PS1 gem Tomba! is still a wild ride nearly 20 years later

Every couple of years, a core childhood memory resurfaces and sends me hunting for a bizarre PlayStation game my brother and I obsessed over but never actually played in its entirety. The internet search goes like this: game on red-and-black PS1 demo disk featuring feral child with pink hair tackling pigs and trees that look like butts. The results tell me the game I’m looking for is the 1997 platformer Tomba!, and I giddily bask in the nostalgia. Then I forget all about it, and the cycle eventually repeats.

You can imagine my surprise, then, when a trailer popped up earlier this summer announcing Limited Run Games’ rerelease of Tomba! in all its wacky glory for modern consoles. Tomba! Special Edition is now available digitally for PS5, Nintendo Switch and PC. Physical editions, a line of plushies and a themed NEO S controller (pre-orders for which are sadly sold out) are also on the way. And in finally playing it all the way through almost 20 years after its original release, I’ve discovered that Tomba! is even more unhinged than I remembered.

Tomba, the player-character, is a wild boy who lives outside of society, hunting boars and sleeping under the stars. His peace is disrupted one day when a group of delinquent pigs swoops in and wreaks havoc, ultimately robbing him of a gold bracelet that belonged to his grandfather. To get it back, Tomba ventures into the nearby towns to find the Evil Pig ringleaders and take them down. Along the way, he meets a slew of strange characters who will help guide him on his mission, but only after he completes a bunch of tasks for them.

It’s a 2.5D platformer, meaning much of the game operates like a two-dimensional side-scroller, but you can occasionally move into the background or foreground to explore the map in more depth. Tomba! Special Edition doesn’t change much about the original game. The graphics are still distinctly PS1 polygonal, and the controls can feel clunky. There are some quality of life additions, though — namely a rewind feature that ends up being extremely handy because, as it turns out, this game is pretty tricky in some spots. I found myself needing to try certain maneuvers over and over again to get them right.

Just about every part of the story and its environment carries a touch of absurdity. Tomba is able to scale walls, swing on branches, jump with inhuman ability and apparently store items (including living creatures) in his stomach, which he can regurgitate when they’re needed later on. There are the butt trees, as mentioned earlier, which are allegedly meant to depict peaches but when Tomba jumps onto them and squeezes, a cloud of magical gas comes pouring out. You’ll encounter a village of dwarves, but can only communicate with them after leaping on the heads of several dwarves to learn their language. In another village, everyone’s been turned into mice, and for some reason, they’re all wound up about the disappearance of an actual, never-been-human baby mouse.

The pink-haired character Tomba is showing winding up to throw a pig. He is pictured in a windy environment with a large pitcher-like plant opened behind him. There are brown leaves all over the ground, and a spring-like platform with grass on top in front of him
Limited Run Games

One of the most memorable areas is undoubtedly the Mushroom Forest, a bad trip of a location that’s filled with creepy, clownish anthropomorphic flowers and mushrooms that inflict Tomba with certain ailments if he jumps onto them. One will have him laughing uncontrollably, while the other makes him wail — and that cry is deeply unsettling. It kind of jump-scared me the first time it happened, if I’m being real. With both mushroom illnesses, Tomba becomes unable to wield his weapons, instead flailing his arms and screaming if you try to do an attack.

It is altogether a surprisingly complex game, and visually striking thanks to its loud color palette. But the quest can feel convoluted as you try to navigate the often confusing map layout and fulfill the many, many tasks thrown your way. Boss fights are uniquely frustrating, too. Instead of simply beating up or killing the Evil Pigs, you have to wrangle each one and throw it in a bag… but the bag is floating and, in most cases, spinning.

While frequently maddening, Tomba! was a joy to revisit. It’s consistently silly, and the soundtrack gave me a welcome blast of nostalgia from the moment its steel drums started playing. (Tomba! Special Edition includes both the original soundtrack and a remastered version, and they’re both great.) If anything, the Special Edition release has made it clear why Tomba! has lingered so long in my memory — I can’t say I’ve ever played another game quite like it.

