
The price drop on this awesome Dell laptop is insanely good.
The post Dell Inspiron with Killer Specs Now Over $3,000 Off on Amazon, Selling for Next to Nothing appeared first on Kotaku.

The price drop on this awesome Dell laptop is insanely good.
The post Dell Inspiron with Killer Specs Now Over $3,000 Off on Amazon, Selling for Next to Nothing appeared first on Kotaku.

This weekend we’re dining on jungle animals, random objects in our way, and riveting murder mysteries
The post <i>Kotaku’</i>s Weekend Guide: 3 Great Games We Can’t Wait To Get Back To appeared first on Kotaku.

This Samsung internal SSD is a trusted and reliable option.
The post Forget Crucial or WD, This Samsung 990 EVO Plus 2TB SSD Costs Peanuts on Amazon appeared first on Kotaku.
Co-op action hit Dungeons of Eternity reaches Steam in two weeks with a visual overhaul alongside a major content update.
After developer Othergate previously teased the PC VR version several months ago, the studio confirmed earlier today that fantasy action RPG Dungeons of Eternity is officially launching on SteamVR on September 11. This comes alongside its “biggest content update yet” that promises new characters, more weapons, and other surprises. You can see the new launch trailer below.
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While both editions will have content parity, Othergate confirmed the Steam edition features a raft of new visual upgrades. This includes real-time lighting, volumetric effects, ambient occlusion, other smaller changes, and various settings for adjusting performance and visuals.
We’ll be keen to see how this upgrade compares at launch, and we had high praise for the co-op RPG when it originally arrived on Quest. Awarding it our highest marks in our review, we later named it as our best multiplayer VR game for 2023. Since then, it’s received additional updates like expanding to four-player co-op, adding a PvP Deathmatch mode, and more.
Dungeons of Eternity arrives on September 11 on Steam, and it’s available now on Quest.
UploadVRHenry Stockdale

Fans have speculated for months that the upcoming sci-fi game is actually a Mega Man reboot, but that ain’t the case
The post Capcom Producer Laughed And Said No When Asked If <i>Pragmata</i> Is A Secret <i>Mega Man</i> Game appeared first on Kotaku.

Shuten Order’s routes span multiple genres in both mechanics and tone
The post The <em>Danganronpa</em> And <em>Hundred Line</em> Team Just Delivered Another Rad Mystery Game appeared first on Kotaku.
Birdseed VR aims to let you become an amateur birdwatcher with a new photography sim.
Announced today by Vancouver team Buffalo Buffalo, Birdseed VR is designed around real-life bird behavior that looks to mimic distinctive calls, movements, appearance, and flight patterns. Your shots are rated on a 5-star scale while capturing photos alone or in online multiplayer with friends, and you keep track of your progress in a journal. Here’s the announcement trailer.
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Beyond standard photography, Birdseed VR also equips you with binoculars to zoom in on the birds and find the right lens. This also includes daily quests with new missions found in your journal, while the socially focused multiplayer mode lets you share photos with friends or hang out across these forests. Buffalo Buffalo also confirmed that seated play is supported.
It’s initially launching on Quest in early access, though it’s unclear what else is being added for the full release. The developer also confirmed that “further VR platforms are planned for the future,” which include Steam, but it’s unclear if PlayStation VR2 or Pico ports are also coming. We’ll update this if we learn more.
Birdseed VR doesn’t have a confirmed release window yet, but it’s “coming soon” to Quest.

Sandbox VR is a longstanding VR attraction chain featuring unique VR experiences for up to six players in a large, shared playspace. I recently got a chance to check out one of Sandbox VR’s newest locations and try two of its latest experiences—Squid Game Virtuals and Deadwood Phobia.
Sandbox VR is one of the original VR attraction companies. After nearly going out of business during the Covid-19 lockdowns, the company has rebounded, now operating nearly 60 locations worldwide and recently surpassed $200 million in lifetime revenue.
Driving its success is a focus on high-quality first-party content, like Deadwood (which has turned into a trilogy of Sandbox VR experiences), and deals with recognizable IP from Netflix (like Squid Game Virtuals, Rebel Moon the Descent, and an upcoming Stranger Things experience).
I recently visited one of Sandbox VR’s newest locations in Philadelphia, PA, and I brought three ‘non-VR’ friends along to see what they thought.

