Chinese company Netease is making an AAA action-adventure game called ‘Blood Message’

NetEase, the Chinese video game company that published Marvel Rivals and Bungie’s Destiny: Rising, has announced its first single-player AAA game. It’s a story-driven third-person action-adventure game called Blood Message, and as Polygon notes, it’s in the vein of Uncharted and Assassin’s Creed. The story is set in the final years of the Tang Dynasty, which ruled imperial China from 618 to 907. In Blood Message, players take control of a nameless messenger and his son “to deliver a message that holds the fate of their war-torn homeland.”

Players will have to journey through desolate deserts and the vast wilderness of East and Central Asia. The trailer shows the messenger and his son fighting enemies in the desert, surviving avalanches, working with mysterious characters and discovering ancient artifacts. It also shows the game’s cinematic cutscenes, stealth and survival mechanics, as well as the landscapes players can expect to see. 

“We are ushering players into a new generation of high adventure with Blood Message,” said Zhipeng Hu, the Lead Producer and NetEase Executive Vice President. “As our first completely single-player focused experience from NetEase Games, after two decades of deep dedication to the gaming industry, we are prepared to deliver a truly epic and cinematic experience for players around the world.”

NetEase has yet to announce a release date, but Blood Message will be available for consoles and the PC. The game’s announcement shows that Chinese developers are increasingly making more inroads into the AAA space. Black Myth: Wukong, which is widely considered as the first AAA game from China, was originally released last year and will be available on the Xbox in August. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/chinese-company-netease-is-making-an-aaa-action-adventure-game-called-blood-message-170052713.html?src=rss 

Tesla inaugural Robotaxi rides will have a human ‘safety monitor’ on board

A select few will soon get to experience Tesla’s robotaxi service for the first time, but they won’t be alone in the car. The company plans to launch its fully autonomous ride-hailing service in Austin, Texas tomorrow, but a “Tesla Safety Monitor” will accompany the first riders, according to email invitations sent out to “Early Access Riders.” It’s unclear what capabilities the safety monitor will have, but they will sit in the front passenger seat of a self-driving Model Y.

The email outlined several parameters, including that users were limited to a geofenced area that excludes airports, could run into unavailability due to bad weather and can only hail a robotaxi between 6 am and midnight. This restrictive launch will reportedly only offer 10 cars and comes after a delay from an initial launch date on June 12.

With the official date set, Tesla will only offer its robotaxi service with its Model Y for now. This robotaxi service will lay the groundwork for an eventual Cybercab release, which isn’t expected to start production until at least 2026, according to the company. For now, Tesla’s robotaxi service will face competition from Waymo, which started offering its competiting services in March to Austin residents.

This article originally appeared on Engadget at https://www.engadget.com/transportation/tesla-inaugural-robotaxi-rides-will-have-a-human-safety-monitor-on-board-161307639.html?src=rss 

Apple is reportedly considering the acquisition of Perplexity AI

Apple’s executives are thinking of acquiring Perplexity AI both to get more talent and to be able to offer an AI-based search engine in the future, according to Bloomberg. Adrian Perica, Apple’s head of mergers and acquisitions, has reportedly already talked about the idea with services SVP Eddy Cue and the company’s top decision-makers with it comes to its AI efforts. It’s early stages, however: Apple has yet to talk to Perplexity about a bid, and the internal talks may not even lead to a formal offer. 

The executives also reportedly discussed an alternative, wherein instead of buying Perplexity outright, it’ll team up with the AI company instead. Either way, the idea is to develop an AI search engine powered by Perplexity and to integrate Perplexity’s technology into Siri. While Apple has yet to make a formal offer, Bloomberg says it met several times with Perplexity over the past few months. 

In May, Cue revealed that Apple discussed a possible Safari-integration with Perplexity while on the stand for Google’s ongoing Search antitrust case. Cue took the stand due to Apple’s long-standing deal with Google to make its search engine the default on the iPhone. (In turn, Apple gets billions of dollars a year — $18 billion in 2021 — from the arrangement.) Cue didn’t share any definitive plans, however, including the possibility of an acquisition. 

If regulators order Apple to end its partnership with Google, purchasing Perplexity would make it easier for the company to develop an AI-based search engine. In addition, it would allow the company to acquire talent needed to be able to catch up with other companies when it comes to artificial intelligence. Apple, like Meta, has been scouting for new AI talent. Bloomberg says it’s even competing against the Facebook owner to hire Daniel Gross, the founder of AI company Safe Superintelligence Inc. The company does seem to need help to be able to release the AI features it wants to provide its users. A few months ago, for instance, Apple delayed the rollout of a more powerful Siri that was a key component of its original pitch for Apple Intelligence. 