This article originally appeared on Engadget at https://www.engadget.com/gaming/ps1-gem-tomba-is-still-a-wild-ride-nearly-20-years-later-163011449.html?src=rss

The Polaris Dawn crew is back on Earth after a historic mission

The Polaris Dawn crew safely returned to Earth early Sunday morning, bringing the historic privately funded mission to a close. The Dragon capsule carrying the mission’s four astronauts — Jared Isaacman, Scott “Kidd” Poteet, Sarah Gillis and Anna Menon — splashed down in the Gulf of Mexico around 3:30AM ET.

On Thursday, Isaacman and Gillis completed the first commercial spacewalk, each taking a turn to exit the craft and perform a series of spacesuit mobility tests. And with this mission, Gillis and Menon have now traveled farther from Earth than any women before. Polaris reached a peak altitude of about 870 miles, which is also the farthest any humans have ventured since the Apollo program. 

The crew also performed a number of science experiments, and was able to complete a 40-minute video call to Earth and send files in a major test for Starlink’s space communications capabilities. That included a video recorded during the mission of Gillis, an engineer and violinist, playing the violin in space. “A new era of commercial spaceflight dawns, with much more to come,” Polaris posted on X Sunday morning.

This article originally appeared on Engadget at https://www.engadget.com/science/space/the-polaris-dawn-crew-is-back-on-earth-after-a-historic-mission-142028997.html?src=rss

8BitDo’s latest mod kit will make your old GameCube controller wireless and Switch compatible

A new, $26 solderless mod kit from 8BitDo can transform your old GameCube controller into a wireless Bluetooth device that works with Nintendo Switch and Android. It’ll also work with the original GameCube, but for that, you’ll have to buy the $26 Retro Receiver too. The mod kit comes with Hall Effect joysticks, a trigger pack and a rechargeable 300mAh battery, which 8BitDo says should get you around 6 hours of play time. Pre-orders for the kit are now open, and it’ll ship September 25.

There are numerous adapters on the market that will allow you to use an original wired GameCube controller with the Switch, including 8BitDo’s own GBros. adapter and an official one from Nintendo, but the mod kit cuts out the middleman to bring completely wireless Bluetooth connectivity. All you’d need to do is open up the controller and swap the old PCB with the new one.

This article originally appeared on Engadget at https://www.engadget.com/gaming/8bitdos-latest-mod-kit-will-make-your-old-gamecube-controller-wireless-and-switch-compatible-214235096.html?src=rss

What to read this weekend: Cosmic horror sci-fi, and the quest to understand how life began

New releases in fiction, nonfiction and comics that caught our attention.

The book cover for the novel The Night Guest. It has a bubblegum pink background, and a wine glass is pictured in the foreground, with a small amount of a red liquid dripping into it

Anyone who lives with a difficult-to-diagnose chronic illness and has endured the demoralizing process of trying to get proper treatment can tell you it is, at times, a living nightmare. Advocating for yourself, fighting to be taken seriously; it’s something I’ve dealt with most of my life as a person with autoimmune diseases. So when I read the description of Hildur Knútsdóttir’s psychological horror novel, The Night Guest, it resonated with me immediately:

Iðunn is in yet another doctor's office. She knows her constant fatigue is a sign that something's not right, but practitioners dismiss her symptoms and blood tests haven't revealed any cause. When she talks to friends and family about it, the refrain is the same ― have you tried eating better? exercising more? establishing a nighttime routine? She tries to follow their advice, buying everything from vitamins to sleeping pills to a step-counting watch. Nothing helps. Until one night Iðunn falls asleep with the watch on, and wakes up to find she’s walked over 40,000 steps in the night . . . What is happening when she’s asleep?

The Night Guest is a short, compelling read that puts an unsettling spin on an issue that a lot of people — especially women — can relate to. I pretty much inhaled it.

