Google Pixel’s new VIP contacts lets your favorite people bypass do not disturb

Google is officially letting you prioritize certain people in your life. The company has launched Pixel VIPs, an update that allows Google Pixel owners to “stay connected to the people who matter most and never miss a moment from them.” It expands on Google’s existing favorite contacts option, 9To5Google reports

Pixel VIPs includes features such as placing your “VIPs” at the top of your contact list and letting them bypass your device’s do not disturb. If you click on a specific person then you can see their real-time location, weather and time. It also shows the last time you two connected. Plus, Google will suggest things for the two of you to do together based on your preferences. 

You also have the option of adding notes to their contact page. These tidbits might include their new dog’s name, when they’re traveling or a reminder of your plans together. 

The possibility that Google was working on this update first arose last summer under the name “besties,” rather than “VIP.” Reports from 9To5Google showed it replacing the favorite contacts option but didn’t reveal much else. 

This article originally appeared on Engadget at https://www.engadget.com/mobile/google-pixels-new-vip-contacts-lets-your-favorite-people-bypass-do-not-disturb-123053232.html?src=rss 

Lumines Arise combines that addictive puzzling flow with a killer soundtrack

After a symphony, online multiplayer and a remaster, the well-regarded (and often handheld) puzzler Lumines is getting Enhance’s full synesthetic, Tetris-flowing, treatment. Lumines Arise is almost here.

If you haven’t played the game before, Lumines’ premise centers on rotating and dropping four-square blocks made of one or two colors, building up larger squares of a single color. The game’s timeline sweeps across the playfield – to the beat of the soundtrack – erasing completed squares in its path, while also giving you the brief opportunity to quickly drop more squares, add multiplier combos and score even more points.

Lumines Arise adds a new mechanic to the addictive yet simple puzzle. ‘Burst’ is a refillable bar that you can trigger with L2/R2, which locks a square on the playing field, allowing you to pile on subsequent blocks. You can initiate Burst once the counter has rolled above 50, although it maxes out at 100. As you might expect for a synesthesia-tickling game like Arise, Burst mode has its own low-key musical accompaniment.

Lumines has never looked better. But that’s not just due to 2025 hardware power, but also design choices for Lumines’ skins – the unhinged wallpaper design and block themes that bubble up as you advance through puzzle stages. They’re delightfully mad and, at times, distracting. (As you play, the view of your Lumines blocks will occasionally ‘zoom’ closer – this is intentional. Game Director Takashi Ishihara said this was to both add some dynamism to what are typically static blocks, but also to pull the players’ attention back to the game at hand. Lumines Arise wants you to focus on the now, not the score, your Burst meter, or your customizable avatar.)

My favorite part of the demo was the final stage, which featured two chameleons simply raving along to the dance music. The soundtrack is, naturally, a banger, too. Lumines Arise features new music from Hydelic, also responsible for the award-winning soundtrack of Tetris Effect: Connected. (The band has already launched one track, “Only Human,” on Bandcamp – it’s coming to other streaming services, too.)

On another stage, two skeletal hands, seemingly strung up like puppets, twitch and wriggle as you shift and rotate your blocks. If anything, I think Enhance missed a trick not mapping the finger movements to a DualSense controller. I said that in front of Ishihara because I have zero sense of decorum — apparently, he’d had the same idea. I now consider myself a game designer.

I got to briefly see Lumines Arise running on a Steam Deck, too. The time of the handheld console and PC is now, so it’s nice to see a typically made-for-consoles game ready for this new gaming PC form factor.

Ishihara teased that there’s more to reveal ahead of Arise’s launch. The game will launch on both PS5 and Steam, and it will also feature VR compatibility on both platforms. While Enhance wasn’t yet willing to reveal the details, there will also be some form of multiplayer, but it seems like it’ll be in a different form compared to the more adversarial nature of Tetris Effect’s multiplayer modes. 

Additionally, Ishihara wanted to highlight that the avatars, which dance and emote in sync with your in-game actions, now feature legs. That is important, apparently. Enhance is promising more answers in due time. Lumines Arise is set to launch in fall 2025.