This article originally appeared on Engadget at https://www.engadget.com/ai/apple-is-reportedly-considering-the-acquisition-of-perplexity-ai-150012746.html?src=rss 

Engadget review recap: Switch 2, Playdate games and a Framework laptop

The Nintendo Switch 2 has been all the rage around the Engadget HQ for the last few weeks. Even the editors who didn’t write the official review have had their hands glued to their new toys. Of course, we’ve been testing other things too, mainly a repairable laptop that’s design for student use. Read on to catch up on the reviews you might’ve missed over the last two weeks. 

Nintendo Switch 2

Nintendo Switch 2 finally made its way to gamers this month and several of us have been putting the portable console through its paces. Senior reviews reporter Sam Rutherford wrote our full review, noting that the company managed to take everything that make the original model so good and make it better. However, there’s still room for improvement, especially with regards to battery life. “The Switch 2 has everything that made the original so great, but now there’s more of it to enjoy,” he said. “Granted, Nintendo’s latest console commands a higher price, but as the successor to the iconic system that revived handheld gaming, this thing is worth it.”

Nintendo Switch 2 Pro Controller

A new Switch means a new Pro Controller, so senior reviews reporter Devindra Hardawar took a deep dive on Nintendo’s new accessory. Despite being “the most refined gampad” the company has ever made, he took offense to the price and the lack of advanced design features. “As much as I like the Switch 2 Pro Controller, it’s undoubtedly an extravagance at $85 when 8Bitdo’s Ultimate gamepad offers even more features for $50,” he explained. “But if you’re a dedicated Nintendo fan, or you just can’t accept third-party controllers, it’s also one of the best gamepads you can buy today.”

Framework Laptop 12

The Framework Laptop 12 takes the company’s familiar spin on modular, repairable machines and puts it in a smaller body with students in mind. However, the price is an issue and overall performance isn’t good enough. “The limited performance and battery life here gives me pause and I’m not sure a machine that, right now, needs a stretch to run Fortnite would be too popular,” senior reporter Dan Cooper wrote. “My gut tells me Framework had intended to sell this for less before tariffs pushed the prices up beyond what made sense.”

A Playdate Season 2 update

Weekend editor Cheyenne Macdonald recently proclaimed that there haven’t been any flops at the halfway point of Playdate Season Two. The two newest additions are Long Puppy and Otto’s Galactic Groove!!, two games that are fun but still offer a challenge. You can also revisit her thoughts on The Whiteout and Wheelsprung or the initial column on Fulcrum Defender and Blippo+.

This article originally appeared on Engadget at https://www.engadget.com/engadget-review-recap-switch-2-playdate-games-and-a-framework-laptop-130056621.html?src=rss 

Playdate Season 2 review: Shadowgate PD and CatchaDiablos

Earlier in this Playdate season, I commented in a review that I “love a game that pisses me off a little.” Well, I may have shot myself in the foot with that one. Week four of Playdate Season Two brings us not one game that got my blood boiling, but two. CatchaDiablos is a roguelike with a unique movement mechanic that is both pretty cool and absolutely infuriating: running in circles with the crank. Shadowgate PD, on the other hand, is a remade-for-Playdate version of the classic point-and-click adventure that’s filled with tricky puzzles and hidden death traps.

This week is not for the faint of heart. Am I having fun? Yes. Am I suffering? Also yes. I haven’t yet had a chance to check out the latest update to Blippo+ because I’ve been fighting for my life with these two titles, but I sure am looking forward to turning my brain off soon and getting lost in that strange, strange world as a treat after all this.

CatchaDiablos

Amano

Amano, the developer behind CatchaDiablos, kind of has a knack for games featuring unusual methods of movement. Amano previously gave us Pullfrog Deluxe, a Tetris-like (that I highly recommend checking out) in which you rearrange falling blocks as a frog that pulls stuff around using its tongue. In CatchaDiablos, things are a bit more complicated. You play as something of a demon wrangler on an unnamed moon, rounding up “Diablos” that are scattered all over the place. Of course, as any witch knows, the way to do this is by drawing a chalk circle around the entity, so that’s exactly what you do. But, following the chalk line is also the only way you can move.

CatchaDiablos basically throws you right into the deep end. There is a very brief tutorial at the beginning to introduce you to the idea of traveling along an arc of pre-determined length, but then you’re on your own to take on swarms of the little devils. To make a circle, you aim using the crank and, once you’ve got the outline placed where you want it, you hold the A button to draw. You have to draw a complete circle around a monster (or a group of monsters, for more points) in order to catch it, but when it comes to moving, you can stop the drawing at any point and you’ll only move as far as the chalk extends.

