Somehow in all these years, I’ve never gotten into visual novels, despite being a person who loves both reading and video games. The idea has always intrigued me in some way, but I’ve never really felt compelled to actually pick one up. That changed when I first saw the announcement for Echoes of the Emergent a few months ago. Described as “a personal journey through a shattered post-apocalyptic world,” all it took was a glimpse of Echoes of the Emergent’s gritty aesthetic and melancholic atmosphere to get me to preorder it. And now that I’ve finally gotten around to playing (reading? experiencing?) it, I’m kind of blown away.
Echoes of the Emergent is a Playdate-exclusive title from RNG Party Games, the same team that made Bloom. It opens with its main character, Ayumi, on a tense scavenging trip to find any food she can in a ruined city. She’s alone, afraid and increasingly concerned about her dwindling resources. As the story progresses, it bounces between Ayumi’s bleak new reality and flashbacks to a time when things were normal. Her panicked efforts to stay alive, to keep going, are interwoven with memories of her family and friends — some of them happy, some painful. And there’s a cat.
RNG Party Games
The narrative is illustrated with haunting backgrounds of Ayumi’s dilapidated surroundings, and these move ever so slightly to create a really unsettling effect. If you press the down arrow on the D-pad, you can collapse the text box to get a full view of the backgrounds. It takes a few hours to get through the entire story, but it’s definitely worth carving out some time for. You can save your place by pressing ‘B’ to pull up the menu.
Echoes of the Emergent is the kind of experience that will stick with you for a little while even after it’s over. It’s available on the Playdate Catalog for $8, but you can also get it — and its captivating soundtrack — on itch.io.
This article originally appeared on Engadget at https://www.engadget.com/echoes-of-the-emergent-a-hauntingly-beautiful-playdate-exclusive-sold-me-on-visual-novels-222033336.html?src=rss
Microsoft has officially released its Designer platform for AI image generation. After a long preview phase, Designer is now available to most people with a Microsoft account. Designer can be used on the web in more than 80 languages, as a mobile app for iOS and Android, and as a Windows app. You can create a brand new visual from the ground up with AI, or use Designer to edit and tweak a picture you've already made. There are plenty of templates available to guide the creation of common image types, like a greeting card, smartphone wallpaper or a profile avatar. More experienced artists can also build everything from scratch, developing their own templates and using their own art.
While Designer can be used on its own, Microsoft is promoting its integration with the company’s other services. Thanks to the company's Copilot AI chatbot, Designer images can be easily linked up to Microsoft Word and PowerPoint projects. Of course, taking full advantage of that will require a Copilot Pro subscription.
If you've used Canva, then Designer will feel very familiar. The service takes a very similar approach to its user experience and now also has some AI options. According to details from when Microsoft first announced the app back in 2022, Designer is integrated with OpenAI's image generator DALL-E. Copilot already has DALL-E 3 integration, as well as ChatGPT 4 Turbo, so it makes sense that Designer will sync up with those existing services.
This article originally appeared on Engadget at https://www.engadget.com/microsoft-releases-ios-and-android-apps-for-designer-its-ai-powered-canva-competitor-203028855.html?src=rss
Luke Muscat, the lead designer for Halfbrick Studios' Fruit Ninja and Jetpack Joyride, has announced a new game called Feed the Deep. This time, he's not backed by a studio and supported by colleagues: Feed the Deep is his first solo project after quitting his job. He calls the game a "Lovecraftian deep sea roguelike," because you take on the role of a diver who literally has to feed the eldritch horror lurking in the darkness of the ocean's depths.
In the game, humanity built floating cities on the surface of the ocean without knowing about the threat living below. Your job is to feed whatever's living in the deep so that it doesn't destroy the cities. In its Steam page, Muscat said the game was "inspired by the likes of Dome Keeper and Spelunky." You'll have to collect resources in the darkness to be able to get upgrades and items, all while managing your oxygen to make sure you survive the dive. The caves you have to explore are procedurally generated so they will look different every time you play. You can also choose your play style, whether to go fast and aggressive, or to go slower and more relaxed.
It's unclear if Feed the Deep will be available on non-PC platforms, but Muscat has only shared a Steam page for it so far. He's planning to release the game sometime this third quarter.