The four of us played two of Sandbox VR’s newest experiences: Squid Game Virtuals followed by Deadwood Phobia.
VR expert or newbie, one underlying theme emerged for all four of us: gameplay involving interactions between the real players was the most fun and memorable part of it all.
Like the TV series it’s based on, Squid Game Virtuals exclusively pits the real players against each other across a variety of mini-games.
For instance in one game there was a giant bomb hanging from a rope in the middle of the platform, with the four of us positioned at each corner. The goal was to slap the bomb away (and toward the other players) instead of having it blow up in your face. It felt like a deadly game of hot-potato mixed with tetherball. Seeing my friends duck, dodge, and slap the ball back and forth was surprisingly entertaining, and reinforced that we were all in there together, sharing this otherworldly experience.
Another one of the mini-games had four platforms, each with a different symbol on it. Every round, one or more of the platforms was swing down, dropping anyone unlucky enough to be standing on it. But before that happens there are coins you can collect that will reveal hints about which platforms will drop and which will be safe.
Since not everyone could grab all the coins, the full knowledge about which platforms were safe and which were not was spread between us. But since we were competing with one another, there was an unspoken aspect of trying to trick the other players into thinking you were on a safe spot and then perhaps jump away at the last minute to make them fall (or to fake a move to another platform so they jumped first, only to plummet into the void!).
This ‘shared knowledge’ scenario turned out to be really fun, especially because it all culminated in one or more of us getting dropped to our deaths each round. Although, as a VR expert, I have a few critiques about the underlying Sandbox VR technical experience in this moment we were all fully lost in the world of Squid Game and furiously trying to discern if we were on the right platform while we waited to find out which of us was doomed.

One especially memorable moment came in the final round when two of us thought that platform A was safe, and two of us thought that platform D was safe. With the group split 50/50, we were anxiously staring at each other as we awaited the countdown, not knowing who would be left standing. I instinctively put my arm around the friend next to me, knowing that if it was our time, we would face the end together.
3… 2… 1… the platform across from us dropped and we watched two of our friends scream as they plummeted into the darkness below. It was an exhilarating climax and hilarious too, leaving the four of us laughing together as we transitioned to the next mini-game. That moment felt like something out of a movie, but it was purely organic, thanks to game design built around social interaction rather than just pointing and shooting.
While Squid Game Virtuals used only our hands and bodies for gameplay, Deadwood Phobia saw us equipped with VR gun controllers.
This action-horror experience has impressive graphics and it’s clear that a lot of time went into the look and direction of it. From a gameplay standpoint, the vast majority of Deadwood Phobia involved trying to stop hordes of zombies from overrunning us. And while there were interesting variations in enemies and environments that spiced things up a bit, for the most part the four of us were all looking out at the world around us, instead of directly interacting with one another (save for occasionally calling out high priority targets or trying to cover one another).
Through much of the Deadwood Phobia experience we were back-to-back in static playspaces, but I especially enjoyed a segment where we rode a moving platform with obstacles—like spinning blades—that forced us to dodge carefully. Since there was limited space on the platform, we all had to be somewhat aware of each other in order to dodge the obstacles without crashing into one another.
With zombies flying at you from every direction for the majority of the experience, the gameplay felt very intense. The shooting felt satisfying but there was a lot of it. My index finger literally got tired from pulling the trigger so often (speaking as someone who probably has more finger stamina than most, considering that I type for a living), and I heard the same complaint from companions who also had semi-automatic weapons like mine.
For a runtime of only about 20 minutes, I have to say that I’m impressed that it felt like we had gone through a whole adventure, with several scenes and a narrative arc, by the end of the experience.