The cover for Is Earth Exceptional? Spherical green structures are pictured arranged like dense planets against a backdrop of stars

The origin of life and the question of whether it exists elsewhere is a topic I find to be endlessly interesting (as evidenced by how regularly books about it land among these recommendations). In their new book Is Earth Exceptional? The Quest for Cosmic Life, astrophysicist Mario Livio and Nobel Prize winning biologist Jack Szostak examine what we know about the things that make life possible — the building blocks of life — and explore how they could have emerged on Earth and, hypothetically, elsewhere. At the heart of the mystery is the as yet unanswered question of whether or not life came to be as the result of a freak accident.

As the authors write in their introduction, “Even with the enormous scientific progress we have witnessed in the past few decades, we still don’t know whether life is an extremely rare chemical accident, in which case we may be alone in our galaxy, or a chemical inevitability, which would potentially make us part of a huge galactic ensemble.”

An illustration of a huge, grotesque gray head with red tube-like sludge pouring out of its eyes and mouth onto a path, where a person is standing

In 2034 as imagined by Into the Unbeing, Earth is well past the tipping point of climate change. The planet has been devastated by natural disasters and species have died off in the masses. Looking for anything that can help improve the world’s situation, a team of climate scientists with the Scientific Institute for Nascent Ecology and Worlds (SINEW) ventures out to explore what appears to be an entirely new environment that has popped up out of nowhere near their camp in the Australian outback. But they’re not prepared for what they find.

Into the Unbeing is a new gripping science-fiction series that weaves in cosmic horror. The first issue came out at the beginning of the summer, and Part One just wrapped up this week with issue number four. If you were into Scavengers Reign or The Southern Reach Trilogy, you’ll probably enjoy Into the Unbeing. The art alone will suck you right in.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/what-to-read-this-weekend-the-night-guest-is-earth-exceptional-and-into-the-unbeing-194524310.html?src=rss

ESPN and other channels return to DirecTV as it finally reaches a deal with Disney

After a two-week blackout, ESPN and other Disney-owned channels are back on DirecTV. The Walt Disney Company and DirecTV released a joint statement on Saturday announcing that they are in the process of finalizing a new contract, and that all channels affected by their dispute have been restored. That includes ABC, Freeform, FX and National Geographic channels. Disney yanked its networks off DirecTV at the beginning of September after the two companies failed to reach an agreement before their old contract expired. Inconveniently for sports fans, the blackout coincided with the start of football season.

The new multi-year contract brings Disney’s full linear suite of networks back to DirecTV, with package options for genre-focused channel bundles (sports, family, etc) and Disney’s streaming services — Disney+, Hulu an ESPN+. ESPN’s upcoming direct-to-consumer service, which is expected to launch this fall, will be included for free. In their statement, Disney and DirecTV said the new deal will give customers “the ability to tailor their video experience through more flexible options.” They also added, “We’d like to thank all affected viewers for their patience and are pleased to restore Disney’s entire portfolio of networks in time for college football and the Emmy Awards this weekend.”

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/espn-and-other-channels-return-to-directv-as-it-finally-reaches-a-deal-with-disney-144938541.html?src=rss

Hollowbody fills the void left by PS2 survival horror games

In Hollowbody, an early 2000s-style third-person survival horror game by Nathan Hamley (the solo developer behind Headware Games), the true terror comes not from its hideous monsters, but from inhabiting a world where regular people are failed by the system and left to die.

Hollowbody is an homage to the PlayStation 2-era classics that helped define the genre. It also adds a “tech-noir” spin; think the first few Silent Hill games, namely Silent Hill 2, and a touch of Blade Runner. It goes heavy on atmosphere, relying almost entirely on tension-building rather than action to create a sense of palpable unease. And while the game resurrects PS2 graphics, it does not subject you to tank controls (unless you want them, then there’s a toggle for that, sickos).