It's official! My first solo project since quitting my job is launching later this year. I designed Fruit Ninja & Jetpack Joyride, but solo dev is new to me. Feed the Deep is a lovecraftian deep sea roguelike. Feed the eldritch horrors that dwell below, before they feed on you. pic.twitter.com/uUPSuUQSR2
— Luke Muscat is making Feed the Deep 🤿 (@pgmuscat) July 11, 2024
This article originally appeared on Engadget at https://www.engadget.com/the-designer-of-fruit-ninja-and-jetpack-joyride-is-back-with-a-lovecraftian-roguelike-130002746.html?src=rss
Google is adding passkey support to its Advanced Protection Program. APP is the company's highest-level security option. It's intended for targets who could be at high risk of hacks or other scams, such as elected officials or human rights workers, and it previously required a physical security key to use. In Google's announcement today, it acknowledged that the physical component made APP less feasible for some of the people who need the service most. Now, people who enroll in APP can opt for a passkey or for a physical key.
Google was one of many tech companies to start offering passkeys for security, rolling out the option to Android and Chrome in 2022 and offering them to all Google accounts in 2023. Earlier this year, Google said that more than 400 million accounts have used passkeys more than 1 billion times. And that's a big number, but on the whole, uptake of this technology has still been gradual.
In addition to adding passkey support, Google also shared that it is partnering with media nonprofit Internews to provide cybersecurity support for its network of journalists and human rights advocates. The arrangement will cover ten countries, including Brazil, Mexico and Poland.
This article originally appeared on Engadget at https://www.engadget.com/google-brings-passkeys-to-its-advanced-protection-program-100034040.html?src=rss
David Ellison, the new chief executive of Paramount, has big plans for the media giant and wants to turn it into a "media and technology" company, according to the Financial Times. Ellison is taking over as Paramount's boss after his production studio, Skydance Media, agreed to acquire the company behind massive films and franchises like The Godfather, Top Gun, Mission: Impossible and Star Trek. Skydance served as its financial partner in several projects that include Top Gun: Maverick. According to Reuters, Skydance is paying $2.4 billion to buy National Amusements, the firm that holds a controlling stake in Paramount.
As the Times notes, Paramount struggled financially after investing billions of dollars in its streaming service. Paramount+, however, has yet to turn a profit despite the company's efforts and even though it launched a plan with ads in order to get more people to sign up. Earlier this year, the media giant laid off 800 employees, including Paramount+ workers. But Ellison, son of Oracle founder Larry Ellison, intends to continue investing and working on the streaming service.
He's planning to rebuild Paramount+'s technology and use modern infrastructure to improve its recommendation algorithm that helps users find new shows. In addition, he's planning to work with his father's company to reduce costs and improve efficiency. Jeff Shell, who's going to become the combined company's president, told the Times that Paramount+ is going to team up with other streaming services and enter bundling agreements. The goal is to cut costs and to get customers to keep paying for access. Shell said they've already had calls from "different potential partners" and they're going to consider agreements that will get the service "more scale" and will get them to break even more quickly.
The merger is expected to be finalized next year, after which the new Paramount will be valued at $28 billion.
This article originally appeared on Engadget at https://www.engadget.com/paramount-and-skydance-will-merge-to-create-new-tech-media-giant-140052942.html?src=rss
Waves the size of skyscrapers explode beneath me as I creep across a busted metal beam in the middle of the North Sea, suspended at the base of an oil rig that’s in the process of collapsing. I’m crawling swiftly but carefully, knees sliding on the wet metal and eyes locked on the platform in front of me. Don’t look down.
I look down. The cold sea is boiling just inches from my beam, white spray reaching up, threatening to pull me under miles of suffocating darkness and pressure. Fuck.
The Chinese Room
In Still Wakes the Deep, horror comes in multiple forms. Violent creatures stalk the walkways on thin, too-long limbs that burst from their bodies like snapping bungee cords. Human-sized pustules and bloody ribbons grow along the corridors, emitting a sickly cosmic glow. The ocean is an unrelenting threat, wailing beneath every step. And then there’s the Beira D oil rig itself, a massive and mazelike industrial platform supported by slender tension legs in the middle of a raging sea, groaning and tilting as it’s ripped apart from the inside. Each of these elements is deadly; each one manifests a unique brand of terror.