This article originally appeared on Engadget at https://www.engadget.com/gaming/lumines-arise-hands-on-interview-takashi-ishihara-000038767.html?src=rss 

Playdate Season 2’s Blippo+ TV simulator is coming to Nintendo Switch and PC in color this fall

We’ve been getting a real kick out of the offbeat cable TV parody that is Blippo+, which arrived with Playdate’s Season Two, and now it’s looking like non-Playdate owners will be able to experience the strangeness too later this year. Panic, along with Telefantasy Studios, Noble Robot and the artists Yacht, announced at the PC Gaming Show that Blippo+ is coming to PC and Nintendo Switch in fall 2025. And unlike the 1-bit black and white programs we’ve been tuning into on the Playdate, it’ll all be in color.

Blippo+ features a roster of live-action programs that may or may not be alien transmissions, plus a forum called Femtofax that brings you even deeper into the unusual goings-on of the Blippians. Panic revealed with the second week of Season Two games that Blippo+ wouldn’t just be a one-off release, but would instead get weekly content updates every week for the next eleven weeks. When it lands on the other platforms, Blippo+ will have “a time-hopping mechanic so viewers can travel back and forth through weeks of TV programming without losing the magic of ‘non-demand’ linear viewing.”

Panic

It’s absurd, it’s nostalgic — Blippo+ was made with vintage analog broadcast equipment, according to the creators — and it’s totally unpredictable. You really never know what madness it’s going to serve up next, and it’s great. In color, things are only going to get weirder.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playdate-season-2s-blippo-tv-simulator-is-coming-to-nintendo-switch-and-pc-in-color-this-fall-230149046.html?src=rss 

Sword of the Sea is what happens when Matt Nava strides back into Journey’s shadow

Sword of the Sea is a game about letting go. Its main mechanic involves surfing across vast desert dunes on a thin blade, slicing through glittering sands and scaling ancient towers on a quest to unearth the secrets of civilizations past. It plays best when you forget about the controls entirely, and just surrender to the slick physics and let your little character flow. With enough exploration, you’ll naturally discover glowing orbs and shining gold gems, and the sands will transform into deep, crystal clear seas with fish swimming through the air, carving wet paths through the dirt. Your character, dressed in flowing robes and a gold mask, rides the orange hills and the blue waves with the same easy athleticism, reacting instantly to every input on the controller.

Charge up a jump and then complete sick tricks with a few quick inputs, or unleash a bubble of sonic energy to smash nearby vases, uncovering bits of currency in the shattered pieces. The protagonist moves in whatever direction you push, stopping immediately when you let go of the analog stick. There are giant chains to grind, a hover ability in some areas, and half pipes generously positioned around the environments. Control prompts pop up when you’re first introduced to an ability, but the text fades quickly and you’re left alone in the desert. There are no waypoints in Sword of the Sea, but the environment tells a clear story, inviting you to solve puzzles in the mysterious temples dotting the landscape. Find glowing orbs on the rooftops and hidden down secret passageways to unlock the buildings’ secrets, opening up new areas.

I played about 20 minutes of Sword of the Sea at Summer Game Fest, but I wanted to surf its dunes for a lot longer. It’s the kind of game that makes the real world fade away, no matter how chaotic or intrusive your immediate surroundings are. It’s built on rhythm and vibes, and it encourages a meditative flow state from its first frames. Learn the controls and then forget them; play with pure intuition and it’ll most likely be the right move.

“The game is about surfing, and it’s really about the process of learning to surf and getting comfortable with surfing, and then trying things that are a little bit beyond your abilities, failing, and then figuring it out and actually accomplishing them,” Sword of the Sea creator Matt Nava told Engadget on the SGF show floor. “And in the process, you kind of realize that surfing is all about harnessing the power of something greater than yourself. You’re not paddling — the waves carry you. The zoomed out camera, the little character; in a lot of games, they’re right on the character, because the character is the focus. But in this game, it’s about how the character is a part of the environment, that is the focus. And I think that’s a constant in a lot of the games that we’ve made.”

