Many fans of 2014’s Alien: Isolation video game praised its graphics, story and general gameplay, making it a bit of a standout from many other games adapted from a movie. It even received seven separate DLC packs. Gamers have been enjoying this cult classic on mobile and Switch for a while now, but today, on the game’s 10th anniversary, the developers announced that they’re developing a sequel.
Yes, you heard us right. Alien: Isolation now has a sequel in early development. If you don’t believe us, take the official X account’s word for it.
We currently don’t have any other details on this sequel, but a look back at reviews for Alien: Isolation should give you hope we’ll get another solid game here. If the sequel is anything like the original, then you can expect horror, stealth and second-guessing yourself just as the claws of an alien take your life.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/sequel-to-2014s-alien-isolation-is-now-in-development-162213148.html?src=rss
Playing Phoenix Springs feels like being trapped in a gorgeous dream that’s steadily becoming a nightmare. It’s a point-and-click mystery set in a bleak futuristic world of dramatic shadows and muted primary colors, its scenes connected by streams of anxious static. The game stars Iris Dormer, a technology reporter who’s searching for her estranged brother, Leo. Her hunt takes her from the abandoned buildings of a rundown city, to a rich suburb, and finally to Phoenix Springs, a desert oasis bathed in golden light and occupied by a handful of odd, disconnected people.
Iris is the heart of Phoenix Springs. She narrates the on-screen action in a stoic, unaffected tone that belies the cutting poetry of her observations. Iris has just three options when interacting with people and items: talk to, look at or use. Relevant concepts and objects are collected in her mental inventory, a simple word cloud of black text on a white background. Open the inventory with a right click and select a word to bring it into the scene, where it’s combinable with other ideas and with Iris herself, prompting her to remember the clue or provide more details about it. Making Iris remember certain things is a key mechanic throughout the mystery, and it’s a good move to keep in mind if you ever feel stuck in a point-and-click hole while playing.
Iris is the game’s only voice and she talks directly to the player, sharing unfiltered thoughts as she processes each new set piece. Iris is jaded, dogged and insightful, and her cadence is sedate but sharp. It’s the kind of voice that could make a take-out menu sound both sinister and profound, and it’s a thrill to listen to throughout Phoenix Springs.
Iris’ city is desolate and rife with inequity. The streets are dotted with deserted buildings and barbed wire, and only the richest citizens are allowed to use energy without restriction. Down one alleyway, an intoxicated man is passed out on top of a shipping container, while a mute boy sits nearby, making a plant dance with an electronic box. In an abandoned university, a DJ blasts a thundering playlist for days on end as part of a mass sleep-deprivation experiment, delirious dancers and unconscious bodies piling up on the auditorium floor. The city's shadows are tinged with green, oppressive and sickly.
There’s a mid-century edge to the game’s technology — globe lights, push-button intercoms, bulky computer terminals and long train rides — which makes the world feel intensely familiar, at least until the stasis pods appear. Make no mistake, Phoenix Springs is hard cyberpunk.
Oddly enough, this only becomes clearer once you make your way to the oasis. The lushness of Phoenix Springs is an immediate relief, its flowing waters, red wooden huts and vibrant natural textures highlighting the sterility of the city’s metal, glass and wires. It’s almost relaxing enough to make you ignore the high strangeness of everything and everyone there. Almost.
Calligram Studio
On top of combining items to generate new leads about Leo’s disappearance, it’s critical to speak with people, bring them relevant ideas from your inventory and listen closely to their answers. The game relies on making common-sense connections and following your intuition, and rarely are solutions provided at face value. At times trial-and-error is a valid way to progress, and in other cases it’s just a matter of taking a breath and thinking about the problem from a fresh angle. My advice is to have patience and try absolutely everything that comes to mind; if you’re paying attention, chances are, you’re on the right track.
Phoenix Springs occasionally suffers from the most common issue in point-and-click games, where it feels like you’ve tried every combination and nothing is working, so you just randomly click around until something happens — but I encountered only two instances like this in about six hours of playtime. Thankfully, Calligram Studio provides a link to a walkthrough guide in the pause screen, so hope is never truly lost.
