Can AI Detectors Help Keep Online Writing Honest?

Most online life now runs on text. A teacher opens a late-night essay submission that sounds nothing like a student’s past work. A hiring manager reads a cover letter in which every sentence feels polished in a slightly uncanny way. Or maybe a shopper scrolls through pages of reviews that all repeat the same phrases….

Most online life now runs on text. A teacher opens a late-night essay submission that sounds nothing like a student’s past work. A hiring manager reads a cover letter in which every sentence feels polished in a slightly uncanny way. Or maybe a shopper scrolls through pages of reviews that all repeat the same phrases…. 

Android is getting a slew of new accessibility features

Google has announced a slew of new accessibility features coming to Android ahead of International Day of Persons with Disabilities on Wednesday. Advanced voice dictation, expanded support for an external mouse and improved expressive captions are just some of the features aiming to make Android a more accessible mobile experience.

A more advanced dark theme is now available for devices running Android 16 that will automatically darken most apps even when those apps lack their own native dark modes. Exclusive to Android 16, users can now select between “Standard” and “Expanded” when setting up Dark theme.

For those using a connected mouse with an Android device but who might find the action of clicking difficult, AutoClick now has an improved dwell cursor experience. This feature means the cursor will automatically click after it has paused over something for a certain amount of time, as set by the user. The type of click itself can also be customized, with a user’s choice of left-click, right-click, double-click, long press, scroll or drag.

Hands-free use is a cornerstone of accessibility for mobile devices, and now Gemini-powered voice dictation within TalkBack will enable typing and text editing using natural commands. Users can start dictating in Gboard with a two-finger double-tap, after which Smart Dictation with Gemini empowers users to say things like “replace Monday with Tuesday” to fix a mistake or even ask Gemini to make their message shorter. Google says TalkBack is “launching soon.”

Google has also added new functionality to Guided Frame, which helps blind or low-vision users take photos in the Pixel camera app. The tool can now describe the scene to the user as well as let them know when there’s a face in frame.

Voice Access has also been made easier to use in a totally hands-free way. Instead of having to physically tap the phone’s screen to start using the feature, users can now say “Hey Google, start Voice Access” to gain hands-free control. The feature does need to be enabled first for this to work.

Android devices can now pair to Bluetooth LE Audio-enabled hearing aids with a single tap. This expanded use of Fast Pair is compatible with Demant hearing aids and support for Starkey products is coming in early 2026.

Finally, Google is also building on expressive captions, the AI powered tool released last year that tries to imbue more feeling into captions. On Android, expressive captions can now “detect and display the emotional tone of speech” from the audio playing on your device. Captions will be tagged with emotions like joy or sadness. The feature is also coming to YouTube where captions will now convey the intensity of speech by using all caps, and writing out sounds like sighs and gasps. This will be live for all videos in English uploaded after October.

With the exception of TalkBack, which is launching soon, these new accessibility features are live now. As with most Google updates, it may take some time for the updates to hit every device.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/android-is-getting-a-slew-of-new-accessibility-features-190016358.html?src=rss 

Android 16 updates include AI-powered notification summaries and built-in parental controls

Android 16 first came out in June but, in a change from its usual yearly update schedule, a second iteration is now on the way. Android has announced new features ranging from AI-powered notification summaries to built-in parental controls. As usual, the update will roll out to eligible Pixel devices first. 

Anyone who has used Apple Intelligence, will find some of these Android 16 features familiar. Such is the case for new notification tools, like AI-powered message summaries and a notification organizer. Other updates also align with existing Apple tools like built-in parental controls, for things like screen time and app usage. 

Android 16’s second release has additional new features, including custom icon shapes, themed icons and an expanded dark theme. The company claims the latter should improve battery life. 

Outside of Android 16’s second go around, the company is also rolling out a series of general updates. There’s Circle To Search, which uses an AI Overview to find out if a message is likely to be spam — and gives advice on next steps. Similarly, Google Messages will now send an alert any time an unknown number sends a group invite. It will offer a one-tap option to leave, block and report. 

In what could be helpful or get annoying really fast, Android is beta testing something titled Call Reason. It allows Android users to mark their call as “urgent” when calling a saved contact. It will not only show as urgent on the call screen, but keeps the note if they miss the call. Pinned Tabs are also now available on Chrome for Android, staying saved and upfront, just like in Chrome on desktop. Plus, a feature called Expressive Captions is coming that should shine a light on a person’s emotion in a video, despite the sound being turned off. 