Nava is the creative director and co-founder of Giant Squid, the studio behind Abzû and The Pathless. Even with these two successful games under his belt, Nava is still best known as the art director of Journey, thatgamecompany’s pivotal multiplayer experience that hit PlayStation 3 in 2012. Nava has spent the past decade attempting to build explicitly non-Journey-like games with Giant Squid, and while Abzû and The Pathless both have his distinctive visual stamp, they’re the opposite of Journey in many ways. Where Journey was set in a dry, desert landscape, Nava’s follow-up, Abzû, took place in an underwater world. After that, The Pathless was mostly green, rather than dusty orange.

Giant Squid

With Sword of the Sea, Nava let go. He dropped all preconceptions of what he should be making and mentally said fuck it. He finally allowed himself to manifest the game that came naturally to him.

“In this game, it’s very much taking on, accepting and proclaiming that this is me,” Nava said. “I did Journey. I’m doing orange again. And I’m going back to the desert because I have way more ideas that we couldn’t do in that game … It’s like I’ve been living in my own shadow for a long time in a weird way. It’s like, why am I doing that? I should just be who I am and continue to explore the art that is my art.”

Sword of the Sea is a specific and special game, and even though it’s set in an orange desert, it doesn’t feel like Journey. The game also includes music by Austin Wintory, the Grammy-nominated composer behind Journey, Abzû and The Pathless. Together, Nava and Wintory form a formidable foundation.

“A lot of video game scores, they just make a music track for the area,” Nava said. “If you’re in the town, you hear town music, and then it just repeats. But that’s not how it works here. The music advances as your story advances, it reflects where you are on your surfing adventure, what you’re learning how, how far your character has gone on this character arc. And so that’s where the music of a video game like ours should be.”

As Nava and I chatted, someone sat down to play Sword of the Sea on a nearby screen, and when I glanced up, I saw that they were gliding through an area I didn’t find in my runthrough. A giant animal skeleton was half-buried in the sand, bright white vertebrae dotted with gold gems for the player to collect. There are a lot of secrets in Sword of the Sea, Nava assured me. The best way to find them is to just let go and play.

Sword of the Sea is due to hit PlayStation 5, Steam and the Epic Games Store on August 19.

This article originally appeared on Engadget at https://www.engadget.com/gaming/sword-of-the-sea-is-what-happens-when-matt-nava-strides-back-into-journeys-shadow-233148894.html?src=rss 

The Sims-like Paralives hits Early Access in December

If you aren’t thrilled with what EA has done with The Sims, another alternative is coming soon. The indie passion project Paralives launches in Steam Early Access on December 8.

Paralives has all the hallmarks of the life simulation genre. You can build your character, including physical and personality traits. It lets you make friends, move up in your career, fall in love and start a family (or not!). Design is central, too. You can craft your dream home, move walls and resize that stubby love seat into a full-on couch.

The game uses “innovative build tools that are easy to use but powerful for advanced builders.” When designing your living space, you aren’t limited to a grid. You can build on curves and customize any object’s colors and textures. There’s even an in-game measuring tape for those who want to get ultra-precise.

Paralives Studio

The game is the lovechild of Canadian developer Alex Massé, who began the project in 2019. Paralives Studio has now grown to a team of 13 with the sole focus of building “an innovative and fresh life simulation game.” It’s raised funds exclusively through Patreon. The team’s development process is out in the open. You can browse its history and roadmap online, showing the full array of planned features.

Crucially, the young studio says Paralives will never have paid DLC — only free expansions. That’s one way to take a shot at The Sims without even mentioning its name. And unlike the glitzy AI-fest inZoi, Paralives emphasizes depth and flexibility over presentation. Its simple and charming art style is a foundation for feeling and connection.

