Elon Musk’s X could lose $75 million in ad revenue following antisemitic content backlash

X, the social network formerly known as Twitter, typically earns the most money in the last months of the year, as brands ramp up their advertising campaigns for the holiday shopping season. According to The New York Times, though, the company's earnings report for this quarter might look different than usual. Based on internal documents The Times has seen, over 100 brands and even other types of advertisers, such as political candidates, have fully paused their ads on the website, while dozens more are considering pulling their campaigns. If advertisers don't come back, X could lose up to $75 million in ad revenue earnings this year. 

The documents reportedly track how X would be affected by brands leaving the website, including the first ones that paused their ads shortly after Elon Musk's controversial tweet, wherein he agreed with an antisemitic conspiracy theory. Shortly after he posted his tweet, media watchdog Media Matters published a report showing ads on the website right next to antisemitic content. In response, X filed a lawsuit against the organization, accusing it of "knowingly and maliciously [manufacturing] side-by-side images depicting advertisers' posts on X Corp.'s social media platform beside Neo-Nazi and white national fringe content."

X said in its complaint that Media Matters deliberately created an environment to show ads from some of the platform's biggest advertisers next to "extreme, fringe content." Linda Yaccarino, the company's CEO, defended X in a post and said that only two users saw Apple's ad next to unpalatable content on the platform. One of them was Media Matters, she added. The organization called X's lawsuit "frivolous" in a statement to Engadget and said it looks forward to winning in court. 

IBM, Apple and Disney were among the brands that quickly pulled their ads from X after the incidents. Lionsgate specifically cited Musk's tweet as its reason for suspending its advertising campaigns, while Ubisoft was one of the first video game companies to withdraw its ads from X. According to The Times' report, Airbnb has halted over $1 million worth of advertising on X, and Netflix has pulled $3 million in ads. X could also lose $4 million in ad revenue due to Microsoft's subsidiaries pausing their campaigns. Uber and Coca-Cola are two other well-known brands that have chosen to put their advertising on X on hold. 

In a statement to the publication, the company said the figures it viewed were either outdated or "represented an internal exercise to evaluate total risk." It also said that the revenue at risk was only around $11 million and that the exact amount keeps fluctuating as some advertisers return or increase their ad spending. 

This article originally appeared on Engadget at https://www.engadget.com/elon-musks-x-could-lose-75-million-in-ad-revenue-following-antisemitic-content-backlash-075316116.html?src=rss

UE5 project reimagines Zelda: Ocarina of Time in the style of Studio Ghibli

A YouTuber named RwanLink recreated Castle Town from The Legend of Zelda: Ocarina of Time as a Studio Ghibli film and released a digital short to show off their efforts. This is to celebrate the game’s 25th anniversary and the YouTuber made the environment and characters in Unreal Engine 5, putting in over 600 hours of work to complete the project. It was a one person job, aside from the music, as reported by Eurogamer.

It’s got a gorgeous opening cinematic in the style of, you guessed it, Studio Ghibli, which is followed up by gameplay in Castle Town. The gameplay recalls Wind Waker, obviously, and even newer cel-shaded Zelda titles like Tears of the Kingdom and Breath of the Wild. There are Gorons, Gerudo, Hylians aplenty and, oddly, some ladies who look pulled straight from the Renaissance. The big bad himself, Ganondorf, also shows up.

The gameplay looks a bit choppy, but it’s still extremely impressive. There are dozens upon dozens of NPCs just about everywhere, many more than would be present in an actual Zelda game. The music is on-point and it just looks, well, cute and fun to explore, like a Zelda title should.

This project comes just a couple of weeks after the official announcement of a live action Zelda movie. Some fans were a bit displeased with the whole idea of a live action film at all, as animation seems to be the best way to do the story and characters justice, particularly something that draws from Studio Ghibli. Still, we’ll see when the film releases if director Wes Ball, from the Maze Runner films, can pull a cucco out of a hat.

