Nintendo Switch 2 owners will have to wait a bit longer to check out IO Interactive's stab at a James Bond game on the console. The Hitman developer has delayed that version of 007 First Light until later this summer. The game is still slated to hit PS5, Xbox Series X/S and PC on May 27, which itself is a delay from the previous March release date.
"We're excited to see players discovering James Bond's reimagined origin story," IOI wrote on X. "[We] are looking forward to bringing you the best game experience possible across all platforms."
Earlier this year, IOI suggested that PC players would need quite a beefy rig to meet the recommended specs for 007 First Light. A week later, the publisher updated the specs with more modest requirements and apologized after eagle-eyed observers spotted inconsistencies in the original version. IOI said the error was "due to an internal miscommunication leading to an older version of the specs to be shared." Meanwhile, Sony has announced a limited-edition 007 First Light DualSense controller.
Developers and publishers have had difficulty in porting certain games to the Switch 2, as Kotaku notes. Gearbox Entertainment delayed — and ultimately shelved — a version of Borderlands 4 for the system. The long-awaited Switch 2 port of Elden Ring was delayed until sometime this year after the game had severe performance issues in a public demo at Gamescom 2025. Reports suggest the game is in better shape on Switch 2 now, but there's no firm release date for that version as yet.
This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-nintendo-switch-2-version-of-007-first-light-is-delayed-until-later-this-summer-151524487.html?src=rss
We’ve been designing office desks essentially the same way for decades. Four legs, a flat surface, maybe a drawer if you’re lucky, and an ergonomic chair that costs more than your first car. So when Vitra and German industrial designer Konstantin Grcic quietly dropped the Scout Work Mobile just last month, I paid close attention.
The Scout Work Mobile is part of a larger family of workstation and meeting tables simply called Scout, launched on March 19 of this year. The collection comprises five pieces ranging from stationary desks to mobile variants, and it’s Grcic’s response to how offices actually function today versus how they were designed to function twenty years ago. The Scout Work Mobile is the one that caught my eye: a compact, trapezoidal desk on wheels with a tubular steel frame that rises up and encircles the work surface.
That frame is the whole story, really. It’s not decorative. It’s not there to look good in a mood board (though it absolutely does). The frame acts as a grab handle when you’re rolling the thing across a room, a mounting point for privacy screens, and a place to hang accessories. Without any attachments, it still creates what Vitra describes as a “room-within-a-room” effect, a bit of visual and psychological separation from whatever chaos is happening around you. For those of us who’ve had to MacGyver focus time in open-plan offices using noise-cancelling headphones and pure denial, that feels like a genuine design insight rather than a marketing afterthought.
Grcic is known for what Vitra calls a “severely simple” aesthetic. He doesn’t add things for the sake of adding them, and the Scout Work Mobile reflects that clearly: the height adjustment and tilting function work entirely without electricity. No motors, no app, no firmware updates required. It adjusts by hand. That might sound unremarkable, but compared to the increasingly tech-dependent office furniture being released right now, it reads almost like a radical statement.
The mobile aspect of Scout is where the design really earns its name. Return-to-office mandates are reshaping how companies think about their physical spaces, and the rigid assigned-desk model is quietly becoming a liability. Hot-desking, collaborative hubs, project clusters, training rooms that double as focus spaces. Modern offices are being asked to do a lot more with the same square footage. Scout was built for exactly that kind of environment. You grab it, roll it where you need it, work, and move on. No teardown required. No reconfiguration meeting on the calendar.
Grcic put it plainly in an interview with Vitra Magazine: “The aim is not to replace what already exists. Rather, the system is an extension or complementary offering that responds to different levels and styles of work.” That kind of restraint is rare in product design, where the temptation is always to pitch your thing as the only thing. Scout doesn’t ask to own your whole office. It just wants to be useful wherever you put it.
Aesthetically, it sits in that satisfying middle ground between industrial and refined. The tubular steel frame reads as utilitarian at first glance, but the trapezoidal silhouette and deliberate proportions make it feel considered rather than clinical. It’s the kind of furniture that would look at home in a forward-thinking tech company, a design school studio, or a well-curated co-working space. It isn’t trying to disappear into the background, and it certainly doesn’t need to.
What makes Scout genuinely interesting is that it treats mobility as a first principle rather than a feature tacked on after the fact. Desks on wheels have existed forever, but most of them feel like an afterthought, as if someone just bolted casters onto a standard table and called it agile. Grcic designed the Scout Work Mobile from the ground up with movement in mind, and the difference is visible in every element. Office furniture rarely makes me stop and think twice. The Scout Work Mobile managed to.
The free No Man’s Sky updates are still flowing. With the latest one, dubbed Xeno Arena, Hello Games has added a completely original feature. Players have long been able to adopt wild animals as companions. But now these can be deployed in simulated, turn-based battles against rival teams. As you win more battles, you’ll increase your reputation and perhaps be invited to take on more difficult opponents.