Still Wakes the Deep is a first-person horror game from The Chinese Room, the studio behind Amnesia: A Machine for Pigs, Dear Esther and Everybody’s Gone to the Rapture. The game is set in the winter of 1975 and its action is contained to the Beira D, a hulking metal maze that offers mystery, a growing familiarity and death at every turn. The rig is filled with a rich cast of characters from the British Isles, most of them Scottish. Players assume the role of Caz, an electrician on the rig whose best friend is Roy, the cook.
The Chinese Room
Still Wakes the Deep feels like a hit from the PS3 and Xbox 360 era, devoid of modern AAA bloat. It’s restrained like the original Dead Space, with a core loop that serves the narrative and vice versa. The mechanics steadily evolve without becoming repetitive or cumbersome. Its monsters are murderous but not overplayed. In Still Wakes the Deep, the horror is unrelenting but its source is constantly shifting — vicious eldritch beasts, the crumbling rig, the angry North Sea — and this diversity infuses the game with a buzzing tension until the breathtaking final scene.
The game is fully voice acted and its crew members are incredibly charming. An undercurrent of good-natured ribbing belies every interaction, and the dialogue is earnest and legitimately funny, even in life-or-death situations. This skillful sense of character development only makes the carnage more disturbing once the monsters board the Beira D.
After the oil rig drills through a mysterious substance deep in the North Sea, a giant eldritch organism takes over the structure, crunching its metal corridors and infesting the bodies of some crew members. Caz is on a mission to survive the creatures and escape the rig — and help save Roy, whose body is fading fast because he can’t get to his insulin.
The Chinese Room
Gameplay in Still Wakes the Deep is traditional first-person horror fare, executed with elegance and expertise. The action involves leaping across broken platforms, balancing on thin ledges, running down corridors, climbing ladders, swimming through claustrophobic holes and hiding from monsters in vents and lockers. There are no guns on the Beira D, and Caz has just a screwdriver to help him break open locks and unscrew metal panels, placing the focus on pure survival rather than combat. Interactive materials tend to be highlighted in yellow, so it’s never a question of what to do or where to go, but rather how to get there without falling prey to the monsters, the sea or the rig.
Each input feels perfectly precise and responsive. Climbing a ladder, for instance, requires holding RT and pressing the analog stick in the proper direction — but if Caz slips, players need to suddenly press and hold LT as well, so he can regain his grasp in a quicktime event. In these moments of sudden panic, squeezing both triggers feels like the natural thing to do. It’s deeply satisfying to clasp the gamepad as tightly as Caz is holding the rungs of the ladder, player and character completely in sync in the aftermath of a sudden scare. Still Wakes the Deep is a prime example of intuitive game design.
The Chinese Room
It’s also just a gorgeous game. I stopped short multiple times while playing Still Wakes the Deep simply to admire the crisp lines, complex lighting and photorealism of specific scenes, but every frame is dense with thoughtful and well-rendered details. The otherworldly structures littering the rig cause Caz’s vision to bubble like a melting film reel, and multicolored circles overtake the screen every time he passes too close to a pustule — it’s disorienting and eerily pretty, much like the rest of the game.
Still Wakes the Deep is an instant horror classic. It’s filled with heart-pounding terror and laugh-out-loud dialogue, and it all takes place in a setting that’s rarely explored in interactive media. Amid the sneaking, swimming, running and climbing on the Beira D, Still Wakes the Deep manages to tell a heartfelt and powerful story about relationships and sacrifice. Caz and Roy have a special friendship, but they also have family back on shore and returning to these people — alive, ideally — is a constant driving force.
The Chinese Room
Still Wakes the Deep is available now on PC, PS5 and Xbox Series X/S, and it’s included in Game Pass. It’s developed by The Chinese Room and published by Secret Mode.
This article originally appeared on Engadget at https://www.engadget.com/still-wakes-the-deep-is-a-modern-horror-classic-175304800.html?src=rss
Waves the size of skyscrapers explode beneath me as I creep across a busted metal beam in the middle of the North Sea, suspended at the base of an oil rig that’s in the process of collapsing. I’m crawling swiftly but carefully, knees sliding on the wet metal and eyes locked on the platform in front of me. Don’t look down.