This article originally appeared on Engadget at https://www.engadget.com/ue5-project-reimagines-zelda-ocarina-of-time-in-the-style-of-studio-ghibli-173030994.html?src=rss

Instagram makes public Reels downloadable for everyone

Instagram launched the ability to download publicly viewable Reels in June, but it limited the feature's availability to users on mobile in the US. Now, Instagram head Adam Mosseri has announced on his broadcast channel that the feature is rolling out to all users worldwide. Anybody on the app can now download public Reels to their devices and not just save them for viewing later. They simply have to tap on the Share button and start their download from there. 

As TechCrunch reports, Mosseri explained during his broadcast that downloaded Reels will have the Instagram watermark with the account's username, similar to downloaded TikTok videos. In addition, Reels will only come with music if they're scored with original tracks. Instagram will strip their audio if they use licensed music as a background. 

TikTok's video downloading feature helps attract more users to the app, since it gives creators (and reposters) an easy way to share clips across platforms. People who don't have TikTok may decide to sign up if they find creators they want to follow or if they want to see more similar types of content. Instagram could be looking to replicate that strategy, though users will have the ability to prevent their Reels from being download. To change their download options, they'll have to go to Reels and Remix under Privacy in Settings and toggle off "Allow people to download your Reels."

This article originally appeared on Engadget at https://www.engadget.com/instagram-makes-public-reels-downloadable-for-everyone-120638475.html?src=rss

Endlesss Clubs is like a Discord server for making music

Producing music with friends and colleagues from afar can be tricky but, hopefully, it's about to get a bit smoother. Endlesss, a remote music creation platform, is rolling out a feature called Clubs that could make it easier to share and blend ideas. The new tool is reminiscent of Discord — something Endlesss (yes, with a triple s) outright states in its promotion.

Endlesss Clubs are live chat channels where members can add riffs, make comments, combine parts and share files. Just like Discord, members can belong to multiple Clubs, and each has different channels, depending on what people want to create. 

The company first announced the upcoming release of Endlesss Clubs back in August. "Music-makers all have to compete for attention on the same distribution platforms. This results in bad outcomes for everyone but the very best," Tim Exile, founder and CEO of Endlesss, said at the time. "We're excited to provide community-owned places for music-makers of all levels to go deep with their people."

Endlesss debuted at the start of the COVID-19 pandemic, allowing musicians to connect remotely. It was initially available only as an iOS app before launching Endlesss Studio for desktop at the end of 2020. There were some kinks when we first tested it, many of which seem to have been straightened out in the years since.  

Anyone can test out Endlesss for free or get unlimited sample packs, sample presets, VST/AU plugin presets and high quality audio for $10 per month. Endlesss Clubs are now available for members to join and play around in. 

This article originally appeared on Engadget at https://www.engadget.com/endlesss-clubs-is-like-a-discord-server-for-making-music-112509781.html?src=rss

Ubisoft has suspended advertising on Elon Musk’s X

Ubisoft is the latest company to join what seems to be a growing list of advertisers pulling their campaigns from Elon Musk's X, formerly known as Twitter. The company has confirmed to PCGamer and Axios that it has paused advertising on the website, possibly making it the first video game publisher to do so. While Ubisoft didn't elaborate on its reasoning behind the decision, X's advertisers have been suspending their advertising activities on the social network after Musk supported an antisemitic tweet and Media Matters published a research showing brands' advertisements next to Nazi content. 

IBM, Apple, Disney, Paramount, Warner Bros, Sony and Comcast have all paused their advertising on X. Lionsgate pulled its ads, as well, specifically citing Musk's tweet as the cause. Axios says Ubisoft's Assassin's Creed Nexus VR ad campaign was still showing up for X users as recently as Monday morning, and it's unclear if it stopped advertising on the social network before or after Linda Yaccarino published a statement calling Media Matters' report "misleading and manipulated." 

X's CEO issued a call for users and advertisers to "stand with X," claiming that "not a single authentic user on [the website] saw IBM's, Comcast's, or Oracle's ads next to the content in Media Matters’' article." Shortly after that, X officially filed a lawsuit against the media watchdog, accusing it of "knowingly and maliciously manufactur[ing] side-by-side images depicting advertisers' posts on X Corp.'s social media platform beside Neo-Nazi and white national fringe content." 