These Expressive Captions are also coming to YouTube as part of Android’s new accessibility updates. Additional features include Fast Pair for hearing aids and Guided Frame with Gemini, which gives a description of what’s in view on the Pixel camera app. Learn more about all of Android’s accessibility updates here. 

This article originally appeared on Engadget at https://www.engadget.com/mobile/android-16-updates-include-ai-powered-notification-summaries-and-built-in-parental-controls-190057208.html?src=rss 

Raspberry Pi raises prices, thanks to AI

Raspberry Pi is raising prices on many single-board computers, with increases going into effect immediately. The Raspberry Pi 4 and 5 modules are shooting up by $5 to $25, depending on the model and the included amount of RAM. The 16GB memory variants of the Compute Module 5 are going up by $20 and now start at $140.

This is a bummer and we know who to thank. It’s the ultimate memory hog of all time, the AI industry.

“The current pressure on memory prices, driven by competition from the AI infrastructure roll-out, is painful but ultimately temporary,” CEO Eben Upton wrote in a blog post. He also said that the company looks forward to “unwinding these price increases once it abates.” Once a price shoots up it doesn’t typically go down again, but we’ll cross that bridge when we get to it.

Raspberry Pi

There is a spot of good news here. The company also announced a new 1GB variant of the Raspberry Pi 5 that costs just $45. This one includes a quad-core 2.4GHz Arm Cortex-A76 processor, dual-band Wi-Fi and a PCI Express slot.

AI companies hoover up RAM like a vacuum over kitty litter and Raspberry Pi is just the latest organization to face consequences. The skyrocketing price of RAM has impacted businesses like CyberPower PC, which recently announced that there would be no holiday sales on memory products.

Of course, AI companies also gobble up GPUs, which has placed a strain on the entire industry. But can you really put a price on an AI-created video of Pikachu getting cooked in a stew or a fake livestream? This is serious stuff that requires every iota of our water, electricity, attention and money.

This article originally appeared on Engadget at https://www.engadget.com/ai/raspberry-pi-raises-prices-thanks-to-ai-190618469.html?src=rss 

Ball x Pit is evolving with a string of free updates in 2026

Ball x Pit is a fiendishly good time. The frenetic blend of Breakout and Vampire Survivors is easily one of the best games of the year. It’s immensely replayable. However, one reaches a point (after 36 hours in my case) where there isn’t much left to do other than run through New Game+ modes and so it becomes time to step away.

But this darned game is about to dig its hooks into me again in 2026, as developer Kenny Sun and his collaborators have lined up three free updates for Ball x Pit. The updates will drop in January, April and July and each will add fresh balls, evolutions, buildings, characters and “more” — which hopefully includes new levels and lore.

The trailer didn’t reveal too many specifics for each update, though more info on the first one is coming soon. I’m excited to discover more killer combos of characters and balls, and to unleash extra chaos. I’m glad there will be more buildings as well, because there’s a lot of empty space to fill in my version of New Ballbylon.

Publisher Devolver Digital said the game has now sold more than 1 million copies (Ball x Pit is on Game Pass too). According to the narrator of a video announcing that milestone and the updates, “if we want to keep this ball rolling, we need more people to buy Ball x Pit, so it sells another ‘balljillion’ copies, so Kenny has to make more Ball x Pit, so more people buy Ball x Pit, so he has to make more more more Ball x Pit.” Be right back, I’m gonna go buy Ball x Pit on the platforms where I don’t already have it so I can have even more Ball x Pit in the future. Ball x Pit is available on Steam, PS5, Xbox Series X/S, the Xbox PC app, Nintendo Switch and Switch 2.

This article originally appeared on Engadget at https://www.engadget.com/gaming/ball-x-pit-is-evolving-with-a-string-of-free-updates-in-2026-181947946.html?src=rss 

What Theaters Is the ‘Stranger Things’ Finale Playing? See Locations, Tickets & More

The finale of ‘Stranger Things’ will also be available to stream on Netflix for any fans who don’t plan on going to the select theaters.

The finale of ‘Stranger Things’ will also be available to stream on Netflix for any fans who don’t plan on going to the select theaters. 

Fast & Furious director Justin Lin is making the Helldivers movie

We’ve known there was a film adaptation of Helldivers coming for a while, but we now have a director and writer. Justin Lin will helm the movie and Gary Dauberman is writing the script, according to The Hollywood Reporter.