Squid Game Virtuals wasn’t as intense as Deadwood Phobia. It wasn’t as graphically rich. It didn’t even use the tracked gun controllers. But all four of us agreed at the end that Squid Game Virtuals was our favorite of the two experiences.
That’s not to say that Deadwood Phobia wasn’t fun. As a VR experience I was impressed at its visual quality, structure, and presentation. But we all agreed it would have benefited from more moments of direct player-to-player interaction.
Adding a few moments of downtime where players must communicate—solving a puzzle, opening a complex mechanism, or tackling other cooperative tasks beyond just shooting at the same target—would improve pacing and create more of the organic social interactions that made Squid Game Virtuals so memorable.

In the end, the nice part is that you can pick and choose which kind of experience you want, because a single Sandbox VR room can be used for a large number of experiences (at the location I went to there were nine different titles to choose from).
After reflecting on the experience with my three ‘non-VR’ friends, we all agreed that we’d love to go to Sandbox VR again, and we’d be especially interested in trying more experiences that emphasize player-to-player interactivity—something closer to an escape room than a simple shooter.
Disclosure: Sandbox VR invited us to visit the Philadelphia location and covered the cost of admission for the session. It was a standard booking as far as the attendants at the location could see, so we got to the ‘retail’ experience without any extra fluff.
The post Sandbox VR Shows that ‘Social’ Beats ‘Spectacle’ at VR Attractions appeared first on Road to VR.

Folks in the United Kingdom wanting to shop for mature games will have to make sure they have a valid credit card on file
The post Valve Now Requiring Steam Users Verify Their Age In The UK appeared first on Kotaku.

Radford Sechrist designed Derpy, Jinu’s demonic tiger and messenger
The post Here’s Why One <em>KPop Demon Hunters</em> Artist Thinks The Movie Is Succeeding Where Pixar Has Failed appeared first on Kotaku.

The US version seems to have inherited the regressive genes, but the overseas version is pretty solid
The post Oh No, That $200 <i>Metal Gear Solid Delta</i> Collector’s Edition Looks Cheap And Terrible appeared first on Kotaku.

Also: Cyberpunk 2077 sold well on Switch 2, Bella Ramsey tells haters to shove it, someone bought a lot of Mario Paint carts, and there are reports of a PS6 handheld
The post Hideo Kojima Says AI Will Be Just As Important To Games As The Leap To 3D appeared first on Kotaku.

Those




The telescope
Graphic designer Lisa Carstens “spends a good portion of her day working with startups and individual clients looking to fix their botched attempts at AI-generated logos,” reports NBC News:
Such gigs are part of a new category of work spawned by the generative AI boom that threatened to displace creative jobs across the board: Anyone can now write blog posts, produce a graphic or code an app with a few text prompts, but AI-generated content rarely makes for a satisfactory final product on its own… Fixing AI’s mistakes is not their ideal line of work, many freelancers say, as it tends to pay less than traditional gigs in their area of expertise. But some say it’s what helps pay the bills….
As companies struggle to figure out their approach to AI, recent data provided to NBC News from freelance job platforms Upwork, Freelancer and Fiverr also suggest that demand for various types of creative work surged this year, and that clients are increasingly looking for humans who can work alongside AI technologies without relying on or rejecting them entirely. Data from Upwork found that although AI is already automating lower-skilled and repetitive tasks, the platform is seeing growing demand for more complex work such as content strategy or creative art direction. And over the past six months, Fiverr said it has seen a 250% boost in demand for niche tasks across web design and book illustration, from “watercolor children story book illustration” to “Shopify website design.” Similarly, Freelancer saw a surge in demand this year for humans in writing, branding, design and video production, including requests for emotionally engaging content like “heartfelt speeches….”
The low pay from clients who have already cheaped out on AI tools has affected gig workers across industries, including more technical ones like coding. For India-based web and app developer Harsh Kumar, many of his clients say they had already invested much of their budget in “vibe coding” tools that couldn’t deliver the results they wanted. But others, he said, are realizing that shelling out for a human developer is worth the headaches saved from trying to get an AI assistant to fix its own “crappy code.” Kumar said his clients often bring him vibe-coded websites or apps that resulted in unstable or wholly unusable systems.
“Even outside of any obvious mistakes made by AI tools, some artists say their clients simply want a human touch to distinguish themselves from the growing pool of AI-generated content online…”
Read more of this story at Slashdot.
Self-cooling fast reactors are now one step closer to reality.