Calligram Studio
The game’s simple control scheme supports a surprisingly complex narrative that unspools in Iris’ measured narration. There’s nothing rushed about Phoenix Springs. Iris walks leisurely across expansive wide shots, her light blue silhouette cutting through high grasses and across cold concrete at the same unhurried pace. When she speaks, she gives each thought time to permeate the scene, sentences short and powerful. Haunting choir chords and droning bass lines are eventually replaced by pristine silence and birdsong. Where the environments aren’t blanketed in shadow, their colors constantly shift like there’s a stop-motion river flowing just beneath the screen. Each second of Phoenix Springs demands your attention. In return, the game provides a million moments of intrigue for your eyes, ears and deductive mind. And at the inevitable conclusion, every small detail slides elegantly into place.
I want to print out this game, frame by frame, and plaster its hand-drawn neo-noir vistas over every square inch of my office walls. Phoenix Springs is an interactive art installation that happens to use point-and-click game mechanics, and Calligram Studio’s emphasis on creating something beautiful — and then using this canvas to tell a twisted story about biohacking and familial love — is clear.
Calligram Studio
What’s exciting about Phoenix Springs is that it excels as both a piece of art and a detective game. It occupies a similar territory as Kentucky Route Zero, another title that offers depressing social commentary in a visually fascinating package, also made by a small artist collective. In the case of Phoenix Springs, stunning art direction, expert writing, incredible sound design, fabulous voice acting and satisfying mechanics combine to create an unforgettable, utterly unique sci-fi experience. Sure, Phoenix Springs is a game — but mostly, it’s gorgeous.
Phoenix Springs is now available on PC, Mac and Linux, developed and published by Calligram Studio.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/phoenix-springs-review-a-dazzling-and-disquieting-sci-fi-mystery-120029156.html?src=rss
Off-Planet Dreams gives you everything you need to succeed, if you really want that. Help is just a few button-presses away at (almost) all times. Because of that, it feels uniquely accessible for what it is — an “invisible puzzle platformer” designed to trip you up over and over again until you’ve learned enough from your mistakes to move forward. Depending on how you approach it, Off-Planet Dreams is either a trial-and-error nightmare loop or a relatively easygoing platform adventure. Or something between the two. I died 274 times in my first playthrough, if that’s any indication of how challenging it can be.
Off-Planet Dreams presents you (playing as a blob) with a grid and some floating doors, and says, essentially, ‘okay, now find your way out.’ There are platforms that form a path to each door, but all the platforms are invisible. This is where the game’s “difficulty is what you make of it” ethos comes in. You can commit to jumping into the abyss every time and hoping to land on a platform, memorizing each misstep so you know what not to do the next time around if you die, or you can choose one of the three available tools for some guidance. “Peek” will give you a quick glimpse of any platforms nearby, “Paint” will highlight any platform you’ve stepped on, and “Show” will reveal all of the platforms in that room.
Being stubborn, I was determined to get as far as I could without any help. But, I was humbled not too far in when I found myself trapped in Level 2-5 — a level with multiple sublevels that’ll repeatedly throw you back to its start if you go through the wrong doors. Here, I eventually caved and enabled “Show” just to give my brain some space to work out what the puzzle was without having to worry about remembering platforms. (When I finally figured it out, it wasn’t even that complicated. Sigh). After that point, I bounced between going unaided and using the “Paint” option as a little treat.
The game throws a curveball at you about halfway through when it introduces a new mechanic that requires the crank, which I thought was really clever once I got over the initial frustration of not knowing what the hell was going on. And further on, Off-Planet Dreams undergoes a stylistic shift that transforms it into something else entirely than what it was at the beginning. The developers wrote in the description that Off-Planet Dreams is “more than a grid of dots,” and they weren’t kidding. I had a lot of fun with it. You can get it now on the Playdate Catalog for $6.
This article originally appeared on Engadget at https://www.engadget.com/gaming/off-planet-dreams-is-a-delightfully-tricky-playdate-platformer-with-invisible-puzzles-230024431.html?src=rss
Why is it so satisfying to toss, drop, throw and fling ragdoll characters down steps, out of windows and into oncoming traffic in games like Human Fall Flat? Ragdoll games just know how to scratch the lizard part of our brain that enjoys being the destructive force of mayhem while also meeting the moral center of our frontal lobe by not causing any real world harm (or felony charges).
Now you’ll be able to see the fruits of your destruction in a virtual environment as Human Fall Flat and its hapless, ham-handed hero head to the Meta Quest headsets and Steam VR on Halloween. Curve Games and No Brakes Games are also working on a version for the PSVR2 for a date yet to be announced.