You can see for yourself in the release date trailer below. Grab Paralives on Steam Early Access (PC and Mac) on December 8.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-sims-like-paralives-hits-early-access-in-december-220014257.html?src=rss 

At Fate’s End already looks like the must-play indie game of 2026

Coming off its smash indie hit Spiritfarer, Thunder Lotus Games is taking a more action-heavy approach with its next title. The developer debuted At Fate’s End with an announcement trailer during the Xbox Games Showcase at Summer Game Fest 2025, giving us a taste of its captivating visuals and unique combat system.

While Spiritfarer offered a more slow-paced experience filled with charming characters looking for a final peace, At Fate’s End has a contrasting action-packed style where you follow the story of Shan, a heiress to a clan that’s looking to resolve familial disputes by either fighting or talking it out. The gameplay looks equal parts narrative fantasy and intriguing combat style, since you can use tactical dialogue mid-fight or psychological insight about your family to turn the tide of battle. As you progress through the story, you’ll face more of your estranged family members, and you advance your skill tree in different ways depending on whether you defeat or reconcile with them.

Thunder Lotus Games hasn’t set a hard release date yet, but At Fate’s End is expected to release sometime in 2026. The upcoming title will be available on Xbox, PlayStation, Steam and Epic Games. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/at-fates-end-already-looks-like-the-must-play-indie-game-of-2026-204315182.html?src=rss 

Does Carlos Alcaraz Have a Girlfriend? See the Tennis Player’s Relationship History

Carlos is one of the biggest names in tennis right now, and naturally, his fans are wondering how his personal life is going. Find out if the athlete is dating anyone.

Carlos is one of the biggest names in tennis right now, and naturally, his fans are wondering how his personal life is going. Find out if the athlete is dating anyone. 

The new trailer for Clockwork Revolution is a wild, extremely steampunk ride

Two years after it was first announced, we just got an extended trailer for inXile entertainment’s Clockwork Revolution at the Xbox Games Showcase, and it looks kind of incredible — and completely over the top. (A man dubbed “The Knob” pisses his pants a minute and 56 seconds in, and someone else later gets cursed out by an automaton doll).

Clockwork Revolution is a first-person steampunk RPG set in 1895 in a place called Avalon, which is ruled by the time-manipulating Lady Ironwood. As the customizable player-character Morgan Vanette, you’ll have to use her own tactics against her to turn back time and undo the damage she’s caused. As with all things time travel, the butterfly effect will be at play. The new trailer, which is over 5 minutes long, shows us this will be one with a lot of action and bloodshed (plus some brain-shed), and a good share of ridiculousness too.

We still don’t have a release date, though, just the assurance that it’s “coming in due time.” When it does eventually arrive, Clockwork Revolution will be available on Xbox Series X/S, Xbox PC, Steam and Xbox Cloud. It’ll also support Xbox Play Anywhere, and come to Xbox Game Pass.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/the-new-trailer-for-clockwork-revolution-is-a-wild-extremely-steampunk-ride-203854022.html?src=rss 

Here’s our first look at Call of Duty: Black Ops 7

Surely I wasn’t the only one caught off guard that this trailer featuring Milo Ventimiglia, a cybernetic butterfly and a tentacly upside-down hell world turned out to be the announcement of Call of Duty: Black Ops 7, right? Nevertheless, that just happened at the conclusion of the Xbox Games Showcase, and Call of Duty: Black Ops 7 is officially on the way. Today’s teaser comes ahead of an official reveal that’s slated for this summer.

The game is set in the year 2035, when “the world is on the brink of chaos, ravaged by conflict and psychological warfare following the narrative events of Black Ops 2 and Black Ops 6.” According to Activision, it’s “the first-ever consecutive release within the series, set more than 40 years after the events of Black Ops 6.” It’s all kinds of futuristic, and will see David Mason and crew facing “a manipulative enemy who weaponizes fear above all else.”

Call of Duty: Black Ops 7 will be available on Xbox Series X/S, Xbox One, Xbox PC, Xbox Cloud, Xbox Play Anywhere, Battle.net, Steam, PlayStation 5 and PlayStation 4. Xbox Game Pass subscribers will also get it on launch day.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/heres-our-first-look-at-call-of-duty-black-ops-7-184709483.html?src=rss 

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