Meta bans Russian state media outlets on Facebook and Instagram

Meta has banned RT and other Russian state media outlets on its platforms, which include Facebook and Instagram. "After careful consideration, we expanded our ongoing enforcement against Russian state media outlets," the company told Engadget in a statement. "Rossiya Segodnya, RT and other related entities are now banned from our apps globally for foreign interference activity." Meta shared briefing materials with Reuters, in which the company said it found evidence in the past that Russian outlets took steps to prevent their foreign interference activities online from being detected. It said it expects the outlets to continue with their deceptive practices. The ban will be enforced over the coming days. 

The company's announcement comes days after the Biden administration publicly accused RT of spreading propaganda and disinformation online. Authorities said that RT is spreading propaganda and information to justify and back its invasion of Ukraine using media outlets catering to locals, such as ones targeting Africa and France. 

Meta restricted Russian state media's access to Facebook in Ukraine back in 2022 at the request of its government, in order to limit the spread of those outlets' content. In response, Russia blocked Facebook in the country a few days later and opening a criminal case against the company. A judge later found Facebook and Instagram guilty of "extremist" activity, effectively banning Meta from opening offices and doing business in Russia. 

This article originally appeared on Engadget at https://www.engadget.com/social-media/meta-bans-russian-state-media-outlets-on-facebook-and-instagram-012424410.html?src=rss

Who exactly asked for a Wordle VR app?

It seems that The New York Times isn't quite content with players attempting to complete Wordle 4.8 billion times a year on its apps and website. The publication has brought the all-conquering daily word game to a new platform in the shape of Meta Quest headsets. That's right, Wordle VR is now a thing. There's a dedicated app for it on Meta Quest 2, 3 and Pro.

Wordle VR works in much the same way as the game does on your phone or computer. You have six attempts to guess a five-letter word. The mystery word is the same for all players and the game refreshes at midnight local time. The main difference in VR is that Wordle is played on a floating screen, with yellow and green blocks in the background. I guess those add a little extra visual stimuli.

"We’re always looking for unique and creative opportunities to reach audiences with our games," Jonathan Knight, the general manager of NYT Games, told the Meta Quest blog. "This collaboration reflects our embrace of innovative technologies and exploration of new formats and experiences, like mixed reality, to bring our games to life. Wordle is the perfect choice for this virtual environment, given its simple, user-friendly interface that audiences everywhere have come to love."

I can't imagine that anyone will explicitly strap on a Quest headset just for the two minutes or so it takes to play each round of Wordle. But perhaps having the app on their Quest homescreen will remind them to try to keep their streak going before they hop into Asgard's Wrath 2 or that cool-looking Batman VR game. Otherwise, was anyone truly hoping for Wordle VR to exist? (If that's you, please drop a comment below. I need to know.)

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/who-exactly-asked-for-a-wordle-vr-app-184055339.html?src=rss

Shogun and The Bear win big for Disney at the Emmys

The second Emmys of 2024 have come and gone, with streamers once again winning big for some of our favorite television shows. Disney had a fantastic night, winning 60 awards across all its platforms, including Hulu and Disney+. Hulu's limited series Shogun led it to victory with 18 wins — 14 at the Creative Arts Emmys and four on Sunday. 

Shogun, based on a book of the same name, is a fictional retelling of 17th-century feudal Japan. The show took home the awards for best lead actor and lead actress in a drama series, with Hiroyuki Sanada and Anna Sawai becoming the first Japanese recipients in their respective categories. It also won for outstanding drama series, directing and period costumes, among other accolades.

The Bear also did its share, taking home 11 awards, including Jeremy Allen White's win for outstanding lead actor. Ebon Moss-Bachrach and Liza Colón-Zayas won for supporting actor and actress in a comedy series, respectively. The Max show Hacks beat out The Bear for outstanding comedy series and lead actress. The Bear already won Disney 10 Emmys earlier this year (four coming from the Creative Arts Emmys) as the 75th Emmys were postponed to January 2024 from September 2023 due to last year's WGA and SAG-AFTRA strikes. 