I look down. The cold sea is boiling just inches from my beam, white spray reaching up, threatening to pull me under miles of suffocating darkness and pressure. Fuck.
The Chinese Room
In Still Wakes the Deep, horror comes in multiple forms. Violent creatures stalk the walkways on thin, too-long limbs that burst from their bodies like snapping bungee cords. Human-sized pustules and bloody ribbons grow along the corridors, emitting a sickly cosmic glow. The ocean is an unrelenting threat, wailing beneath every step. And then there’s the Beira D oil rig itself, a massive and mazelike industrial platform supported by slender tension legs in the middle of a raging sea, groaning and tilting as it’s ripped apart from the inside. Each of these elements is deadly; each one manifests a unique brand of terror.
Still Wakes the Deep is a first-person horror game from The Chinese Room, the studio behind Amnesia: A Machine for Pigs, Dear Esther and Everybody’s Gone to the Rapture. The game is set in the winter of 1975 and its action is contained to the Beira D, a hulking metal maze that offers mystery, a growing familiarity and death at every turn. The rig is filled with a rich cast of characters from the British Isles, most of them Scottish. Players assume the role of Caz, an electrician on the rig whose best friend is Roy, the cook.
The Chinese Room
Still Wakes the Deep feels like a hit from the PS3 and Xbox 360 era, devoid of modern AAA bloat. It’s restrained like the original Dead Space, with a core loop that serves the narrative and vice versa. The mechanics steadily evolve without becoming repetitive or cumbersome. Its monsters are murderous but not overplayed. In Still Wakes the Deep, the horror is unrelenting but its source is constantly shifting — vicious eldritch beasts, the crumbling rig, the angry North Sea — and this diversity infuses the game with a buzzing tension until the breathtaking final scene.
The game is fully voice acted and its crew members are incredibly charming. An undercurrent of good-natured ribbing belies every interaction, and the dialogue is earnest and legitimately funny, even in life-or-death situations. This skillful sense of character development only makes the carnage more disturbing once the monsters board the Beira D.
After the oil rig drills through a mysterious substance deep in the North Sea, a giant eldritch organism takes over the structure, crunching its metal corridors and infesting the bodies of some crew members. Caz is on a mission to survive the creatures and escape the rig — and help save Roy, whose body is fading fast because he can’t get to his insulin.
The Chinese Room
Gameplay in Still Wakes the Deep is traditional first-person horror fare, executed with elegance and expertise. The action involves leaping across broken platforms, balancing on thin ledges, running down corridors, climbing ladders, swimming through claustrophobic holes and hiding from monsters in vents and lockers. There are no guns on the Beira D, and Caz has just a screwdriver to help him break open locks and unscrew metal panels, placing the focus on pure survival rather than combat. Interactive materials tend to be highlighted in yellow, so it’s never a question of what to do or where to go, but rather how to get there without falling prey to the monsters, the sea or the rig.
Each input feels perfectly precise and responsive. Climbing a ladder, for instance, requires holding RT and pressing the analog stick in the proper direction — but if Caz slips, players need to suddenly press and hold LT as well, so he can regain his grasp in a quicktime event. In these moments of sudden panic, squeezing both triggers feels like the natural thing to do. It’s deeply satisfying to clasp the gamepad as tightly as Caz is holding the rungs of the ladder, player and character completely in sync in the aftermath of a sudden scare. Still Wakes the Deep is a prime example of intuitive game design.
The Chinese Room
It’s also just a gorgeous game. I stopped short multiple times while playing Still Wakes the Deep simply to admire the crisp lines, complex lighting and photorealism of specific scenes, but every frame is dense with thoughtful and well-rendered details. The otherworldly structures littering the rig cause Caz’s vision to bubble like a melting film reel, and multicolored circles overtake the screen every time he passes too close to a pustule — it’s disorienting and eerily pretty, much like the rest of the game.
Still Wakes the Deep is an instant horror classic. It’s filled with heart-pounding terror and laugh-out-loud dialogue, and it all takes place in a setting that’s rarely explored in interactive media. Amid the sneaking, swimming, running and climbing on the Beira D, Still Wakes the Deep manages to tell a heartfelt and powerful story about relationships and sacrifice. Caz and Roy have a special friendship, but they also have family back on shore and returning to these people — alive, ideally — is a constant driving force.