In its complaint, X explained that Media Matters had to create the right conditions, which included following accounts that post fringe Neo-Nazi and white nationalist content, in order to see ads right next to antisemitic posts. 

Media Matters called the lawsuit "frivolous" and an attempt to "bully X's critics into silence" in a statement sent to Engadget. The organization also told us that it "stands behind its reporting and looks forward to winning in court."

This article originally appeared on Engadget at https://www.engadget.com/ubisoft-has-suspended-advertising-on-elon-musks-x-074507139.html?src=rss

X lawsuit accuses Media Matters of running a campaign to drive advertisers away

X has filed a lawsuit against media watchdog group Media Matters over the latter's research that showed ads on the social network appearing next to antisemitic content. The company's owner, Elon Musk, promised to file a "thermonuclear lawsuit" against the organization late last week following an advertiser exodus. In its complaint, X said Media Matters "knowingly and maliciously manufactured side-by-side images depicting advertisers' posts on X Corp.'s social media platform beside Neo-Nazi and white national fringe content." It added that the group portrayed the "manufactured images" as if they represented the typical user's experience in the platform. "Media Matters designed both these images and the resulting media strategy to drive advertisers from the platform and destroy X Corp," the company wrote. 

As TechCrunch notes, though, Media Matters didn't exactly "manufacture" the images it used with its research. Based on X's own investigation as it detailed in its lawsuit, the organization used an account older than 30 days to bypass the website's ad filters to follow a set of users known to produce "extreme, fringe content" along with the biggest advertisers on the platform. The group then allegedly kept on scrolling and refreshing its feed to generate "between 13 to 15 times more advertisements per hour than viewed by the average X user." X said the watchdog didn't provide any context regarding the "forced, inauthentic nature" of the advertisements it saw."

In a response to Media Matters' research, X CEO Linda Yaccarino said "not a single authentic user on X saw IBM's, Comcast's, or Oracle's ads next to the content in Media Matters' article." She added that "only two users saw Apple's ad next to the content, at least one of which was Media Matters," confirming that the organization did see the advertisements, even if it had to create the right conditions for them. After Yaccarino released her statement, Media Matters head Angelo Carusone retweeted several posts from seemingly authentic users showing ads for searches and tags such as "killjews" and "HeilHitler." We reached out to the organization about the lawsuit, and a spokesperson told Engadget: "This is a frivolous lawsuit meant to bully X's critics into silence. Media Matters stands behind its reporting and looks forward to winning in court."

Aside from X's lawsuit, Media Matters also has to grapple with an investigation by Ken Paxton, the Attorney General of Texas. Paxton said his office is looking into Media Matters, which he called "a radical anti-free speech" organization, for potential fraudulent activity. He said he's investigating the watchdog to "ensure that the public has not been deceived by the schemes of radical left-wing organizations who would like nothing more than to limit freedom by reducing participation in the public square."

The media watchdog had published its findings after X owner Elon Musk responded to a tweet that said Jews pushed "hatred against whites that they claim to want people to stop using against them." Musk wrote: "You have said the actual truth." Several big-name advertisers had pulled their campaigns from the platform following the incidents, including IBM, Apple, Disney, Paramount and Comcast. Meanwhile, Lionsgate specifically cited Elon's tweet as the reason for pulling its ads. 

According to Fortune, Yaccarino held an all-hands meeting after X filed the lawsuit to confirm to staff members that some customers' advertisements are still on pause. When asked about what the best outcome for the lawsuit would be, the CEO said a win would validate that X was right.

"They have a long history of being an activist organization, to force a narrative and not allow people of the world to make their own decisions," she reportedly responded. "I think one of the main goals that underscores the dedication to truth and fairness and that is that we allow people a global Town Square, to seek out their own information and make their own decisions. So exposing Media Matters to train people’s rights to make their own decisions will be a validation that X was right, and this was an inauthentic manipulation."

Update, November 21, 2023, 12:14AM ET: Added information from Fortune's report about X's all-hands meeting. 