Doing this while trying not to run into any Diablos — you take damage every time one touches you — is hard. It gets even harder when some of those Diablos start firing projectiles at you, and they’re surrounding you in greater and greater numbers. Everything descends into chaos and it becomes really difficult to try and think fast enough to outmaneuver the Diablos while also trying to run in haphazard half-circles by swinging the crank. And after some time has passed (three eyes at the top of the screen will open), a boss will show up to make things even worse. This is a roguelike, so once your health is depleted, you’re dead for good and have to start it all over.

I want to be clear: I really, really like this game. I found it hard to put down once I got going, and it’s another fun example of how the crank can be used in unexpected ways. It’s just kicking my ass. A lot. CatchaDiablos isn’t entirely unforgiving, though. As you catch monsters, a status bar on the right side of the screen will start to fill up, and you’ll eventually be rewarded with power-ups that can dramatically improve your odds. These come in the form of discs that will pop up in random places and bring perks like extra health spaces, the ability to draw a wider chalk circle and faster movement.

Roguelikes aren’t for everyone, but if you are into them, this is a great one for the Playdate. As a plus, there’s a “Diablory” bestiary of sorts where you can see drawings of every type of creature you’ve encountered so far. You can access this from the title menu, and it’s really worth flipping through after you’ve sunk a good deal of time into the game.

Shadowgate PD

Pixel Ghost

“You seem to be wasting your time.” It wasn’t exactly a good sign for me when Shadowgate hit me with this message repeatedly in the first room of the damn game, where I found myself stuck for much longer than I’d like to admit and clicking on literally everything in my desperation. Anyone familiar with Shadowgate (1987) or the NES version (or the several other versions beyond that) might already have been braced for the difficult path forward from the get-go, but as someone who never played the original… let’s just say we got off to a rougher start than expected. Such a rough start that I was forced to do something I generally avoid at all costs: look for a guide online.

So, I must concede that while I have navigated the treacherous castle halls, I had a good amount of help in doing so, which makes it feel like much less of an accomplishment. Bruised ego aside, though, Shadowgate makes for a really cool game on the Playdate. You must explore the castle room by room, solving puzzles, picking up keys and items to access locked areas along the way, defeating enemies and generally just trying not to die. It’s a lesson in persistence, really.

There are many different ways to die, and much of the fun in games like these for me lies in keeping track of all those that I succumb to. There are the classic deaths, like plummeting after a floor suddenly drops away or getting incinerated by a dragon, and then the silly, unexpected ones, like tripping in the dark and falling flat on my face… fatally. (You really need to pay attention to your torch use). Thankfully, you’ll be revived in the room where you died so you don’t lose too much progress every time. The art and music really elevate the whole experience. The atmosphere is just right.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playdate-season-2-review-shadowgate-pd-and-catchadiablos-130020943.html?src=rss 

Silky soccer, romancing everything and other new indie games worth checking out

Summer is finally here — at least for those of us north of the equator — and you might be planning to spend more time outdoors. Thanks to a swathe of great handheld devices, it’s never been easier to play some fantastic indie games wherever you might be, so you can soak up the sun while unlocking achievements.

There are a bunch of intriguing new indies you can check out right now, as well as a significant update for a certain thirst-inducing roguelite that’s still in early access. I’ve also a few upcoming titles in this, the latest edition of our indie roundup. One of them has a Steam demo that you might end up spending several enjoyable hours with.

Before we get started, a quick word of warning: Your wishlist and resolve are about to be tested as the Steam Summer Sale starts next week. I mean, good luck in advance with the bargain hunting!

New releases

I have to hold my hands up, I was skeptical about Rematch. When it was revealed that Sloclap — the team behind martial arts games Absolver and Sifu — was making an action-focused soccer game, I had some doubts that it would work. Rematch looked like the studio had taken Rocket League and retrofitted it with human characters. And with both that car soccer game and EA Sports FC 25 as competition, Sloclap was really going to have to do something special to break through. I think the studio might have just pulled that off.

Rematch is entirely skill-based with no stat upgrades for your character. You control one player throughout the match, and you’ll transition between attacking and defending while rotating the goalkeeper role with teammates. The action is very fluid and fast, and the controls are responsive (they’d have to be). Like in Rocket League, the ball doesn’t go out of bounds. There are no fouls or offsides either.