Justin Lin is a great choice here. He directed many of the more beloved Fast & Furious entries and helmed the criminally underrated Star Trek Beyond. Helldivers is kind of a mix of both. It has outer space stuff, but also stylish action that occasionally borders on satire. Lin hasn’t made that many movies in recent years, but did sign on to adapt the Keanu Reeves comic BRZRKR for Netflix.

However, he’s been all over TV screens. Lin has become a prolific TV producer, with credits on shows like S.W.A.T., Scorpion, Magnum P.I. and Warrior.

As for the script, Dauberman penned both It and It Chapter Two. He also wrote Annabelle and both of its follow-ups, along with The Nun and a recent adaptation of Salem’s Lot. He’s mostly a horror guy, so we’ll have to see how he does with over-the-top action.

For the uninitiated, Helldivers is a co-op shooter franchise that’s heavily inspired by the movie Starship Troopers. The games are set in a hyper-patriotic dystopia called Super Earth. Helldivers 2 dropped in 2024, but just came out for Xbox earlier this year. Sony has yet to announce a release date for the film adaptation, so it might be a while.

As an aside, Helldivers 2 developer Arrowhead Game Studios just dropped a nifty update for the PC build. It brings the file size down to 23GB from 154GB. That’s a massive reduction of 131GB. We aren’t sure what kind of compression wizardry went into that. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/fast–furious-director-justin-lin-is-making-the-helldivers-movie-173429140.html?src=rss 

December Game Pass additions include Mortal Kombat 1 and Dome Keeper

It’s that time of the month again. Xbox just announced some new games that are heading to Game Pass in December. Let’s take a look.

The most renowned of the bunch is absolutely Mortal Kombat 1, which drops on December 10 for Ultimate and Premium subscribers. This is the latest game in the long-running fighting franchise that cut its teeth in darkened arcades throughout the 1990s.

Mortal Kombat 1 boasts an updated fighting system and plenty of new game modes. However, it’s still basically the same gorefest we grew up with. Players can still access bloodsoaked fatalities and turn their opponents into cute little babies.

The long-gestating sci-fi horror game Routine is finally coming out on December 4, and it’s a Game Pass day one release for Ultimate subscribers. This was first announced all the way back in 2012. It looks pretty fun, with a distinctly retro vibe.

Dome Keeper drops on December 9 for Premium and Ultimate Subscribers. This is a fun little roguelike that I’ve spent an unhealthy amount of time on. It’s a fast-paced mining simulator with some light tower defense mechanics. You’ll be saying “just one more run” long into the night with this one.

Lost Records: Bloom & Rage is available right now for Premium and Ultimate subscribers. This is the latest narrative adventure from the folks behind Life is Strange. It’s set in the 1990s, so throw on some plaid or whatever.

A bunch of cool games are also spreading their wings and becoming available for Premium subscribers after being Ultimate exclusives. There are some real blockbusters here, like Indiana Jones and the Great Circle, Monster Train 2, 33 Immortals and Spray Paint Simulator.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/december-game-pass-additions-include-mortal-kombat-1-and-dome-keeper-161232292.html?src=rss 

A ‘Sonic universe’ movie will hit theaters in 2028

The Sonic the Hedgehog movies have been a success for Paramount and Sega, and the pair are looking to build on that with a spin-off movie. An expansion of the Sonic cinematic universe, if you will. The companies haven’t revealed more details about this “Sonic universe feature,” as Deadline described it, but the flick is set to hit theaters on December 22, 2028.

There have been rumors for a while that a film focused on Shadow the Hedgehog is in development, so that might be the direction Paramount and Sega take here. Keanu Reeves voices Shadow in the film series. There have also been suggestions that a movie starring Amy Rose is in the pipeline. I’m hoping there’s one centered on my fave, Tails, in the works too, even though it took me decades to realize that his full name, Miles Prower, is a pun on “miles per hour”.