Human Fall Flat is a three-dimensional physics platformer that has you control a floppy, ragdoll human named Bob. Just like the other games, you’ll see Bob in a third-person perspective as you use his sinewy limbs to guide him through a series of bizarre obstacles like a train that somehow derailed through the top floor of a Victorian style mansion, a dysfunctional power plant in dire need of a OSHA review and the inevitable ice world level.
Owners of a Meta Quest 2, Meta Quest 3 or Meta Quest 3S headset can pre-order the game now on the Quest App Store for the discounted price of $9.99. The Steam port doesn’t have a price yet but you can add it to your wishlist.
This article originally appeared on Engadget at https://www.engadget.com/ar-vr/soon-youll-be-able-to-fling-around-the-klutzy-schlub-in-human-fall-flat-on-vr-212033104.html?src=rss
At this point, you probably either love the idea of making realistic videos with generative AI, or you think it's a morally bankrupt endeavor that devalues artists and will usher in a disastrous era of deepfakes we'll never escape from. It's hard to find middle ground. Meta isn't going to change minds with Movie Gen, its latest video creation AI model, but no matter what you think of AI media creation, it could end up being a significant milestone for the industry.
Movie Gen can produce realistic videos alongside music and sound effects at 16 fps or 24 fps at up to 1080p (upscaled from 768 by 768 pixels). It can also generative personalized videos if you upload a photo, and crucially, it appears to be easy to edit videos using simple text commands. Notably, it can also edit normal, non-AI videos with text. It's easy to imagine how that could be useful for cleaning up something you've shot on your phone for Instagram. Movie Gen is just purely research at the moment —Meta won't be releasing it to the public, so we have a bit of time to think about what it all means.
The company describes Movie Gen as its "third wave" of generative AI research, following its initial media creation tools like Make-A-Scene, as well as more recent offerings using its Llama AI model. It's powered by a 30 billion parameter transformer model that can make 16 second-long 16 fps videos, or 10-second long 24 fps footage. It also has a 13 billion parameter audio model that can make 45 seconds of 48kHz of content like "ambient sound, sound effects (Foley), and instrumental background music" synchronized to video. There's no synchronized voice support yet "due to our design choices," the Movie Gen team wrote in their research paper.
Meta
Meta says Movie Gen was initially trained on "a combination of licensed and publicly available datasets," including around 100 million videos, a billion images and a million hours of audio. The company's language is a bit fuzzy when it comes to sourcing — Meta has already admitted to training its AI models on data from every Australian user's account, it's even less clear what the company is using outside of its own products.
As for the actual videos, Movie Gen certainly looks impressive at first glance. Meta says that in its own A/B testing, people have generally preferred its results compared to OpenAI's Sora and Runway's Gen3 model. Movie Gen's AI humans look surprisingly realistic, without many of the gross telltale signs of AI video (disturbing eyes and fingers, in particular).
Meta
"While there are many exciting use cases for these foundation models, it’s important to note that generative AI isn’t a replacement for the work of artists and animators," the Movie Gen team wrote in a blog post. "We’re sharing this research because we believe in the power of this technology to help people express themselves in new ways and to provide opportunities to people who might not otherwise have them."
It's still unclear what mainstream users will do with generative AI video, though. Are we going to fill our feeds with AI video, instead of taking our own photos and videos? Or will Movie Gen be deconstructed into individual tools that can help sharpen our own content? We can already easily remove objects from the backgrounds of photos on smartphones and computers, more sophisticated AI video editing seems like the next logical step.
This article originally appeared on Engadget at https://www.engadget.com/ai/metas-movie-gen-looks-like-a-huge-leap-forward-for-ai-video-but-you-cant-use-it-yet-165717605.html?src=rss
Meta has spent the last few years saying that “young adults” are crucial to the future of Facebook. Now, the company is introducing a number of changes to its 20-year-old social network in an effort to get younger users to spend more time in the app.
The updates include a new “local” section in the Facebook app that aims to surface information relevant to your local community, a renewed focus on events planned on the service and a new “Communities” feature for Messenger. The changes, Meta claims, will help young adults “explore their interests and connect with the world beyond their close friends.”
Emphasizing events isn’t an entirely new strategy for the company. It launched a standalone events app in 2016 and then rebranded it a year later to focus on “local” businesses and happenings. It quietly killed the app in 2021.
Meta is taking a slightly different approach this time. The new “local” section will surface Marketplace listings, Reels and posts from Facebook groups alongside event listings from your community. Local news, which Meta has also previously boosted, is notably absent Meta’s announcement.