I’ve really enjoyed my first dozen or so games of Rematch. I came to realize that I’m more effective in a midfield/playmaker role or even as the goalkeeper than as an attacker. I haven’t been able to get the hang of using the twin-stick controls to aim and shoot at the goal well enough as yet, but I’ve figured out a way to both help my team and have fun.

There are some bugs that the developers are racing to fix and the lack of cross-play at the jump is a bit disappointing (Sloclap says it ran into some technical issues there, but getting that sorted is a top priority for the team). Still, Rematch feels like a very sticky game that I imagine many folks are going to sink dozens of hours into. It’s already off to a strong start — it surpassed a million players on its first day.

Rematch is out now on Steam, PS5 and Xbox Series X/S. It’s on Game Pass Ultimate and PC Game Pass.

After some delays, it’s finally time to date everything in Date Everything! As the title of this dating sim from Sassy Chap Games and publisher Team17 suggests, you can romance anthropomorphized versions of things around your home. There are more than 100 voice-acted characters you can woo, from the doors and wall, to a mouse trap and dust bunny behind a couch, to fire and air. Things get pretty meta, as you can also date the devs, the game itself and “your overwhelming sense of existential dread.”

There are multiple endings for each character and around 70,000 lines of dialogue, so there’s plenty to explore here. Reviews have been generally positive, with praise for the writing and design. I can’t wait to see the reactions of my seatmate when I’m playing it on my next flight.

Date Everything! is out now on Nintendo Switch, PS5, Xbox Series X/S and PC.

Lost in Random was received fairly well a few years back and now a roguelite spinoff has arrived. Lost in Random: The Eternal Die is out on Steam, Nintendo Switch, PS5, Xbox Series X/S, Game Pass Ultimate and PC Game Pass.

This is a run-based action game with an isometric perspective and some permanent progression. So, it’s very much Hades-coded, though it gives the genre a gothic storybook spin with a dice-rolling element.

Speaking of which (and in case you missed it), the third major early access update for Hades II arrived this week. Oh, sure, there are new bosses and combat options and so on. All of that’s great. 

But for many fans, the biggest addition this time is proper character art for Narcissus. Unsurprisingly, he’s hot and he knows it.

Upcoming

From time to time, I’ll start playing a demo and very quickly feel that GIF of Ralph Wiggum from The Simpsons pop into my head. You know, the one where he goes “Haha, I’m in danger!” (the GIF is actually from a crossover Family Guy episode in which characters from that show visited Springfield, fact fans). Such is the case with Ball x Pit, a game that I am already certain is going to absorb many, many hours of my life.

I didn’t get to the Ball x Pit demo until after Steam Next Fest ended, but it’s still available until the full game goes live later this year (it’s coming to Xbox Series X/S and Nintendo Switch too). After playing the demo, it’s easy to see why publisher Devolver Digital dedicated the entire Summer Game Fest edition of its Devolver Direct showcase to this project from indie developer Kenny Sun and half-a-dozen collaborators.

Ball x Pit is a blend of Breakout and Vampire Survivors with base-building elements. As you play the brick-breaking survival levels, you’ll earn resources you can use to build out your homestead, which feeds back into the projectile chaos. It’s an absorbing loop, but the real fun for me comes in the pit.

Here, your character will (either manually or automatically) fire magic-infused balls at enemy tiles while avoiding their attacks and making sure the bad guys don’t reach the bottom of the screen. You’ll collect more projectiles and passive upgrades throughout your run. The real magic happens when you’re able to fuse together a pair of balls to combine their effects. So, a ghost ball that passes through enemies instead of bouncing between them might also deliver a laser attack to other baddies in the same row or column.

It’s already apparent that the gameplay here will run deep. There will be a host of levels, characters and upgrades to unlock. I really can’t wait for Ball x Pit to entirely ruin my productivity.

I loved the Goosebumps books and TV show as a kid, so a stealth game based on the series caught my eye. In Goosebumps: Terror in Little Creek (from PHL Collective and publisher GameMill Entertainment), you’ll try to avoid monsters in a nightmarish town but if you run into any, you can defend yourself with your slingshot. 

This game includes puzzles and an original story with multiple endings, while the art style looks charmingly old-school. It’s coming to Nintendo Switch, PS5, Xbox Series X/S and Steam on August 29.

Let’s close things out for this week with the latest look at PowerWash Simulator 2. I enjoyed the first game immensely, and the new trailer shows off some more fresh features that are coming to the sequel, which is slated to hit PC, PS5 and Xbox Series X/S later this year.