This Sonic universe film will arrive after Sonic the Hedgehog 4, which is scheduled to arrive in theaters on March 19, 2027. A Knuckles spin-off series arrived on Paramount+ last year. Meanwhile, just before the Sonic spin-off movie, Paramount will bring a hybrid live-action Teenage Mutant Ninja Turtles film to theaters on November 17, 2028.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/a-sonic-universe-movie-will-hit-theaters-in-2028-163424265.html?src=rss 

Metroid Prime 4: Beyond review: an excellent modernization, but not a total reinvention

It’s been 18 years since the last Metroid Prime game, but I felt right at home in Metroid Prime 4: Beyond. Almost too at home. Whether fighting my way through a volcano, exploring a research base in a frozen tundra or getting lost in a vast desert, I couldn’t shake the feeling I’d done this before. As the fourth game in a series, that’s not a huge surprise, but it was my main disappointment in Metroid Prime 4: Beyond. Think about the leap Nintendo took going from 2011’s The Legend of Zelda: Skyward Sword and 2017’s Breath of the Wild. They were both recognizably Zelda games, but Nintendo redefined what that means between those two games. 

No such reinvention has happened with Metroid Prime 4: Beyond. But that doesn’t mean it isn’t a great time — it executes the template for a Metroid Prime game extremely well. It’s thrilling to see the series finally make the jump to HD, iconic bounty hunter Samus Aran has some intriguing new powers, there’s a badass motorcycle to shuttle her around the game’s open world hub and the game’s design and art direction show Nintendo at its best. It’s everything you’d expect from a Metroid Prime game — no more, no less. Whether that’s a good thing is up to you to decide.

If you haven’t played the previous Metroid Prime games before, fear not. There isn’t anything story-wise that you need to know before you jump into this adventure. As with all Metroid games, you take control of acclaimed bounty hunter Samus Aran, an ultra-powerful warrior with a mechanized suit full of fun tricks. The vast majority of the game takes place in first-person view where you can lock on to the many creatures trying to kill you and blast away with an ever-expanding arsenal. The other main interface is your scan visor, where you can learn about your surroundings and enemies to find weaknesses and figure out what you need to do to advance.

Metroid Prime 4: Beyond

Nintendo

Beyond throws you right into a firefight that serves as a solid tutorial for the game’s varied control schemes. A Galactic Federation outpost is under attack, and Samus flies in to help defend the troops and keep a secret artifact safe. This somewhat bombastic intro is a great way to show off the Switch 2’s power. Sure, we’re not talking about a PS5 Pro here, but this is perhaps the most visually-advanced game Nintendo has released. With a Switch 2 docked to a TV, you can play it at either 4K / 60fps or 1080p / 120fps (in handheld mode, that drops to 1080p or 720p with the same frame rates). I don’t have a huge TV, so I mostly went with “performance mode,” but in either case the game felt extremely fluid with no frame rate drops and looked outstanding. 

The game starts as Samus Aran flies in to help the Galactic Federation fight off an invasion, and that opening cut scene shows off with some HDR-enhanced explosions and a detailed environment of a space base in chaos. There are little fires and explosions everywhere; it’s visually busy but in a good way that serves the setting, and it all looks vibrant and life-like. As with basically all Nintendo games, Metroid Prime 4: Beyond isn’t aiming for realism, but it’s closer to a game like Horizon Forbidden West or Cyberpunk 2077 than any other Nintendo titles I can think of. Things like the textures of metal installations, the leaves on alien trees or Samus’ gloves all have a level of textural detail you don’t usually see in Nintendo’s games. Often, that’s due to a conscious art direction choice to go in a more cartoonish direction, but the Switch 2’s hardware is helping make the game as lifelike as possible.

Metroid Prime 4: Beyond

Nintendo

(Note that Metroid Prime 4: Beyond is also available on the original Switch. I didn’t play it there so I can’t comment on how things like frame rates and textures hold up on that much older console. If you’re thinking about trying this game on the first Switch, it’s probably a good idea to see how other reviewers find that experience before shelling out $60.)

The aforementioned intro sets up the big conflict in Beyond. As Samus comes in to try and help the troops defend a mysterious artifact, the game’s big bad Sylux shows up and everything hits the fan. Samus and some other Galactic Federation forces are mysteriously transported to the planet Viewros, where Samus comes into contact with a near-excinct society called the Lamorn. A Lamorn elder telepathically pleads with Samus to try and save the society from being totally forgotten — indeed, she may be able to bring them back from the brink of extinction if all goes well. They’ve been waiting for a “chosen one,” you see, and Samus is naturally it.