Disney's competitor HBO's Max received 14 wins, while Netflix received 24 and Apple TV+ got 10 — the excellent Slow Horses scored an Emmy for outstanding writing for a drama series. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/shogun-and-the-bear-win-big-for-disney-at-the-emmys-123049460.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

Tales of the Shire, a cozy life sim with Hobbits, has been delayed until 2025

Tales of the Shire, a cozy life sim set in the world of Lord of the Rings, has been delayed until 2025. It was previously set for a release sometime this year. Developer Weta Workshop, who assisted with the effects in all of Peter Jackson’s Middle-earth films, says the delay was necessary to ensure that players experience a fully realized version of its original vision.

This is a cozy life sim in the vein of Animal Crossing, Stardew Valley and a million others, but this one is set in In Tolkien's Middle-earth between the events of the Hobbit and Lord of the Rings. Mixing the cozy sim formula with a pre-established IP tends to work. Just ask fans of Disney Dreamlight Valley.

If there’s one aspect of Tolkien’s world that fits this genre, it’s the Hobbits and their Shire. The forthcoming game looks to prioritize meal prep, as we all know Hobbits love a good feast, and will let players design the look of their own personal Hobbit hole. There’s fishing and farming, of course, but also a robust-seeming character interaction system. We aren’t sure if romance is on the table but, come on, that Hobbit population isn’t going to replenish itself.

The developer is holding a live showcase event on September 22 at 10:30AM ET to discuss some new aspects of the game and to go over various mechanics. It will also use the stream to drop an actual release date which, again, will be sometime in 2025. Maybe we’ll also get an update on Hobbit-based romance during the showcase.

This makes me wonder what other culturally significant IPs could benefit from the cozy life sim experience. They were always trying to farm in The Walking Dead, but the presence of zombies would be less cozy and more an endless nightmare. I could see farming or building up a society in some outer rim planet in the Star Wars universe, or maybe Knowhere as seen in the MCU films.

This article originally appeared on Engadget at https://www.engadget.com/gaming/tales-of-the-shire-a-cozy-life-sim-with-hobbits-has-been-delayed-until-2025-171031409.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

The Legend of Zelda: Echoes of Wisdom may have leaked already

Uh oh, it appears that The Legend of Zelda: Echoes of Wisdom has leaked online a couple of weeks ahead of the game’s release date. Some new images and clips from the Nintendo Switch title are circulating online, per Nintendo Life.

YouTubers Nintendo Prime and Zelda Lore sounded the alarm, claiming that a ROM file of the game is already available and that some people are playing it via emulators. For what it’s worth, some of the more popular sites from which people obtain pirated Switch games don’t yet offer download links for the Echoes of Wisdom ROM, but it might take a little time for the leaked file to propagate on those.

Unfortunately, this isn’t a rare occurrence. The Legend of Zelda: Tears of the Kingdom leaked before its debut last year, with boss battles and other spoiler-laden footage popping up within a similar timeframe, around two weeks ahead of the release date.

As for how this latest leak happened, Echoes of Wisdom is set to arrive on September 26, so this is right around the time that Nintendo is likely to be sending out review copies. As such, someone with early access may have ripped the game and shared it online. In any case, it’s worth exercising some caution and maybe muting some keywords on the social media platforms you frequent if you don't want any of the game's surprises to be ruined.

It would be a real shame for fans to accidentally be spoiled on Echoes of Wisdom, since it marks the first time Zelda herself will be the main playable character in the series that carries her name. Any leak could also result in Nintendo being even more selective when it comes to providing review copies of games.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-may-have-leaked-already-142334680.html?src=rss

EU complaint urges action on confusing in-game currencies

A European consumer watchdog has filed a complaint against Epic Games, Electronic Arts, Roblox and other game publishers over deceptive in-game currency practices, Reuters reported. The European Consumer Organization (BEUC) said it has "identified numerous cases where gamers are misled into spending money" and called on authorities "to provide consumers with safe gaming environments." 

The BEUC pointed out that consumers are unable to see the real cost of digital items price using in-game currencies, saying that in-game purchases should always be displayed in real money. It added that companies' claims that gamers prefer in-game premium currencies are wrong; consumers are often denied their rights when using such currencies; and that children are particularly vulnerable to these "manipulative tactics."

"Regulators must act, making it clear that even though the gaming world is virtual, it still needs to abide by real-world rules," said BEUC director general Augustin Reyna in a statement. "Premium in-game currencies are purposefully tricking consumers and take a big toll on children. Companies are well aware of children's vulnerability and use tricks to lure younger consumers into spending more."

Also named in the complaint is Microsoft's Activision Blizzard, Mojang Studios, Tencent-owned Supercell and Ubisoft. 

