
The MPA has rated Debut: A KPop Demon Hunters Story
The post <em>KPop Demon Hunters</em> Is Getting A Short Film, And It Might Be Coming Pretty Soon appeared first on Kotaku.

The MPA has rated Debut: A KPop Demon Hunters Story
The post <em>KPop Demon Hunters</em> Is Getting A Short Film, And It Might Be Coming Pretty Soon appeared first on Kotaku.
Scripted TV production peaked in 2022 at 599 shows and has declined since, according to FX’s research division tracking. New prestige series have dropped sharply while streaming platforms prioritize returning shows over new development. Netflix has shifted majority output to unscripted content including docuseries and reality programming since 2018.
YouTube leads streaming viewership ahead of Netflix, Paramount+, and Hulu. Free ad-supported platforms YouTube, Tubi and Roku Channel continue gaining market share. Subscription prices across major streaming services have increased while scripted content volume decreased. Second season of Severance cost $200 million. Fourth season of Stranger Things reached $270 million in production expenses.
Read more of this story at Slashdot.

VITURE has now launched Luma Ultra AR glasses, which pack in Sony’s latest micro-OLED to go along with spatial gesture tracking thanks to onboard sensor array.
Priced at $600, and now shipping worldwide, Viture Luma Ultra is targeting prosumers, enterprise and business professionals looking for a personal, on-the-go workspace.
Notably, these aren’t standalone devices, instead relying on PC, console and mobile tethering for compute, which means they integrate as external (albeit very personal) monitors.

Luma Ultra is said to include a 52-degree field of view (FOV), Sony’s latest micro-OLED panels with a resolution up to 1200p and 1,250 nits peak brightness. Two depth sensing cameras are onboard in addition to a single RGB camera for spatial tracking and hand gesture input.
Unlike some AR glasses, which rely on slimming waveguide optics, Luma Ultra uses what’s called a ‘birdbath’ optic system, which uses a curved, semi-transparent mirror to project the digital image into the user’s eyes. It’s typically cheaper and easier to manufacture, and can also reach higher brightness at the expense of more bulk and weight.

The device also includes an electrochromic film for tint control, myopia adjustments up to -4.0 diopters, and support for 64 ± 6mm interpupillary distance (IPD).
In reality, the company also launched a slate of AR glasses alongside it, which are targeted at consuming traditional media, positioning Viture Luma Ultra the company’s flagship device.
Check out the full lineup and spec below:

Viture Luma ($400), Luma Pro ($500) and Luma Ultra ($600) are all estimated to ship within two weeks of ordering, with the next device, Luma Beast ($550) slated to ship sometime in November.
None of the devices above (besides Luma Ultra) include spatial tracking due to the lack of depth sensors, however Luma Beast is said to come with the same micro-OLED displays as Luma Ultra at a slightly larger 58-degree FOV and an auto-adjusting electrochromic film for tint control.
This follows the news of Viture’s latest funding round, which brought the San Francisco-based XR glasses company $100 million in Series B financing. which the company says will aid in global expansion of its consumer XR glasses. Viture says the funding will aid in global expansion of its consumer XR glasses.
The post VITURE Launches ‘Luma Ultra’ AR Glasses with Sony Micro-OLED Panels appeared first on Road to VR.

At multiple points over many years, Apple executives have taken great pains to point out that they think touchscreen Macs are a silly idea. But it remains one of those persistent Mac rumors that crops up over and over again every couple of years, from sources that are reliable enough that they shouldn’t be dismissed out of hand.
Today’s contribution comes from supply chain analyst Ming Chi-Kuo, who usually has some insight into what Apple is testing and manufacturing. Kuo says that touchscreen MacBook Pros are “expected to enter mass production by late 2026,” and that the devices will also shift to using OLED display panels instead of the Mini LED panels on current-generation MacBook Pros.
Kuo says that Apple’s interest in touchscreen Macs comes from “long-term observation of iPad user behavior.” Apple’s tablet hardware launches in the last few years have also included keyboard and touchpad accessories, and this year’s iPadOS 26 update in particular has helped to blur the line between the touch-first iPad and the keyboard-and-pointer-first Mac. In other words, Apple has already acknowledged that both kinds of input can be useful when combined in the same device; taking that same jump on the Mac feels like a natural continuation of work Apple is already doing.