The Chinese Room
Still Wakes the Deep is available now on PC, PS5 and Xbox Series X/S, and it’s included in Game Pass. It’s developed by The Chinese Room and published by Secret Mode.
This article originally appeared on Engadget at https://www.engadget.com/still-wakes-the-deep-is-a-modern-horror-classic-175304800.html?src=rss
I've recently accepted the fact that I am, and always will be, a pen-and-paper kind of gal. When it comes to writing, nothing does it for me quite like the act of scrawling by hand. I’m more creative, less distracted and more emotionally invested in what I’m doing than when I type on a keyboard.
But over the last decade or so of writing professionally, I've become disconnected from writing by hand. I spend most of my time hunched over a laptop, and have unwittingly conditioned myself into writing almost exclusively in this way for the sake of efficiency. While that’s undoubtedly what works best for the day-to-day demands of news blogging (I mean, how else could we do it?), my shift away from notebooks has killed my will to do any creative writing outside of work. These days, every time I crack open a laptop to write in my off-hours, it feels like a chore.
But what also feels like a chore is typing up pages upon pages of handwritten text after dumping all the words in my brain out onto paper. This burden is what first got me looking into digital notepads; since many of them can convert handwritten notes to text files, they’re kind of the best of both worlds. For a while, though, none of the available options really spoke to me — the reMarkable 2 and other E Ink tablets are just too big for my taste. Then, Ratta came out with the Supernote Nomad, and I was sold.
The Nomad is perfectly compact. With a 7.8-inch screen, it’s more like the size of an ereader, meaning I can toss it in a mini-backpack and bring it with me everywhere — and I do. My Nomad arrived in May (I ordered the $329 Crystal version, because I’m a sucker for a transparent shell) and I've been using it just about every day since. I was cautiously optimistic about what actually writing on this thing would be like, but it exceeded all of my expectations.
It took only a few minutes to get used to, which mainly came down to me getting over my somewhat irrational fear that the pen — the one that’s made for this device — would scratch the display. (It was expensive, okay?) The tablet doesn’t come with a writing implement, and I shelled out a little extra for the $89 Heart of Metal pen, a decision I’m super happy with. It’s nothing like a stylus, but instead has a sharp, precision tip like a real pen — hence my initial hesitation.
The experience of writing on the Nomad is so close to the feeling of actually using a pen and paper. There’s texture to it, something you don’t get with the smooth experience of writing on an iPad. I write pretty fast, and haven't had many issues so far with lagging. It comes with a bunch of writing templates, including lined “paper” with a few different ruling size options, and you can create your own templates or download those made by others. I haven't messed around much yet with custom versions, though, because the built-in offerings have been adequate for free writing, note-taking and organizing my life.
I was pleasantly surprised by how well the handwriting recognition tool has been able to convert my chicken scratch to typed text. My handwriting is fine at best, but when I'm working fast, things can get pretty messy. It's not 100 percent accurate — it’ll throw in the occasional string of gibberish — but the device mostly gets it right. You can export the converted writing as a .TXT or .DOCX file, and have the Nomad format it for you. This requires some cleaning up, but it’s never a huge job.
Supernote devices can sync with a number of different cloud storage providers, like Dropbox and Google Drive (though Google is currently not working for me, so that’s one point against it), along with the company’s own cloud. You can lock individual files and folders behind a passcode, too, which I really appreciate. Nothing haunts me more than the thought of someone reading through my unfinished drafts, some of which aren’t destined to ever see the light of day.
And I’ve finally ditched my paper planner — something I never thought would happen. Supernote’s built-in monthly calendar and weekly planner have finally given me an alternative that actually works for me. One of the main things that’s kept me using paper planners is that I like to doodle as a way to make important events or tasks stand out, and the Supernote Nomad allows me to do this. The only thing I miss is using stickers and pens of different colors, but I’ll survive.
In the last month or so using the Supernote Nomad, I’ve probably gotten more writing done (the “for me” kind) than I had in the last year. It just doesn't trigger that dreaded “you’re at work” feeling that my laptop and even other distraction-free writing devices, like the Freewrite Traveler, have. Eventually, I hope to get around to drawing and reading on it as well, but for the moment, all I want to do on this thing is write because I'm having such a great time doing it. And before you ask — yes, I wrote this article on my Nomad.