Among other things, the creatures can launch powerful attacks, use healing abilities, dodge incoming salvos, power up their own abilities and turn enemies into more vulnerable forms. They can earn experience that allows them to grow stronger and genetically mutate into new forms. An evolution, if you will. You can also modify the progeny of your squad, with their personalities and physical characteristics affecting how they fare in battle.
There are eight affinities (some might call them "types") that the creatures belong to, including ones concerning fire, ice and radiation. A fire-based beast might fare well against an ice-based one, but struggle to be effective against radiation. So you’ll need to choose your creatures for each battle strategically. Gotta catch em’ all first, though!
This all seems really neat and such a novel concept. It would be quite a shocker if there were a brand-new game out today that also features turn-based creature battles.
The No Man’s Sky battles take place on Holo-Arena tables that are found in a range of structures throughout the universe. The creatures look quite small on these tables, almost pocket-sized.
Wait a second, pocket monsters? Now, there’s an idea…
This article originally appeared on Engadget at https://www.engadget.com/gaming/no-mans-sky-now-has-pokemon-style-creature-battles-142020310.html?src=rss
The Galaxy Z Fold 8 and its wide variant are poised to redefine the foldable smartphone landscape. By combining advancements in design, display technology and user experience, Samsung aims to deliver devices that seamlessly integrate innovation with practicality. The video below from GregglesTV explores the standout features, user benefits and broader implications of Samsung’s latest […]
Open-ear earbuds have had a genuine moment over the past year, and it’s easy to understand why. About half of all earbud users have moved toward them, drawn by ambient awareness, ear health, and the comfort of not having anything plugged into their ear canals. The category has grown quickly, and the question now is which designs actually get it right.
The Skullcandy Push 540 Open enters that picture with a clear sense of what’s been bothering people. Thick earhooks that compete with glasses, neckbands that catch on hair and collars, and touch controls that trigger every time headwear grazes the sensor aren’t fringe complaints; they’re consistent ones. Skullcandy took that feedback and built the 540 Open around fixing each of them.
Anyone who has worn open-ear hooks alongside glasses or a hat knows the small but mounting annoyance of too much hardware competing behind the ear. Skullcandy trimmed the earhook thickness based on direct user feedback, and the result is a fit that holds without adding friction to whatever you’re already wearing. It’s the kind of detail you only notice once you stop thinking about it.
The neckband gets the same thoughtful treatment. Unlike rigid or snapping designs found on competing options, Skullcandy’s version drapes naturally, so it won’t fight longer hair or push against a jacket collar. When you pull it off mid-run and don’t have the case on you, the magnetic closure lets it wrap cleanly around your wrist or neck without turning into a tangled nuisance.
Think about what it’s actually like to be deep into a trail run, layered up in a gaiter and hat, headphones that have stayed put the whole time, traffic audible from a distance. That’s the version of open-ear audio the 540 Open is built for. The over-ear hanger keeps things locked in, and the open design keeps the world around you audible.
Battery life is where the 540 Open puts some distance between itself and the competition. At 10 hours per earbud with 32 more in the case, it totals 42 hours, compared to six per earbud for both the Shokz Open Fit Air and JBL Soundgear Sense. The IP44 rating and a 10-minute rapid charge round it out for full days outdoors.
For anyone who trains with a hat on, the ability to disable the touch sensors entirely is a quietly significant option. Most open-ear earbuds don’t offer it. Audio comes from 12mm dynamic drivers, and Bluetooth 5.3 with multipoint pairing means two devices can stay connected at once, so moving between a phone and a laptop mid-workout doesn’t require any extra steps.
At $99.99, it’s $20 less than the Shokz Open Fit Air and $60 less than the JBL Soundgear Sense. What’s more interesting than the price gap is that it doesn’t get there by skimping. Better battery life, a flexible neckband that cooperates with real-world dressing, and comfort details from user feedback aren’t the kind of things that make headlines, but they’re what make the difference on a long day outdoors.
GoPro will cut 23 percent of its global workforce by the end of this year, as the action camera pioneer looks to reverse its fortunes in a competitive market.
145 employees will be laid off, with the restructuring process commencing in the second quarter of 2026, the San Mateo company said in a Form 8-K filing. At the end of the first quarter, GoPro’s total number of employees stood at 631, and it expects the cuts to cost it between $11.5 million and $15 million. These charges include honoring severance packages and healthcare benefits.
GoPro’s last reported round of layoffs took place in the second half of 2024. The company posted a year-end revenue decline in its 2025 financial results, including a loss of $9 million in its fourth quarter.
Despite the layoffs, GoPro is seemingly optimistic about 2026, banking on its AI-centric GP3 processor to spearhead a "new era of performance and innovation" for the company. The first GP3-powered GoPro cameras will launch in the coming months.