This article originally appeared on Engadget at https://www.engadget.com/x-lawsuit-accuses-media-matters-of-running-a-campaign-to-drive-advertisers-away-from-its-website-040022933.html?src=rss

Alan Wake II is great, but it doesn’t need guns

Alan Wake II is a fantastic game. It tells a twisted, serpentine story of paranormal murder, shifting realities and demonic possession, with two brooding investigators at its core. Developers at Remedy Entertainment are masters of mood and Alan Wake II is their latest showpiece, highlighting the studio’s eye for psychedelic terror and complex mysteries. This game is packed with monsters, ghosts, cults, Old Gods, rock operas and mind-bending perspective swaps. And on top of all that, its character models and set pieces are absolutely gorgeous. Even though it just came out at the end of October, it’s no surprise that Alan Wake II is nominated in multiple categories at The Game Awards, including Game of the Year.

There’s a lot more than clue-gathering going on in Alan Wake II. The game regularly mixes full-motion video with CGI in a way that doesn’t feel silly or contrived; set in a universe of broken realities, the visual styles bleed into each other like alternate timelines fighting for dominance, fitting both the narrative and mechanical storytelling on display. 

Alan Wake II
Remedy Entertainment

There are two playable characters, Saga Anderson and Alan Wake, and they’re each able to escape inside their own mind to solve the mysteries at hand. Saga, the stoic FBI agent, has a Mind Place where she can connect pieces of evidence with red string on a large, wood-paneled wall, and she can also profile people of interest, using her intuition to speak with their subconscious selves and uncover their secrets. Alan, the author who’s been lost in purgatory for 13 years, has a Writer’s Room with a plot board that literally alters reality when he adds new ideas to it. Players are able to switch between Saga and Alan throughout the game, as they attempt to crack the same case from opposite sides of the underworld.

Both of their environments have been infiltrated by shadow people, the standard enemies in this universe. The black silhouettes, glitching around the edges and hissing Alan Wake’s name, are affected by light — many of them fade away under the beam of a flashlight, but some of them transform into corporeal enemies and immediately attack, requiring multiple gunshots or one strong explosion to take them out. Saga and Alan can find temporary solace under lampposts and other well-lit areas, but these tend to flicker out in the heat of combat.

Which brings us to my issue with Alan Wake II, a game I very much enjoyed and highly recommend. Because I can still hear the furious typing from people who won’t read a negative word about something they love — please remember, it’s possible to enjoy something and also discuss what it could’ve done better. In the case of Alan Wake II, this means removing the guns.

There’s a delicious undercurrent of tension running beneath Alan Wake II, propelled by dark corridors, gruesome rituals and a creeping wave of personal loss. This sense of unease builds throughout the story and bursts through the screen in jump-scare vignettes as the characters’ situations become more desperate. Mystery is the heart of Alan Wake II’s horror. Unfortunately, the slow-burning narrative tension is routinely interrupted by gunplay, replacing it with a different, harsher kind of anxiety that feels out of place in this survival horror experience.

Again and again, I’d be exploring a new area, mentally putting the clues together as the story unspooled, when suddenly — time for a gunfight. The tone would immediately shift from dark, inquisitive terror to pew pew pew, replacing my train of thought with standard action-game things like landing headshots and dodging. After the scuffle, it would take a long moment for me to find the rhythm again, remind myself what I was looking for, what was at stake, what reality I was in. The tension and terror would start to build again, and then — another gunfight.

Alan Wake II
Remedy Entertainment

There’s nothing wrong with the combat in Alan Wake II, but it isn’t revolutionary and it doesn’t serve the game’s narrative. It’s an unnecessary interruption. Alan Wake II has intense detective work, horrific setpieces, paranormal drama, reality-shifting mechanics, secrets uncovered with light, two versions of a Sherlock-style mind palace, small puzzles, grand mysteries, murderous demons and plenty of action without guns at all.