If you want all the platform action without the brutal difficulty, here are five excellent alternatives
The post 5 Metroidvania Games To Play If You’ve Been Defeated By <i>Hollow Knight: Silksong</i> appeared first on Kotaku.
Wacom has announced its latest beginner-friendly graphics tablet, the Wacom One 14. The obvious upgrade from its 2023 predecessor is a larger 14-inch IPS display, which gives digital artists a bit of extra space for their sketching. The bezels have been trimmed down to accommodate the bigger canvas, while keeping the design thin and compact enough to easily throw the Wacom One in a backpack.
The 1920 x 1080 HD display’s textured surface is supposed to replicate the feeling of drawing on paper, with an anti-glare coating that with an anti-glare coating that theoretically allow you to use it outdoors with minimal frustration. It’ll resist fingerprints too, but unlike other tablets in Wacom’s lineup, this one lacks multitouch tech. It’s designed to be used strictly with the included battery-free pen, which has a 16ms response time and clips to the top of the tablet for easy access. It’s pressure-sensitive and has two customizable buttons.
Given it’s marketed at amateurs just getting started on their artistic journey, you get a selection of bundled software that includes Skillshare lessons and a trial for Clip Studio Paint Pro. You can also use Foxit to edit and annotate PDF files, making the Wacom One a good pick for teachers who don’t need the additional functionality of an iPad.
You connect the Wacom One 14 to a Mac or PC by either using the provided USB-C cable, or via a Wacom converter to which you connect separate cables if your device isn’t equipped with Thunderbolt or DisplayPort Alt Mode. You can pick one up now for $300.
This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/the-new-14-inch-wacom-one-ups-the-display-size-but-not-the-price-142322193.html?src=rss


Zero Caliber 2 brings new wishlist antics to Steam
The post Steam Shooter Keeps Dropping The Price The More People Wishlist It appeared first on Kotaku.

Anker’s 60,000mAh portable outdoor generator lights your way while it charges your devices, and it’s just $80 at Amazon for a limited time.
The post Anker’s 60,000mAh Power Bank Has Never Been Priced Lower Than Now, Blackout and Camping Charger-Light Combo appeared first on Kotaku.
Waymo is plotting a route for Tennessee, as it plans to bring its robotaxis to Nashville. The company expects to start autonomous driving operations in the city in the coming months before opening up to the public in 2026.
At the outset, folks in the area will be able to hail a ride via the Waymo app. Down the line, Lyft will be able to match users with Waymo rides in Nashville.
Waymo is currently up and running in five US cities: San Francisco (and other parts of the Bay Area), Los Angeles, Phoenix, Austin and Atlanta. Along with Nashville, Waymo is planning to soon move into Denver and Seattle, where it started testing its vehicles this month, as well as Miami and Washington DC.
The company also received permission from New York City in August to start test rides there, albeit with a human driver behind the wheel. In addition, testing is underway in Tokyo — Waymo’s first international location — though human drivers are manually operating the vehicles at the outset.
This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/waymo-is-headed-to-nashville-in-2026-140807997.html?src=rss
Anthropic has declined requests from federal law enforcement contractors to use its Claude AI models for surveillance activities, deepening tensions with the Trump administration, Semafor reported Wednesday, citing two senior officials. The company’s usage policies prohibit domestic surveillance, limiting how agencies including the FBI, Secret Service, and Immigration and Customs Enforcement can deploy its technology. While Anthropic maintains a $1 contract with federal agencies through AWS GovCloud and works with the Department of Defense on non-weapons applications, administration officials said the restrictions amount to making moral judgments about law enforcement operations.
Read more of this story at Slashdot.
Anthropic has declined requests from federal law enforcement contractors to use its Claude AI models for surveillance activities, deepening tensions with the Trump administration, Semafor reported Wednesday, citing two senior officials. The company’s usage policies prohibit domestic surveillance, limiting how agencies including the FBI, Secret Service, and Immigration and Customs Enforcement can deploy its technology. While Anthropic maintains a $1 contract with federal agencies through AWS GovCloud and works with the Department of Defense on non-weapons applications, administration officials said the restrictions amount to making moral judgments about law enforcement operations.
Read more of this story at Slashdot.