This article originally appeared on Engadget at https://www.engadget.com/im-finding-the-joy-in-writing-again-with-a-little-help-from-the-supernote-nomad-130048878.html?src=rss
The NFC Forum, the non-profit org made up of big tech companies promoting the NFC standard, envisions a future wherein one tap is all you need for multiple actions at once. With a single tap, for instance, you could pay for your purchase, get points on your rewards account and receive a digital receipt on your phone. The organization released a document that can give you an overview of what the NFC multi-purpose tap capability is and how it can potentially be used.
It explains that the multi-purpose tap "leverages the capability of NFC devices to allow both reading and writing of data across a connection." That enables several actions, which typically requires multiple stages, to be accomplished at one time. If you're buying alcohol, tapping to pay for it would also verify your identity and your age. You could also get a product's sustainability information, including ways its packaging can be recycled, on your phone the moment you pay for it.
For public transit, the technology could ensure you're getting charged the correct fare, taxes and concessions every time. If the ride you're taking requires a ticket that you'll need to show a conductor, operators will be able to automatically issue you an e-ticket when you pay with the new multi-purpose tap experience.
As The Verge notes, the capability does raise some privacy concerns, seeing as it automates everything, including identity verification. In addition, it will allow companies to trigger targeted marketing communications that you'll then get straight on your smartphone. Multi-purpose tap is still in its very early stages at the moment, though, and the NFC Forum is seeking contributions as it looks at market use cases for the technolog. The organization — which includes Apple, Google and Huawei, among other tech companies and manufacturers — still has to conduct tests to make sure the NFC technology is working as intended, as well, and to define standards to "enable mass market delivery."
This article originally appeared on Engadget at https://www.engadget.com/nfc-forum-wants-to-bundle-age-verification-and-payment-receipts-in-tap-to-pay-043046883.html?src=rss
The Oversight Board has published its latest annual report looking at its influence on Meta and ability to shift the policies that govern Facebook and Instagram. The board says that in 2023 it received 398,597 appeals, the vast majority of which came from Facebook users. But it took on only a tiny fraction of those cases, issuing a total of 53 decisions.
The board suggests, however, that the cases it selects can have an outsize impact on Meta’s users. For example, it credits its work for influencing improvements to Meta’s strike system and the “account status” feature that helps users check if their posts have violated any of the company’s rules.
Sussing out the board’s overall influence, though, is more complicated. The group says that between January of 2021 and May of 2024, it has sent a total of 266 recommendations to Meta. Of those, the company has fully or partially implemented 75, and reported “progress” on 81. The rest have been declined, “omitted or reframed,” or else Meta has claimed some level of implementation but hasn’t offered proof to the board. (There are five recommendations currently awaiting a response.) Those numbers raise some questions about how much Meta is willing to change in response to the board it created.
Oversight Board
Notably, the report has no criticism for Meta and offers no analysis of Meta’s efforts (or lack thereof) to comply with its recommendations. The report calls out a case in which it recommended that Meta suspend the former prime minister of Cambodia for six months, noting that it overturned the company’s decision to leave up a video that could have incited violence. But the report makes no mention of the fact that Meta declined to suspend the former prime minister’s account and declined to further clarify its rules for public figures.
The report also hints at thorny topics the board may take on in the coming months. It mentions that it wants to look at content “demotion,” or what some Facebook and Instagram users may call “shadowbans” (the term is a loaded one for Meta, which has repeatedly denied that its algorithms intentionally punish users for no reason). “One area we are interested in exploring is demoted content, where a platform limits a post’s visibility without telling the user,” the Oversight Board writes.
For now, it’s not clear exactly how the group could tackle the issue. The board’s purview currently allows it to weigh in on specific pieces of content that Meta has removed or left up after a user appeal. But it’s possible the board could find another way into the issue. A spokesperson for the Oversight Board notes that the group expressed concern about demoted content in its opinion on content related to the Israel-Hamas war. “This is something the board would like to further explore as Meta’s decisions around demotion are pretty opaque,” the spokesperson said.
This article originally appeared on Engadget at https://www.engadget.com/metas-oversight-board-made-just-53-decisions-in-2023-100017750.html?src=rss