first video, the woman says she has experienced increased mental focus, improved skin and bowel movement, happiness and a ‘feeling of lightness’ since starting the diet, while she also shares that she previously suffered from skin problems and swollen legs,” the board’s summary reads. “She brings up the issue of anorexia but states her weight has normalized, after she initially lost more than 10 kilograms (22 pounds) due to her dietary changes.”

The second video, posted around five months later, follows up on the woman’s story, asking how she feels nearly a year into her dangerous diet. “She responds by saying she looks young for her age, that she has not lost any more weight except for ‘four kilos of impurities,’ and she encourages him to try the diet.” Making matters worse, she told the interviewer she planned to become a “fruitarian” after wrapping up the fast, adding that she may start a “pranic journey,” which she describes as “living ‘on energy’ in place of eating or drinking regularly.”

Meta’s oversight board

Meta

The videos have been viewed over two million times and have over 15,000 comments. The posts also shared details about the woman’s Facebook page, which received a significant uptick in engagement after the second post. “Based on research commissioned by the Board, the woman’s Facebook page has 17,000 followers and features content about the lifestyle of the woman, including her diet,” the board wrote. Both the content creator and the woman’s Facebook page were part of Meta’s Partner Monetization Program, allowing them to profit from the potentially harmful advice. 

After users reported the videos, Meta’s human reviewers determined the posts didn’t violate Facebook’s Suicide and Self-Injury Community Standard. They remained visible on Facebook. Separate users for each video then appealed the decision to Meta’s Oversight Board.

The board’s decision not to remove the videos was more about the lack of specific violations of the Suicide and Self-Injury Community Standard than a belief that the content was harmless. Specifically, the videos don’t provide “instructions for drastic and unhealthy weight loss when shared together with terms associated with eating disorders,” nor do they “promote, encourage, coordinate, or provide instructions for eating disorders.” Even the woman’s mention of an energy-only “pranic journey” was determined to be “descriptive in nature” without mention of weight loss.

The board recommended Meta adjust its monetization policies to “better meet its human rights responsibilities” related to “harmful diet-related content.” Most of the board considers the current authorization of this content “a conspicuous and concerning one.”  

“With health and communications experts noting the ability of influencers to use first-hand narration styles to secure high engagement with their content — coupled with the ubiquity of wellness influencers — it is important that Meta should not provide financial benefits to create this type of content,” the board wrote.

Some board members believed demonetization of this type of content was a bridge too far. “For a minority of the Board, since demonetization may negatively impact expression on these issues, Meta should explore whether demonetization is the least intrusive means of respecting the rights of vulnerable users,” the board wrote. Meanwhile, another minority believed demonetization doesn’t go far enough. “For a separate minority of Board Members, demonetization is necessary but not sufficient; they find that Meta should additionally restrict extreme and harmful diet-related content to adults over the age of 18, and explore other measures such as putting a label on the content, to include reliable information on the health risks of eating disorders.”

Meta says that because the board upheld Meta’s decision to leave up both posts, it “will take no further action related to this bundle or the content.” The company adds that it will review the demonetization recommendation. A Meta spokesperson told Engadget it will respond to “their full recommendations in our Transparency Center” within 60 days.

This article originally appeared on Engadget at https://www.engadget.com/metas-oversight-board-dangerous-diet-videos-can-remain-but-please-demonetize-them-175404574.html?src=rss 

World of Horror is a skin-crawling dread machine that does its inspirations proud

I am fully encased in a bundle of spider’s silk, only my eyeballs still visible as I wait for my turn to be devoured. I’ve failed to save the city from the insatiable arachnidian Old God, and now myself and all the inhabitants of Shiokawa, Japan are caught in its web. I’d come so far this time, solved all of the mysteries tacked to my bulletin board, but in the end, I couldn’t escape the doom that had been closing in on me.

If World of Horror could be reduced to a single word, it’d be “dread.” It’s a point-and-click cosmic horror game created by Polish developer and dentist, Pawel Kozminski (also known as Panstasz). And after spending years in early access, Ysbryd Games finally released it to the public this month on Steam, PlayStation 4 and 5, and Nintendo Switch. It was well worth the wait.

World of Horror is heavily text-based, and plays like a choose your own adventure story — one in which most of your options are bad ones that will inevitably lead you to a gruesome death or irrevocable insanity. Players must solve five mysteries that are tormenting the townspeople, gathering information and fighting off the monstrous entities that attempt to get in your way. A slippery, boil-covered former teacher here, a woman with shards of broken ribs jammed into her gaping hole of a face, there.

All the while, you’ll be working to stave off whichever Old God has set its sights on Shiokawa for that run, and must keep an eye on the ever-ticking Doom meter to know how close you are to being overcome. Only after you’ve obtained five keys by solving each of the five mysteries can you unlock the town’s lighthouse, where you can banish the Old God. That is, if you’re able to make it through the trials on the way to the top. It’s a roguelite, too, so prepare to start from the beginning every time you make a fatal misstep.

The horror-manga-style RPG doesn’t hide its Junji Ito and HP Lovecraft influences. It’s so disquieting that you’ll find yourself jumpy and on edge even when nothing’s happening, which in some investigations is most of the time. The evil may not be coming for you right that moment, but there’s the sense that it could at any turn.

Ysbryd Games

When those little jump scares do come — a particularly revolting attacker or a booming sound that cuts through the chiptune score — they’re made all the more jarring by the high-contrast 1- or 2-bit visuals (you can choose at the beginning) that were created, incredibly, in MS Paint. It nails the often hard to stomach Ito-esque gore, and there are a few scenes I had to force myself not to turn away from (a certain DIY eyeball operation comes to mind).

You’re given a few options for approaching the game, in terms of difficulty and complexity. Its short tutorial, “Spine-Chilling Story of School Scissors,” is a straightforward introduction. And in the beginner-level main story mode, “Extracurricular Activities,” you’ll start with one mystery already solved.

Players also have the choice of a “Quick Play” mode, in which elements like your character, Old God and backstory are randomly selected, or a fully customized playthrough where you choose your own character and story elements. That last one is the most challenging route. You can also choose from a slew of color palettes at the start of each game, if you want to mix it up.

Ysbryd Games

While the turn-based combat is nothing revolutionary, I found it to be engaging enough. There’s no guarantee all of your hits will land, and relying on spiritual attacks when going up against a ghost-type foe is a stressful game of “guess the right combo.” It keeps things interesting, albeit a bit frustrating. Since the runs are relatively short — about an hour, give or take 30 minutes — it doesn’t feel soul crushing every time you die and have to start fresh. If anything, it becomes an addicting cycle.

Where World of Horror truly excels is in its attention to horrifying detail. A TV playing in your home runs grisly newscasts nonstop, including one about a dentist who replaced his human patients’ teeth with dogs’ teeth. (Remember, the developer is also a dentist). Look through the peephole of your apartment door and you might see a shadow man down the hall, or the quickly retreating face of someone lurking around the corner, or just an empty corridor. Twisted ghouls wait behind dead-end classroom doors.

Things are rarely the same when you come back to them. Each mystery has multiple endings and multiple ways to get you there, so you can’t quite predict what’s going to happen next even if you just played 10 runs in a row. Some stories are more involved than others, better thought through. But each has at least one ghastly element that justifies its place among the rest. If World of Horror is anything, it’s effective, and I haven’t been able to stop thinking about it.

This article originally appeared on Engadget at https://www.engadget.com/world-of-horror-is-a-skin-crawling-dread-machine-that-does-its-inspirations-proud-183000816.html?src=rss 

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