I’ve played Reach a few times now, and it continues to impress on every occasion.
Given how many showcases Reach has appeared at since its reveal, it’s clear that nDreams Elevation has considerable faith in its upcoming game. Founded over three years ago with the intent of creating AAA VR games, Elevation’s debut title promises a cinematic VR adventure where you play as a reluctant hero, Rosa, while unearthing the secrets of an underground civilization. So far, it’s a strong start.
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Combat clip
I’ve played Reach twice in the last month alone. While I didn’t handle our Summer Game Fest preview, that same demo later appeared during Gamescom 2025. During the first ‘VR Games Showcase Live’ in London two weeks ago, I went hands-on with a different PC VR demo across three out-of-sequence levels.
What’s immediately clear is that nDreams Elevation aims to tackle the last decade of VR design challenges head-on; you can see the evolution from Fracked and Phantom: Covert Ops. Reach is an unapologetically high-intensity action game, one that mostly avoids flatscreen-adjacent design. Beyond a 2D options menu when pausing the game, which also puts you into an explorable environment, inventory and other options use the fully immersive approach.
Essential tools like the bow or your health injector are grabbed through the on-body inventory system, and I particularly like how your shield functions. Holding the trigger button forms a circle with your fingers, and moving your hand down in this position summons the shield at will, becoming second nature almost immediately. Throwing this into set places for climbing turns this into a versatile tool, too.
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Summoning your shield
Reach cleverly signposts what to do while carefully blending this with the environmental art, using methods like slightly protruding bricks without making them too overt and it’s well designed. Climbable objects are usually noticeable enough, though perhaps a little too subtle sometimes. I inadvertently missed two climbing spots on my first go, but I quickly realized my error.
Guns are available at times, though these last two demos mostly focus on your bow. Reach’s fast-paced gameplay benefits from a more action-focused approach instead of simulation, meaning you don’t manually nock your bow. Pulling back the string spawns an arrow, while limited but specialized ammo for stunning foes, freezing them, or explosive ones can be set by pressing the trigger. A straightforward approach that keeps the action running smoothly without becoming cumbersome.
Combat seems promising too, offering decent variety between these encounters so far. One section has a drone-like foe that can shield its allies if alerted to your presence, forcing me to carefully crouch and hide behind cover until it starts looking another way. My first attempt with an explosive arrow missed, making the following fight notably more challenging.
Following the event, nDreams later provided me with preview build access at home. Unsurprisingly for a high-end desktop, performance runs smoothly so far even in the more action-heavy sequences, and Reach’s presentation shines on PC VR with impressive visuals. It’s looking polished, though one moment where you obtain your gauntlets causes my digital arms to clip through the device giving them to me.
My desktop uses an Intel i9 16-Core Processor i9-12900 (Up to 5.1GHz), 32GB RAM – Corsair VENGEANCE DDR5 5200MHz, and a 16GB Nvidia GeForce RTX 4070 Ti Super. Part of this preview was conducted using this desktop with a Meta Quest 3 via the Virtual Desktop app.
I encountered no performance issues while using the highest settings, ‘Epic,’ during my home testing. However, it’s worth noting nDreams has yet to list the minimum and recommended specs on the Steam page.
I’ve not played on PlayStation VR2 yet, though I’m encouraged by what I’ve seen elsewhere. The native Quest 3 version holds up against the Steam edition pretty well with the expected visual trade-offs, though pop-in is considerably more noticeable. My only major gripe is some performance issues during the “White Rabbit” section, something our regular contributor Pete Austin also experienced, though neither of us encountered issues elsewhere on Quest 3. Otherwise, this compares pretty well.
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Quest 3 footage captured by UploadVR
I’ve come away from these two previews highly encouraged by the strong gameplay design. If Reach can maintain this momentum throughout the full campaign, nDreams Elevation has a potential VR Game of the Year contender on its hands, up there with Arken Age and Ghost Town. I’m impressed so far, and I’ll be diving into the full game as soon as I can.
Reach arrives on October 16 on PS VR2, SteamVR, and Quest 3.