As part of this intro, Samus gains her signature new physic powers in Beyond. These allow her to interact with otherwise-hidden parts of the environment to solve puzzles. The most significant is the Control Beam. When you charge your arm cannon while in the psychic scan visor mode (a slight tweak on the environmental scanning feature that has been a major part of all Metroid Prime games), you can fire a beam that slows time down and can be controlled with the right joystick. That means you can pass the Control Beam through multiple targets, something you’ll need to do periodically to weaken enemies or unlock the way forward. 

Metroid Prime 4: Beyond

Nintendo

For the most part, though, the psychic powers besides the beam are just repackaging of already-familiar tools. Metroid veterans will be familiar with the Spider Ball, an upgrade to the Morph Ball that lets Samus magnetically attach to tracks that help her get to out-of-reach areas. In Beyond, you instead get the “Psychic” Spider Ball — that does essentially the same thing. Occasionally, you’ll find Psychic Ball Tracks that you have to scan to reveal; they’ll then blast Samus into a secret area that usually has a weapon upgrade or energy tank. Even Samus’ main weapon gets a fancy “Psychic Beam” name — but the description of it in the inventory admits that it’s the same weapon. “The Psychic Beam’s strength and performance are equal to the standard Power Beam.” While the Control Beam adds a fun wrinkle to the gameplay, the psychic abilities don’t otherwise change the Metroid Prime formula in any significant way.

The main task Samus faces is collecting five Teleporter Keys that can get her off the planet. Those keys are hidden in various environments around Viewros that are all connected by Sol Valley, a large desert that holds lots of upgrades and side quests that you’ll need to clear to advance in the game. The desert is more of a hub than an open world — there are small areas to explore dotted around it, but the main action happens in places like Ice Belt, Volt Forge, Flare Pool and several others you’ll find your way to as you collect those teleporter keys. 

Metroid Prime 4: Beyond

Nintendo

As those names suggest, Ice Belt is a frozen area where you explore an abandoned research facility, while Flare Pool is inside of a volcano. And, as you might expect, you’ll need certain weapons to advance in those areas. In addition to her standard beam and missile weapons, Samus collects the obligatory freeze ray and fire blaster sort of weapons. This is where the game really started to remind me of the original Metroid Prime — the three elemental weapons she collects are essentially the same as those in the first game, and environments like a frozen wasteland or a fiery volcano are nearly identical to ones you’ll find in that game. The Lamorn, meanwhile, reminded me a lot of the departed Chozo tribe you’ll find on Tallon IV in the first Metroid Prime. Of course, that game came out all the way back in 2002, and Metroid Prime 4: Beyond will likely be the first game of the series many play. A little recycling of classic elements is forgivable. 

That said, I was a bit disappointed that the game has a tightly-scripted flow. After the intro and the first mission on Viewros, you hit the desert with multiple locations where Teleporter Keys are believed to be hidden. But you can’t tackle them in any order you choose. This is a Metroid game, after all, and that means exploring to find powers that let you explore a new area that was previously closed off. Part of me was hoping for the freedom of a game like Breath of the Wild where you could tackle areas in any order you choose. But after playing through nearly the entire game, I appreciate the excellent execution of the familiar formula. 

Metroid Prime 4: Beyond

Nintendo

Another thing that’ll be familiar to those who’ve played the older Metroid Prime games is the control scheme. For the most part, you can pick up the controller and get right to it, as the main control layout employs a two-joystick first-person view that should be pretty easy to get the hang of. But there are definitely times where I found myself wishing for more precision. You can lock onto enemies and targets with the ZL button and start blasting away with your chosen weapon, but many of the boss battles require you to lock on to a large creature and then use the right stick to adjust your aim to hit very specific targets. This took some getting used to, because I was used to the lock-on target vulnerable areas. Doing it with a Switch Pro Controller made things much easier, but using the standard Joy-Cons could get frustrating in a hurry. If I was playing in handheld mode, I would often pause before a big battle and wait until I could hook up to my TV and use a proper controller. I’d recommend you do the same — it’ll make for a much more enjoyable experience.

Beyond also offers the option of using one Joy-Con in “mouse” mode for aiming while using the other for moving around. For me, this isn’t a viable option. I tried it a few times and immediately felt completely disoriented and far worse at aiming than I was with the right stick. I can appreciate the idea behind offering mouse-like controls for a first-person FPS game, but it just did not feel well executed. That said, this might be on me. I haven’t played a game with a keyboard and mouse in years; nearly all of my gaming is on a twin-stick controller, so I’m just more comfortable with that setup. I’m thinking about starting from the beginning and seeing how I adapt to mouse mode and will update this review if my opinion changes.