Light is the shadow people’s weakness, and Saga and Alan both carry flashlights for most of the game. Turning on the high beam stuns the shadow enemies and sometimes opens weak points in their chests. Light hurts the ghosts, but it doesn’t kill them. To kill the ghosts you need bullets. I find this concept silly enough, but there are also scenes where the ghosts have guns, which is downright hilarious. On top of that, some of the shadow people are true bullet sponges, eating eight to twelve shots before going down. This sucks in general, but it’s especially egregious in a horror game, as it replaces feelings of dread with frustration and bullet math. Tediously shooting a ghost eight times instead of one doesn’t make an encounter any scarier.

With light as a weapon, Alan Wake II doesn’t need guns. Activating the high beam already uses precious battery power, and both Saga and Alan have to find batteries hidden around their environments, keeping resource-management fears alive. There are scenes where a flashlight and weapon combination actually works well — mainly, the flashlight and flare gun offer a swift one-two punch for standard enemies, preserving the panic of an attack while offering twitchy combat moments that don’t interrupt the overall vibe. Here, the gun is secondary, while the light does most of the work. In terms of game logic, this makes way more sense than a ghosts-and-guns approach.

Alan Wake II
Remedy Entertainment

Remedy is calling Alan Wake II the studio’s “first foray into the survival horror genre,” which makes its reliance on guns and even more perplexing. Regardless of whether Alan Wake II is more of an action horror or survival horror game, I’m most concerned with how it serves horror. In this regard, the gunplay just gets in the way.

I turned on story mode about two-thirds through my playtime, and I didn’t feel cheated out of any tension or terror; the enemies were still scary, and the game’s puzzles remained challenging. Remedy does weird stuff really well, and Alan Wake II is grotesque, mind-melting and darkly soapy, like The X-Files or Twin Peaks, with a touch of Outlast and Resident Evil 4. I just wonder what game we would’ve gotten if the developers didn’t design around basic third-person shooter tropes (feel free to save those for Control, Remedy — guns make sense in that game).

You know how every big-studio action movie nowadays feels like a modified version of Iron Man? The Marvel Cinematic Universe set the modern standard for big-budget action flicks, and it seems like many other movies now attempt to imitate its tongue-in-cheek tone, the epic scale of each battle, its predictable narrative flow and climax, the green-screen action scenes, its cliffhangers and after-credits scenes. A similar phenomenon is occurring with big-budget mainstream games, where there seems to be a formula that developers attempt to emulate, and this includes gunplay with hordes of bullet-absorbing enemies.

It feels like Alan Wake II fell victim to this unnecessary constraint, with negative consequences for the game’s sense of storytelling and terror. I get it — guns, ammo and inventory management are a familiar, accepted mechanic in video games as a whole, which makes firearm combat an easy element to include in mainstream titles. I just don’t think Alan Wake II needed it to be successful.

This article originally appeared on Engadget at https://www.engadget.com/alan-wake-ii-is-great-but-it-doesnt-need-guns-130027149.html?src=rss

Bluesky hits 2 million users and will soon release a public web interface

Bluesky has just crossed 2 million users a year after the service's first ever post was created. While that's nowhere near the numbers Threads has already reached, it's still a big accomplishment for the X rival that only opened the app to users in February and still requires an invite for access. Bluesky hit 1 million users merely a couple of months ago, in September, which could mean that the platform has been sending out more invites recently. In its post announcing the milestone, the Bluesky team has also revealed that it's launching a public web interface around the end of November. 

The interface will allow anybody, even those without an account, to view posts on the platform. Its launch could make more potential users aware about the service's existence, and Bluesky believes making its posts more accessible "will be especially useful for real-time commentary and breaking news." In the long run, it could make the service one of people's go-to social networks for news in the same way X users rely on the website to read about current events. 

And for those waiting for Bluesky to become a more open platform like Mastodon, the team says federation is "timelined for early next year if development continues as planned." To become a federated or a decentralized and distributed social network, the team is currently developing the AT Protocol, which will give users the power to migrate both their identities and their content from one personal data server to another. "This is one of the core features of Bluesky that makes it 'billionaire-proof,' — you’ll always have the freedom to choose (and to exit) instead of being held to the whims of private companies or black box algorithms," the announcement post reads. 