This time around, you’ll be able to abseil or use a scissor lift to get to grimy, hard-to-reach spots. Multi-stage jobs are also new in PowerWash Simulator 2, and there will be a public restroom (ick) to make pristine. In addition, you’ll be able to buy and restore antique furniture for your home base, while your pet kitties can join you on cleaning jobs. Cute!

This article originally appeared on Engadget at https://www.engadget.com/gaming/silky-soccer-romancing-everything-and-other-new-indie-games-worth-checking-out-110055973.html?src=rss 

NYC proposes 5 percent raise for rideshare drivers in a bid to appease Uber and Lyft

New York City’s Taxi and Limousine Commission (TLC) have settled on new minimum-wage rules for rideshare drivers, Bloomberg reports. Drivers will receive a five percent raise under the new proposal, a compromise to keep Uber and Lyft from locking drivers out of their apps.

The proposal needs to be voted on by the TLC’s board of commissioners before it goes into effect, but assuming it does, it’ll end months of uncertainty for drivers working in the city. Uber began sporadically locking drivers out of its app in May 2024, preventing them taking rides and earning money. The company was blocking access to its app to avoid having to pay drivers who were working but not actively taking rides. Besides introducing a minimum wage for drivers that started around $18 per hour in 2022, New York also included stipulations in its law that required drivers be paid for the downtime between rides, something Uber and Lyft naturally had a problem with.

Bloomberg writes that the TLC initially proposed a 6.1 percent raise in an attempt to disincentivize Uber and Lyft from locking drivers out. The proposal would adjust how driver pay is calculated, in exchange for an upfront raise and a guarantee that drivers are warned before they lose access to a rideshare app. Settling on a five percent raise and a commitment to not raise wages yearly and instead based “changing industry dynamics,” is a further capitulation. One that’s still not enough for Lyft, apparently. The company told Bloomberg that, “while these changes are a step in the right direction, we still have concerns that the underlying pay formula will still deprive drivers of earning opportunities, drive up prices for riders and reduce ride availability.”

Uber and Lyft have long had a contentious relationship with city and state governments over driver protections. In comparison to the passing of Prop 22 in California, which reclassified gig workers as contractors after another law did the opposite, even a diminished minimum wage law in New York is better than nothing.

This article originally appeared on Engadget at https://www.engadget.com/transportation/nyc-proposes-5-percent-raise-for-rideshare-drivers-in-a-bid-to-appease-uber-and-lyft-220011937.html?src=rss 

Remedy is trying to fix FBC: Firebreak in response to middling reviews and player feedback

Remedy has shared its plans to improve FBC: Firebreak, the new multiplayer Control spinoff, following a string of less-than-stellar reviews that criticized the game’s rough early hours. FBC: Firebreak was announced in October 2024 as the first online multiplayer game from Remedy, and another pitstop on the way to an eventual Control 2.

The full patch notes for Remedy’s first update are available to view on Steam, but in brief, the biggest change the developer is making is to how missions are unlocked. Previously, Firebreak required players to play a simpler, shorter version of the game’s missions (like dealing with multiplying post-it notes or pink goo, for example), before a more complex version of the mission became available. Now those full-fat missions are available from the start, and completing one unlocks the next type. Remedy’s update also rebalances the cost of cosmetics and makes it easier to see and find in-game collectibles, among other tweaks.

The developer is planning to make larger changes to how FBC: Firebreak explains the synergies of in-game weapons and abilities, but those onboarding improvements will take longer to implement. Future updates adding new missions and cosmetics where already planned for the game, so fixes will presumably be worked into the existing roadmap.

We enjoyed our hands-on time with FBC: Firebreak, but reviewers report a less rosy picture after playing the game over a longer period of time. Eurogamer found Firebreak charming in Remedy’s typical oddball way, but also inconsistent in terms of difficulty. GameSpot noted similar messiness in the game’s mission design, and also the general lack of explanation for weapons and abilities. The more damning and existential problem highlighted by TechRadar is the dearth of story in the game, something that Control generally excelled at. Remedy doesn’t appear to have a plan to address any perceived narrative shortcomings in FBC: Firebreak, and since it’s a multiplayer game, the company may just have different goals.

FBC: Firebreak is available now for $40 on PlayStation 5, Xbox Series X/S and PC. If you pay for Xbox Game Pass Ultimate or PlayStation Plus Game Catalog, you can play the game at no additional cost.

This article originally appeared on Engadget at https://www.engadget.com/gaming/remedy-is-trying-to-fix-fbc-firebreak-in-response-to-middling-reviews-and-player-feedback-203805921.html?src=rss 

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