There are a few things that Beyond does that are completely new to the series. The most obvious one is Vi-O-La, the wild robotic motorcycle that Samus rides. You’ll unlock that early in the game, and its primary utility is to get around Sol Valley. For anyone worried that the game is overly focused on an element that admittedly feels a bit anachronistic to the usual Metroid vibe, fear not. You’ll use it a bunch, but it’s more about fast transportation and exploration than something that has detailed mechanics you need to master. There are a few segments where it’s a major part of the mission, but for the most part it’s just another tool in your arsenal rather than something that steals the focus of the game. 

Metroid Prime 4: Beyond

Nintendo

The same can be said for the motley crew of adventures you assemble. One of the loudest bits of feedback that came out of the preview Nintendo offered the press a few weeks ago was “what’s the deal with Myles MacKenzie?” You see, in the first hours of the game you come across MacKenzie, a bumbling engineer type who you rescue in the jungles of Viewros shortly after landing on the planet. You then have to escort him around a bit, during which he makes some pretty bad and occasionally obnoxious jokes. This led many who played the preview to worry about MacKenzie shattering the quiet and lonely solitude the Metroid series is known for.

Don’t worry — Samus is on her own for the vast majority of the game. You’ll encounter a few more stranded Galactic Federation soldiers throughout the game, but they usually only stick around for short segments before returning to the home base you establish with Myles. And as for Myles himself, he’ll help upgrade your weapons and is available on the radio to give you hints on where you need to go, something that I honestly didn’t mind. I’d rather have hints at hand than spend all my time wandering lost throughout the vast world of Beyond. But I can also see that the hint system is occasionally too aggressive in dropping details on where to go next.

As a seasoned player, Beyond mostly felt challenging but fair. Games in the Metroid Prime series are notorious for moments of serious difficulty, but this one feels a little more forgiving. When battling bosses, there were plenty of ammo and energy drops that helped me even the score. I usually died a handful of times while figuring out my strategy or getting a feel for their attacks, but it wasn’t overly frustrating or tedious. That said, there were two bosses near the end (including the final boss) where the difficult curve spiked in a way that felt completely unreasonable. 

Metroid Prime 4: Beyond

Nintendo

There were also a few times when I felt wildly lost, with no useful information about my next step to be found anywhere on the map. Myles told me to find a member of the crew “out in the desert.” And while Sol Valley isn’t the same open-world scale of some bigger games, it’s still a pretty big space to explore without any other indication of where to go. I wasted far too much time riding my motorcycle across dunes aimlessly figuring out where to go. It wouldn’t be a Metroid game if you didn’t get hopelessly stuck at some point, though.

For the most part, I enjoyed the addition of some people helping Samus along her way. It helps flesh out the world of the game in small ways, giving some perspectives on everything going on from people who aren’t ultra-powerful, silent bounty hunters. It did make Samus’ never-ending silence feel a bit awkward, but it also fits with her otherworldly, not-quite-human presence. 

Metroid Prime 4: Beyond

Nintendo

In some ways, it’s easy to sum up Metroid Prime 4: Beyond. It’s the Metroid Prime experience, modernized. The graphics are better, the world is bigger, experiences like Vi-O-La and Samus’ psychic abilities offer a greater variety of gameplay experiences. But it’s also very much a Metroid Prime game at its core, with the familiar but effective mix of biomes to exploration, giant enemies to dispatch and weapon upgrades to find. And, of course, there were moments of immense frustration when things just got too difficult, another hallmark of the series. Seriously, the final battle is wildly frustrating. Maybe I just need to get good, but it felt so far out of sync with the entire rest of the game that it almost ruined the fun that came before.

That intense moment of frustration aside, anyone who played earlier games in the series will find a lot to love here. But, they also might be disappointed that Nintendo didn’t push the series further. However, there are also a lot of people who’ve never played a Metroid Prime game in the last two decades or so — those people will find that the formula Nintendo engineered in the 2000s still holds up here. Metroid Prime 4: Beyond is far more unique than your average first-person shooter, it was worth the long wait, and it’s a must-play for anyone who is up for the challenge.

 

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/metroid-prime-4-beyond-review-an-excellent-modernization-but-not-a-total-reinvention-150000082.html?src=rss 

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