In addition to the local tab, the company is also trying to make events more prominent in Facebook. Facebook will now provide personalized event recommendations in the form of a weekly and weekend digest that will be pushed to users via in-app notifications. The company is also changing how invitations to Facebook events work so users can send invites to their connections on Instagram and via SMS and email.
Groups on Facebook, which Meta has said is among the most-used features by young adults, is also getting attention in this update. Meta is experimenting with a “a customizable Group AI” that allows admins to create a bot that can chat with members to answer questions based on posts that have been shared in the group. Elsewhere in the app, Meta is starting to test an Instagram-like Explore section and a dedicated space for Reels inside of Facebook.
On Messenger, Meta is adding a new “Communities” feature, a concept it previously introduced on WhatsApp. Communities allows “small to medium-sized” groups to organize their conversations and interact in a way that’s more like a Facebook group. Members can create topic-based chats and there are built in moderation and admin tools for controlling who can join.
The changes are part of a broader effort by Meta to bring younger people back to its app with features tailored around how they use social media. “Facebook is still for everyone, but in order to build for the next generation of social media consumers, we’ve made significant changes with young adults in mind,” the Facebook app’s head, Tom Alison, wrote in May.
Whether Meta’s latest efforts will be successful, though, is unclear. The company says there are more than 40 million young adults on Facebook in the US and Canada, a number that’s “the highest it’s been in more than 3 years.” But that’s still a relatively small percentage of its total users in the region and an even tinier slice of its users overall.
This article originally appeared on Engadget at https://www.engadget.com/social-media/facebook-is-pushing-local-content-and-events-to-try-to-win-back-young-adults-161742961.html?src=rss
Meta just announced several updates coming to Facebook during the company’s IRL event in Austin. It's testing an Explore tab and adding a new video tab.
Let’s start with the Explore tab. If you’ve ever perused Instagram, you likely know how exactly this will work. This tab will house “a variety of content tailored to your interests.”
Meta says that the algorithm has been designed to serve up “content that doesn’t just entertain, but helps you dive deeper into your interests.” Here’s hoping I get nothing but content about wild traversal strategies in The Legend of Zelda: Echoes of Wisdom. In any event, the new Explore tab is still in the testing phase so it could be a bit before a wide rollout.
The video tab is also getting a major update to accommodate Reels. All of the video content on Facebook will now be housed behind this tab. The content will stream on a full-screen video player that lets users “seamlessly watch the best short-form, long-form and live videos in a single experience.”
The updated video tab starts rolling out to users in the “coming weeks.” This is definitely an attempt by Meta to capture some of those younger eyeballs, as the announcement was accompanied by statistics indicating that young adults on Facebook spend around 60 percent of their time watching videos and Reels.
I got news for you, Meta. My dad, who is not a young adult, also spends all of his time on Facebook watching videos and Reels. So we’ll all benefit from this expanded video tab.
This article originally appeared on Engadget at https://www.engadget.com/social-media/facebook-is-testing-an-instagram-like-explore-tab-and-introducing-a-new-video-tab-for-reels-153033149.html?src=rss
Games Done Quick, the organization that organizes charity game marathons featuring high-level speedrunners, has just announced its latest fundraiser. The group will hold an event called Disaster Relief Done Quick in support of the humanitarian nonprofit Direct Relief to aid those affected by Hurricane Helene, it announced in a tweet and press release.
"Hurricane Helene [was] a life-threatening Category 4 hurricane that has left over 200 dead, millions without power and caused significant flooding and evacuations in the US Southeast," Games Done Quick wrote. "Disaster Relief Done Quick will begin on October 11 at 6PM EDT and conclude on October 13 at 11:59 PM EDT."
From Oct. 11th-13th we will be holding a Disaster Relief Done Quick event to help support those who have been affected by Hurricane Helene.
— Games Done Quick 🔜 #AGDQ2025 (@GamesDoneQuick) October 3, 2024
If you're interested in watching you can do so at GDQ's Twitch channel. Multiple speedrunners and streamers have already submitted runs across games including Zelda: Four Swords, The Sims 4 and Tony's Hawk's Pro Skater series.
Past GDQ events have raised large sums for charity, including the Awesome Games Done Quick 2024 which brought in $2.5 million for cancer research and Summer Games Done Quick 2024 ($2.55 million for Doctors Without Borders). Back in 2017, the organization raised $225,000 for Hurricane Harvey.