It’s set in the not-too-distant future in a ruined city somewhere in the British Isles, decades after the region was struck by a supposed biological attack and later bombed while under quarantine. A brief introduction alludes to corruption and conspiracy around the true events of the catastrophe. The initial attacks targeted cities “plagued by economic hardship and depravity,” and the affected areas were walled off to contain the spread of any contagions — but not before people deemed to be “high value” citizens were allowed to escape to an artificial island with a suspiciously utopic name (Aeonis).

The game opens with a group of researcher-activists who have convened at an entry site to one of the exclusion zones, where they plan to go in search of answers. After one of them, Sasha, goes missing, her partner Mica sets out in a hover car to find her at any cost.

It’s in this early sequence that we really see the tech-noir part of Hollowbody’s description come through: Mica staring out the huge glass window of an apartment overlooking a densely packed city à la Blade Runner 2049; zipping between skyscrapers in a flying passenger vehicle; having a cheeky conversation with an intelligent navigation system. Naturally, Mica crashes on the ride in, loses contact with the one person who can help her and has to make her way toward Sasha on foot.

A woman stands in the dark bedroom of an apartment looking out a large glass window to the city below
Headware Games

From then on, the tech-noir bit slips mostly out of focus until it swings back around at the end of the game, and Hollowbody takes on the more traditional survival horror mold of ‘science experiment turned local extinction event.’ There are some touches of that distinct tech-infused vision — at one point, Mica passes a broken-down mech the size of an apartment building, and there’s a glowing children’s toy in one room that looks vaguely robotic — but it’s not exactly pervasive. Mica’s personal gadgetry and the styling of the inventory menu serve as the only real reminders of that angle for most of the game.

There are a number of puzzles to solve as you explore derelict buildings and the city’s parks trying to figure out how to get the hell out of there. The solutions to most of these are fairly obvious once you’ve come across the clues sprinkled around each location, so the fun is more in the exploration.

There was an occasional head-scratcher that would send me in circles though. It didn’t help that the surfaces I was able to interact with would sometimes continue to display indicators like “Pick up” or “Seek” even after I took everything that could be used from them. In cluttered rooms, I found myself rechecking some spots over and over thinking I’d missed something. These prompts will also appear in some places just for the sake of having Mica make inconsequential observations, like commenting on the dirty dishes or sheets that have gone years unwashed, and she’ll say the same remarks repeatedly as she encounters the same setups in different apartments.

Thankfully, that doesn’t detract much from how unnerving the setting is. The music is haunting, and it combines with heightened environmental noises like rain, radio static and Mica’s echoing footsteps to create a really visceral soundscape. If ever Mica’s inside a building or underground structure, you can be sure it’ll be dark and labyrinthine. It always felt like a monster was going to jump out at any second, despite that not usually being the case. (It was sometimes, though.) Outside, Mica is exposed, and it doesn’t take long for monsters to notice her and start congregating around her.

A still from Hollowbody showing the main character Mica standing over a large hole in an apartment floor, with debris all over
Headware Games

The monsters themselves are wonderfully disgusting. There are bipedal abominations, some emaciated while others are top-heavy and headless, with gross tendrils flailing out from their upper halves. Hollowbody has some demon dogs, too, plus a few scuttling insectoid creatures that seemingly pose no threat beyond creeping you out. Cat-sized worm critters will slither right past you, and their hilariously clunky animation just might be the most PS2 thing about the entire game.

It’s not very combat-oriented — often, you can just run past the enemies — but there are guns to come by, and a few makeshift melee weapons. Using the latter felt somewhat stiff and slow at times, particularly when facing a group of beasts, but I was still able to make do favoring bludgeoning tools to conserve ammunition. And I delighted in the gushy thwack of my street sign ax connecting with monster flesh. I also loved that Mica can grab an electric guitar off the wall and use it as a weapon. It may not be the most pragmatic approach considering the heaviness, but the clang when it makes contact with its target is very satisfying.