Reach is the debut title from nDreams Elevation, coming to all major VR headsets next month. I got a chance to go hands-on with the PSVR 2 version during the first in-person VR Games Showcase event in London earlier this month, where Reach proved to be an immersive and surprisingly cinematic adventure I truly can’t wait to get my hands on.
Reach’s demo was one of the longest I’ve had at a live event like this, clocking in around one full hour of gameplay. It’s pretty rare to be given so much time to poke around a game, which took me through the tutorial and a few disparate chapters to get a sort of ad hoc vertical slice of the action. It feels polished. Dare I say, ‘AAA’-esque.
While a 15-minute tutorial focused on teaching me the game’s full-body movement scheme and basic bow-shooting mechanic, it ultimately turned out to be a clever bait-and-switch. My character isn’t actually fighting gun-toting baddies through a city; in reality, I’m really a movie stunt performer, making the opening moments a clever, low-stakes taster for the real action yet to come.

That said, I don’t really know what the hell is actually happening in Reach at this point. From what I’ve played, you slip through a crack in the ground opened up by an earthquake, thrusting you into some sort of fractured realm ruled by magical robots tussling with some sort of ancient power grab. How I got there, or why I need to help the mysterious robot bro Atlas, has yet to be revealed.
Narrative intrigue aside, if I had to describe Reach with one word, it would be embodiment, i.e. you feel like your virtual body can do things you’d expect it to, and in a way that feels natural.
In Reach, you’ll be parkouring your way through some of the best level design I’ve seen in VR (at least in my hour-long demo), offering up an impressive amount of verticality at every turn that is intertwined with both 3D platforming and a host of environmental puzzles. It’s packed with cinematic moments, like sliding down near-vertical cliffs, ziplining over infinite drops, and blasting through the world as it crumbles around you.
Notably, jumping isn’t tied to a single button, but rather activated when you thrust your hands upward, mimicking a natural movement, which makes it feel very comfortable—but just one of the ways you’ll move around.
Despite the frenetic nature of the game’s many parkour challenges, I never once felt the telltale wooziness that comes with disproportionate virtual movement. All of the standard locomotion options are there, but it’s clear the game is intent on making movement not only functional, but truly cinematic.
You’ll also be climbing and squeezing through tight spaces by ‘grabbing’ walls and ledges to move you through the game’s multilevel, tower-like halls. The physics-based nature of your full-body avatar also extends to your virtual fingers, which are delightfully floppy and present the player with dynamic hand poses (which are undoubtedly the best and most immersive).
That said, I didn’t get to do a ton of combat outside of the tutorial, which I learned is pretty representative of the sort of arena-style areas I’ll see in the full game, which punctuate the game’s winding halls filled with patrolling baddies.
Still, the whole kit on offer feels suitably full-featured, including the main weapon: a bow and multiple arrow types, which you progressively unlock as you explore the game. Beyond your standard shot, arrows aren’t infinite, requiring you to manufacture them with items found in the environment.
You’re also armed with a Captain America-style shield, which you can throw and ping around corners as it bounces. Additionally, the shield pulls double duty as a locomotion device, clicking into bespoke slots and cleverly allowing you traverse levels by tossing the shield to make a death-defying jumps across wide chasms.
A grappling hook-style drone also lets you make stupid far leaps on bespoke glowing green overhangs, which not only adds a pretty real skill check as you explore, but a way to escape and dynamically fight back during larger arena-based battles. You’ll see those tubes at key points throughout.
Found weapons are a thing too, although these are one-and-done pickups that you can use tactically and then toss away. Think pistols, shotguns, grenades—all of them suitably futuristic and equally un-reloadable. The idea is to rely mostly on your bow, but offer up a bit of flavor as you grind through baddies.
But it’s not all combat. Every puzzle I encountered felt genuinely smart, and equally massive to fit the game’s arcane, sci-fi vibe. Best of all—none of them were spoiled by simple solutions, or a ‘helpful’ narrator telling me what to do or where to go. You’re simply placed in front of an enigmatic device, unsure of whether solving it will progress you through the story or lead you down a byway for some sort of new ability as reward for your patience.
Walking out of Reach, I’m left with a few questions beyond the admittedly impressive bits I experienced. The story for now is a mystery. I’m also curious to learn how much of the combat will involve arenas, which I hope don’t veer into your standard set of time-killing wave-based interactions. Bosses are also a big question mark, since I only ever saw one, but didn’t fight. Will they satisfyingly combine all of my learned skills? Simply act as narrative-forwarding set pieces? I simply can’t say for now.
It is however safe to say that I’m very impressed by the game’s locomotion, level design, and immersion of the whole package. You won’t have to wait too long either to get your hands on Reach.
Reach is slated to launch on the Horizon Store for Quest 3 & 3S, Steam for PC VR headsets, the PlayStation Store for PSVR 2 on October 16th, priced at $40. In the meantime, check out the gameplay trailer below:
Disclosure: VR Games Show covered travel and lodging expenses for one Road to VR writer to attend the event.
The post ‘Reach’ Hands-on – A Cinematic & Immersive VR Adventure I’ve Been Waiting For appeared first on Road to VR.
Systemd
v258 has been released with a long list of new features and
changes; slice units now have basic workload management features,
quotas for tmpfs have been added, the “systemctl start”
command now has a verbose (-v) option, and more. This release
also, finally, completely removes support for control groups v1
support. LWN covered
some of systemd v258’s features and changes in August.
Fedora 43 Beta is out. You can now upgrade to Fedora 43 from Fedora 42!

The company put out a statement against ‘AI-generated images circulating online’
The post Bandai Namco Condemns Mockups Of Gunpla Models Of Charlie Kirk’s Assassination appeared first on Kotaku.
In October, consumer versions of Windows 10 will
stop receiving security updates. Many users who would ordinarily move
to the next version are blocked by Windows 11’s hardware
requirements unless they are willing to buy a newer PC. The “End of 10” campaign is an effort to
convince those users to switch to Linux rather than sticking with an
end-of-life operating system or buying a new Windows system. At
Akademy 2025, Dr. Joseph De Veaugh-Geiss,
Bettina Louis, Carolina Silva Rodé, and Nicole Teale discussed their
work on the campaign, its progress so far, and what’s next.