This article originally appeared on Engadget at https://www.engadget.com/bluesky-hits-2-million-users-and-will-soon-release-a-public-web-interface-062757340.html?src=rss

Instagram update adds new camera filters and video editing tools for content creators

Instagram is rolling out an app update that is surprisingly robust, bringing a whole bunch of new features to content creators. First and foremost, there’s finally some new camera filters, which should shake things up for a while. These filters range from “subtle color edits” to more expressive and stylized options.

There are some other minor Camera Roll improvements to make it easier to find what you need as you edit. These include updated previews, a refined search function and even the ability to zoom.

As for video editing, there’s a new undo/redo tool that lets you, surprise, undo actions and redo them with the press of a button. Instagram also says it's testing the ability to scale, crop and rotate individual clips as part of the editing process. The audio tools are also getting some love, as you can pull audio clips from a dedicated media hub to accompany a Reel. Followers can remix this content as they see it. If this sounds a lot like TikTok, well, that’s because it is.

To that end, there are 10 new English text-to-speech voices to choose from, though they are only available in select countries for now. Additionally, there are six new text fonts and styles available to caption up your Reels or Stories, in addition to bolded outlines that should really make your copy pop. Hopefully.

A doggo as a sticker.
Instagram

If you really want to make something weird, Instagram now allows you to pull any part of a photo or video and turn it into a custom sticker. This also works the other way around, so users can pull eligible content from a favorite creator and turn it into a sticker. This particular tool was aided in development by Meta’s custom Segment Anything AI.

Finally, there are some updated tools for creators to keep track of their slow and steady rise to viral fame. The Retention Chart will offer a moment-by-moment insight into how many people are watching your content, though it’s not rolling out for a couple of months. The rest of these tools are available today.

This article originally appeared on Engadget at https://www.engadget.com/instagram-update-adds-new-camera-filters-and-video-editing-tools-for-content-creators-171537564.html?src=rss

YouTube’s first AI-generated music tools can clone artist voices and turn hums into melodies

YouTube on Thursday unveiled some new experimental AI services, including a feature called Dream Track in YouTube Shorts. It creates up to 30-second soundtracks using AI-generation versions of artists' voices. Though musicians have mostly pushed back on AI (and their voices being used for training models without permission or compensation), YouTube got nine big names from the music industry to participate, including John Legend, Troye Sivan, CharliXCX and T-Pain. The company hoped to announce the feature at its Made on YouTube event in September, but it's been tied up in negotiations with recording companies over rights and payments.

Users can access Dream Track by typing an idea into the creation prompt and choosing from one of the participating artists. It uses Google DeepMind's Lyria — a new, powerful music generation model designed specifically for creating high-quality vocals and instrumentals while giving the user more control over the final product. Any content Lyria produces will also have a SynthID watermark, denoting it as such. 

Charlie Puth and T-Pain created sample Dream Tracks, which YouTube has shared as inspiration. However, many of the artists involved expressed their apprehension about AI but hoped that collaborative work could create positive, non-exploitative opportunities. "When I was first approached by YouTube I was cautious and still am, AI is going to transform the world and the music industry in ways we do not yet fully understand," singer CharliXCX said. "This experiment will offer a small insight into the creative opportunities that could be possible and I'm interested to see what comes out of it." 

Music AI Tools are also coming to YouTube, in collaboration with its Music AI Incubator. These tools can create guitar riffs from a hummed melody or turn a pop track into a reggaeton anthem. Producer and songwriter, Louis Bell, created a sample video to showcase it. 

YouTube is walking a fine line as it navigates the careful balance of introducing AI tools and protecting against misuse. The video platform recently announced new policies for labeling videos made using AI and letting public figures, such as musicians, report deepfakes. 

Dream Track is currently only available to a select group of creators and artists, whereas participants of the Music AI Incubator should be able to test the tools out later this year. 

This article originally appeared on Engadget at https://www.engadget.com/youtubes-first-ai-generated-music-tools-can-clone-artist-voices-and-turn-hums-into-melodies-132025817.html?src=rss