There are bodies in various states of decay at every turn, and Mica’s scanner will give you an instant read on the deceased to get a sense of who they were and how they died. In many instances, the cause is nothing paranormal: dehydration, starvation, murder, etc. A backstory forms through documents and audio flashbacks that are activated at certain sites, telling of financial struggles and gentrification in the city long before the biological disaster, and the eventual desolation endured by the people in the quarantined area afterward, who could only survive as long as their dwindling resources allowed.

Mica finds a notice of impending rent hikes, a letter that mentions the disruption of construction going on at all hours of the night and a past due notice for unpaid utilities bills showing monthly prices had quadrupled. She comes across a note left behind by a dying man, wishing for a better future for his family and humanity. In one post-quarantine recording, starving civilians pleading to leave the city are gunned down by armed forces. It is all incredibly bleak, and I didn’t have to suspend my disbelief very much to envision a reality in which things would pan out like this.

A woman's body is strung to an iron gate in the middle of a cobblestone path. Mica is seen walking toward her, shining her light on the corpse
Headware Games

But an explanation as to why there are horrid, fleshy humanoid monsters roaming the streets never fully reveals itself in a straightforward way. (At least, not with the ending I reached and all the materials I collected.) The most substantial hint on that front came from a single newspaper clipping, the contents of which I’d rather not spoil here. The article plants the seed of an idea, but it’s largely up to the player to fill in the blanks beyond that.

There are touching snippets of Mica and Sasha’s story as well, but the duo’s connection to this place and apparent significance within its present goings-on never quite got the neat wrap-up I was hoping for. While the ending was a beautiful, emotional scene that felt like it brought the story full circle thematically, it also left me with the feeling of, Wait, what just happened? It seems like there are other endings, though, which may prove more conclusive on subsequent playthroughs. Beating the game also unlocks a harder difficulty option and a first-person dungeon crawler mode, which immediately made everything feel scarier when I switched it on.

Even with its shortcomings, Hollowbody is a solid survival horror title that feels especially impressive when you take into account the fact that it was made by a solo indie developer. Vibes are part of what made its predecessors unforgettable, and Hollowbody’s oppressive mood hits all the right notes.

This article originally appeared on Engadget at https://www.engadget.com/gaming/hollowbody-fills-the-void-left-by-ps2-survival-horror-games-160030810.html?src=rss

Polaris Dawn is finally headed to space for its groundbreaking civilian mission

A SpaceX Dragon capsule carrying the four private astronauts of the Polaris Dawn mission has launched from the Kennedy Space Center in Florida in the early hours of September 10 after a few weeks of delays. The mission was scheduled to lift off at the end of August but was postponed first due to technical issues, then because of poor weather conditions forecasted for the crew’s return. On board are Jared Isaacman — the billionaire who funded the mission — retired Air Force Lieutenant Colonel Scott “Kidd” Poteet, and SpaceX engineers Sarah Gillis and Anna Menon. They’ll attempt several firsts during the five-day flight, including the first-ever commercial spacewalk.

That attempt will also mark the first spacewalk from a Dragon capsule. Among Polaris Dawn's other goals is to send its crew farther than anyone has traveled since the Apollo program, targeting an altitude of about 870 miles from Earth. The journey will take the capsule and its crew briefly into the Van Allen radiation belt.

Polaris Dawn is meant to be the first of three human spaceflight missions under Isaacman’s Polaris Program. Its crew will put SpaceX’s new Extravehicular Activity space suit to its most important test yet, as they’ll all wear it for protection against the vacuum of space when the Dragon’s doors open for the spacewalk. The spacewalk will take place at an elliptical orbit roughly 435 miles above Earth’s surface, and two crew members will leave the capsule.