In a separate statement, Video Games Europe, which counts members including Epic Games, Roblox, Activision Blizzard, Electronic Arts, Supercell and and Ubisoft, said that consumers are already well-informed around in-game currencies. "The PEGI (Pan-European Game information) Code of Conduct requires developers to ensure that the real-world cost is clear and unambiguous at the point of purchase of the in-game currency," it told Reuters. "Our members always respect European consumer laws in how they offer these purchases."

The use of premium currencies purchased with real money has been controversial, especially around young players. In 2022, Epic was hit by a record FTC fine, in part for making it possible for children to purchase Fortnite's V-Bucks in-game currency without parental consent until 2018. The regulator said that Epic ignored more than a million user complaints and employee concerns over wrongful charges. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/eu-complaint-urges-action-on-confusing-in-game-currencies-140028212.html?src=rss

Annapurna’s entire video game team has reportedly left the company

The entire Annapurna Interactive team has left the company after its executives walked out, according to Bloomberg. Apparently, the video game publisher's president, Nathan Gary, had been negotiating with Annapurna Pictures' founder Megan Ellison to spin off Annapurna Interactive into its own entity. A company spokesperson confirmed to Bloomberg that the parties had explored the possibility of a spinoff, but their discussions broke down. Gary and the publisher's other executives had resigned and walked out as a result, and the team's other members had followed suit. 

"All 25 members of the Annapurna Interactive team collectively resigned," the team said in a joint statement. "This was one of the hardest decisions we have ever had to make and we did not take this action lightly."

Annapurna Interactive, like other publishers, teams up with developers, funds their games, takes care of the QA process and then markets and distributes titles when they're ready for the public. Its partner developers have reportedly been scrambling to find out what the team exodus means for them over the past few days. Bloomberg says Hector Sanchez, an Annapurna Interactive co-founder, assured developers that the company will honor their agreements. Sanchez had been at Epic Games the past five years, but he recently rejoined the publisher as its president for Interactive + New Media. Annapurna will also reportedly hire new staff members to replace those who left, essentially building a brand new team. 

"Our top priority is continuing to support our developer and publishing partners during this transition,” Ellison told Bloomberg News. “We’re committed to not only our existing slate of games but also expanding our presence in the interactive space as we continue to look for opportunities to take a more integrated approach to linear and interactive storytelling across film and TV, gaming, and theater."

The publisher made a splash when it debuted with What Remains of Edith Finch back in 2017, and it now has a number of critically acclaimed and popular games under its belt. Its games include the cat simulator Stray, a puzzle adventure game featuring a world-hopping beetle called Cocoon, pop album rhythm action game Sayonara Wild Hearts, and action adventure game Outer Wilds, which is set in a solar system trapped in a time loop. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/annapurnas-entire-video-game-team-has-reportedly-left-the-company-123045395.html?src=rss

An artist says Nerf’s Destiny 2 hand cannon is a ripoff of their work

An artist who goes by @tofu_rabbit on X says that the look of Nerf’s Ace of Spades handgun from Bungie's Destiny games came from a commissioned artwork they drew almost a decade ago.

Nerf and Bungie unveiled its newest foam dart gun collaboration on Tuesday featuring a limited edition version of Cayde-6’s iconic “Ace of Spades” blaster from Destiny 2 that is available for purchase on Bungie’s online store. The following morning, @tofu_rabbit posted images comparing Nerf’s newest foam dart launcher to a piece of art they made in 2015 and posted on their DeviantArt page based on the same gun from the game.

The artist pointed out 11 parts or designs on the Nerf gun that allegedly line up perfectly with their original design. They include features like an upside down spade on the handle, identical shaped cracks in a strip of paint on the bullet chamber and a paisley pattern etched on the gun just in front of the trigger. They claim the design of the Nerf gun "DIRECTLY lifts a commission" they did in 2015, and add that the likeness goes beyond just being "similar" or "coincidence."

Bungie issued a statement on its official Destiny 2 X page that they are investigating the artist’s claims and “will share more on what next steps we are taking once we have gathered more information.” We’ve also reached out to Nerf’s parent company Hasbro for comment.

This article originally appeared on Engadget at https://www.engadget.com/gaming/an-artist-says-nerfs-destiny-2-hand-cannon-is-a-ripoff-of-their-work-224824750.html?src=rss