GoPro launched its first action camera in the early 2000s and enjoyed huge success with extreme sports enthusiasts. But it no longer has the market to itself, facing stiff competition from the likes of DJI, Insta360 and smartphone cameras in general.
This article originally appeared on Engadget at https://www.engadget.com/cameras/gopro-to-lay-off-over-20-percent-of-staff-by-the-end-of-2026-131918779.html?src=rss
AI-driven task automation is evolving rapidly and the integration of Antigravity’s mission control system with Arcade’s MCP runtime showcases a compelling leap forward. As highlighted by World of AI, this system enables the deployment of specialized AI subagents capable of breaking down complex workflows into manageable steps. For instance, onboarding new employees becomes a streamlined […]
The iPhone 18 Pro Max is poised to redefine Apple’s flagship smartphone lineup with a combination of refined design, advanced technology, and forward-thinking innovations. From a sleeker Dynamic Island to the potential debut of a foldable iPhone, this release highlights Apple’s ambition to push the boundaries of mobile technology. While the design retains some familiar […]
I've played a couple of hours of Forza Horizon 6, and so far I've enjoyed it in much the same way as its predecessor: by exploring and taking in the sumptuous world Playground Games has crafted. The preview build I played on my Xbox Series X was limited in terms of available activities — it was basically the game's prologue — but I was able to explore almost all of the open world.
The on-rails intro takes you through some of the Japanese countryside and past landmarks like Tokyo Tower and Shibuya Crossing on the way to a race through the streets of the country's largest city. Once that was out of the way and a springtime version of the map opened up, I set a marker for the mountains in the north. I wanted to check out an area I'd seen in a screenshot, a pass where you can drive through snowdrifts that are dozens of feet tall.
Playground Games/Xbox Game Studios
My goal was simple: to bury my car into these snowdrifts, just to find out if it was possible. Sadly, the piles of snow were steadfast barriers. What a shame.
The journey to the mountains took me through rainstorms and falling cherry blossom leaves, small towns and forests. The environments, vehicles and weather effects all look pretty and polished, as you'd expect from this series at this point. (For what it's worth, I normally opt for performance mode in modern console games, prioritizing higher framerates over visual fidelity. This Forza Horizon 6 preview was locked to the 30fps quality mode.)
In the prologue, there are activities to complete ahead of the Horizon Qualifier, a "wristband" event that gates story progress, and I checked a few of those out on my way up north. Trying to go as fast as you can through speed traps, drag meets, time trials and drift zones are enjoyable enough, but it's the races that are the bread and butter of this series.
I entered a challenging cross-country race in a GMC Jimmy with a tall suspension. Not my smartest move. Still, I managed to pull out the victory after drifting my way across rice fields and beaches. I would have had an easier time if I'd chosen my car more carefully – there'll be hundreds available in the full game.
Playground Games has built on the very welcome slate of accessibility features from Forza Horizon 5 as well. Having options like autosteering should help ensure a broader range of folks can play the latest game.
Other than only having access to a limited number of activities, the only aspects of the open world that were blocked off were The Estate (i.e. your home base) and Legend Island, which sounds like an endgame region. I didn't tinker with my vehicles in the garage either. I did, however, stumble across an aftermarket sale, where I was able to buy a tuned-up car at a discount. That's one of several neat additions in Forza Horizon 6.
Playground Games/Xbox Game Studios
Though I'm not much of a car guy, I dug my time with the last two Forza Horizon games. I'm looking forward to playing through this one. More than anything, though, Forza Horizon 6 is nudging me toward taking the step of actually booking my second trip to Japan, which I've been thinking about taking later this year. As pretty as the game is shaping up to be, it can't beat the real deal.
If I do take that trip this summer, I won’t get to see the aforementioned giant snowbanks in person. That area of the map is based on a real place, the Tateyama Kurobe Alpine Route, where the snow walls can reach 65 feet in height. I wouldn't want to travel between snowbanks like that in real life anyway, so driving through the pass in the game was a worry-free way to have that experience. Thanks for that, Playground.
Forza Horizon 6 is coming to Xbox Series X/S, Xbox on PC, Steam and Xbox Cloud on May 19. It'll be available on Game Pass Ultimate and PC Game Pass. The game is set to hit PS5 at a later date.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/forza-horizon-6-gives-would-be-racers-another-gorgeous-open-world-to-explore-130000365.html?src=rss
Google’s TurboQuant is making waves in the AI hardware sector by addressing long-standing challenges in memory usage and processing efficiency. Developed with components like the Quantized Johnson-Lindenstrauss Algorithm, TurboQuant achieves up to sixfold reductions in memory requirements while preserving model accuracy. This compression algorithm also accelerates processing speeds by as much as eight times, allowing […]