This article originally appeared on Engadget at https://www.engadget.com/science/space/polaris-dawn-is-finally-headed-to-space-for-its-groundbreaking-civilian-mission-093346616.html?src=rss

Perennial Order is a stunning 2D Soulslike filled with plant monsters that’ll kill you in one hit

Indie developer Gardenfiend Games just released a gorgeous plant horror game that its team describes as “Hollow Knight meets Titan Souls.” Perennial Order, which dropped on September 6 for PC, PS5 and Xbox Series X/S, is a 2D boss rush game that pulls inspiration from Dark Souls, Princess Mononoke, and the art style of Magic: The Gathering. Its protagonist is an undead knight with a pitcher plant for a head (or maybe it’s a helmet?) and a stinger grafted onto one arm, and the hostile world it’s set in is crawling with plant-infested monsters. Needless to say, I downloaded it immediately.

You can play Perennial Order solo or with a friend — it offers both local and online co-op, with cross-platform support. There are 15 bosses to face, and with one-hit-death combat, your every move is critical. Thankfully, you respawn close to where you died, because you’ll probably be doing a lot of that with some enemies.

I’ve spent a little bit of time with Perennial Order this weekend, and it is really captivating. The environment and music are beautiful, creating an atmosphere that’s wonderfully bleak as you explore between boss fights and piece together the lore through interactions with talkative NPCs. I love a good plant horror, and Perennial Order does not disappoint. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/perennial-order-is-a-stunning-2d-soulslike-filled-with-plant-monsters-thatll-kill-you-in-one-hit-203121605.html?src=rss

Genmoji and image-generation tools for iPhone reportedly delayed until iOS 18.2

Many of Apple Intelligence’s most anticipated features will arrive in a trickle well after the release of iOS 18, and according to Bloomberg’s Mark Gurman, it could be December before the iPhone will offer things like AI-generated images and custom emoji. Apple Intelligence is expected to make its debut with iOS 18.1, which Gurman has previously reported will likely come sometime in October. Genmoji and the upcoming image-generation tool, Image Playground, reportedly won’t be among its first features. Instead, Gurman predicts they’ll ship with iOS 18.2, which he says is slated for December.

Apple showed off Genmoji and Image Playground during its June event. With Genmoji, users will be able to create custom emoji from a prompt or make emoji of real people based on their photos. Image Playground, on the other hand, will let users generate images in three styles: Animation, Illustration and Sketch. It’ll be offered as a standalone app and as a built-in tool in other apps, including Messages.

All of these features will eventually be available for the iPhone 16 line, which will be unveiled on Monday Sept. 9 at Apple’s It’s Glowtime event, as well as other recent iPhone models. Apple Intelligence will also bring ChatGPT integration, message summarization, a smarter Siri and more.

This article originally appeared on Engadget at https://www.engadget.com/mobile/genmoji-and-image-generation-tools-for-iphone-reportedly-delayed-until-ios-182-152526073.html?src=rss

There’s a Stranger Things Polly Pocket set, and its design is really clever

Mattel's latest Polly Pocket collab is a Stranger Things playset that houses the fictional town of Hawkins and the Upside Down in a compact shaped like a walkie-talkie. The set, introduced this week, contains figurines of the characters Eleven, Mike, Dustin, Lucas and Will — plus a very non-threatening interpretation of the Demogorgon. Pre-orders for the $50 collectible are now open through Mattel Creations and major retailers, including Walmart and Target. It’s expected to start shipping later this month.

The Stranger Things Polly Pocket set and included figurines shown against a white background. It features a blue walkie-talkie shaped compact shown closed on the left, and open on the right. The open side contains a representation of Hawkins, including the middle school. There are also figurines for Eleven, Mike, Will, Lucas, Dustin and a Demogorgon, plus mini walkie talkies and bikes
Mattel

The set also includes a few tiny walkie-talkies, bikes, a wig for Eleven and a little stack of waffles. There’s even a mini sensory deprivation tank on both sides of the compact with a cutout that the Eleven figurine fits into, and a chalkboard with a crack for the Demogorgon to burst through. The packaging it comes in is designed to look like a retro tape recorder. It’s all painfully cute. Now can we get that fifth season sometime soon, please?

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/theres-a-stranger-things-polly-pocket-set-and-its-design-is-really-clever-204550807.html?src=rss