This article originally appeared on Engadget at https://www.engadget.com/gaming/games-done-quick-will-hold-a-fundraiser-for-people-affected-by-hurricane-helene-next-week-120010369.html?src=rss
Playing The Sims, the virtual life simulator created by sim game maven Will Wright, has always given its players the feeling that they can control life and death. A new expansion for The Sims4 takes that concept even further with the Life & Death pack that launches on Halloween.
The Life & Death expansion pack will take the world of Sims to a new plane of existence. It comes with new career paths, neighborhoods, haunted items and achievements about living life to the fullest until you die.
The biggest addition is a new suburb called Ravenwood that has three new neighborhoods to explore, including Crow’s Crossing, Whispering Glen and Mourningvale. You’ll be able to commune with the souls of the dead until they find a channel to the afterlife, make wishes with and investigate ancient shrines with mysterious powers and explore a cemetery. Each area also has a “Mysterious Merchant” who sells haunted objects and helps you pick out a final resting place during the “Try Before You Die Casket Sale.”
The Life & Death pack’s new achievements don’t just lean on the dead side of things. Your Sims can aspire to live a full life with the “Soul’s Journey” achievement track that offers a chance to “Rebirth a Sim” and create special “Bucket Lists” for young adult or older Sims. Once your Sim dies, they can come back as a ghost to complete unfinished business with the help of the living.
There’s also new career paths in the Life & Death pack that deal more with the darker side of the equation. Sims can pursue a profession on the Undertaker career track to become a mortician or a funeral director and achieve grisly rewards like a “Plague Mask” or a “Corpus Commendation Plaque.” The Reaper career path deals with the living and soon-to-be no longer living. Your Sim will work as the Netherworld Department of Death (NWDD) and train to become a soul reaper giving them the power to take life or give it back if your soul quota is too high.
The Life & Death expansion pack is available for pre-order for PC, Mac, PlayStation 4 and 5 and Xbox One and Series X|S. If you pre-order, you’ll receive some creepy collectibles including the Lasting Legacy Family Portrait, the Mournful Melodies Music Box and the Plumed Elegance Mask.
This article originally appeared on Engadget at https://www.engadget.com/gaming/find-a-new-life-in-death-in-the-sims-4s-halloween-themed-expansion-195544792.html?src=rss
Paramount just announced that it's going ahead with a new video game based on Avatar: The Last Airbender, which will be developed by Saber Interactive. For the uninitiated, Saber is behind titles likeSnowrunner and Teardown. It also has plenty of experience making licensed content, as it published Evil Dead: The Game and World War Z: Aftermath, among others.
A new game in the Avatar-verse isn’t that notable on its own. After all, there have been plenty already. Paramount is already crowing about the title, though, calling it a “AAA RPG” and claiming it’ll be the “biggest video game in franchise history.” That’s not exactly a high bar, given the cartoon’s rocky history in gaming. There was that one good Bayonetta-like gamethat featured Avatar Korra, but everything else is pretty much trash.
This upcoming RPG won’t follow Aang or Korra. Players will control “an all-new, never-before-seen Avatar.” The game’s set “thousands of years” before the events of Avatar: The Last Airbender and The Legend of Korra. The story has been “developed in close collaboration with Avatar Studios”, though we don’t know if franchise creators Michael Dante DiMartino and Bryan Konietzko are involved in any way.
This looks to be an action RPG and not a turn-based affair, as a press release suggests “dynamic combat” and a quest to “master all four elements.” However, there’s no release date and no suggestion as to how far along the game is. Paramount says it’ll be available “soon”, but the company hasn't released a trailer or even artwork, so one person’s “soon” is another person’s “probably sometime in 2026.”
In any event, sign me up. I’m a big-time cabbage head, or honorary member of the Aang Gang or whatever fans are called. Saber Interactive has proven itself worthy with other pre-existing IPs, so why not this one? It could work.
The Avatar franchise has been relatively quiet lately, though the live-action Netflix show was renewed for two more seasons to finish up the story. Franchise creators DiMartino and Konietzko are making an animated film that follows an adult Aang and friends, but it’s been awhile since we’ve heard anything about that.
This article originally appeared on Engadget at https://www.engadget.com/gaming/saber-interactive-is-making-a-aaa-rpg-based-on-avatar-the-last-airbender-171655351.html?src=rss