(Pocket-lint) – If you’re seeking proof that videogames are about way more than shooting people in the face, you could do a lot worse than check out Little Nightmares 2.
Despite only being between five and six hours long, it manages to be by turns scary, cute, inventive and thought-provoking, all the while providing plenty of distinctive and often challenging puzzles.
Arthouse horror
The first Little Nightmares game, released in 2017, put its developer Tarsier Studios firmly on the games industry map and garnered a number of awards.
The sequel, Little Nightmares 2, doesn’t mess with the formula it established – but positively throbs with the confidence of a developer that knows it’s onto something unique.
As in the original game, it combines puzzle-solving with platform-style gameplay, taking in stealth and hair-raising chase sequences, and even stretching to a couple of thoroughly idiosyncratic segments that essentially amount to boss-battles.
At its heart, it’s a puzzle game, but its gothic and often threatening vibe – rarely but brilliantly punctuated by uplifting moments – set it far apart from the puzzle-game norm. That said, it will feel quite familiar to anyone who played the first Little Nightmares game.
A new face in town
This time around, you also control a small child, called Mono, embarking on a quest for freedom and liberation. Mono’s journey starts in a swampy, somewhat foetid countryside area, where he swiftly hooks up with Six, the protagonist of the first game.
Escaping from a shotgun-wielding adult – seriously, all the adults in the game are scary, Fantastic Mr Fox this isn’t – the pair stumble into a beyond-dystopian city, and must make their way through localities including the creepiest school and hospital you will ever encounter.
You can’t control Six, but she comes in handy as a co-operative partner, offering leg-ups so Mono can reach otherwise inaccessible places, and catching him at the end of gaps he wouldn’t normally be able to jump over. Plus, she provides an emotional wrench whenever the pair are separated, and close observation of her behaviour can produce hints about how to solve some of the more head-scratching puzzles.
Minimalistic marvel
As in the first game, Little Nightmares 2’s controls are very minimal: Mono can run, jump grab and, at times, use items like a TV remote and a torch.
He can also use weapons, including axes and bits of pipe, although not exactly in the manner you would expect if playing an action game. Because they are adult-sized, they are too heavy for him to wield with any dexterity, so he drags them around behind him, and has to work his way up to each strike, so timing is paramount.
Details like that bring an incredibly tactile feeling to the game, a sense which is enhanced by superb sound design and music. The music would adorn many a horror movie, while the ambient sounds create a chilling atmosphere and, sometimes, contribute to the puzzle-solving that allows you to keep moving forward.
Rewarding the observant
Little Nightmares 2 is packed with puzzles that are wildly inventive, vary according to where you are in the game, and are extremely memorable. At times, you will find yourself embarking on periods of head-scratching, and the game definitely rewards the observant, but there’s a lot of satisfaction to be had when you figure out what has to be done in order to progress.
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Despite its wordlessness – Little Nightmares 2 contains not a single word of dialogue – it still manages to cleverly convey a story, and its overall approximation of the disturbing nightmares we’ve all experienced is punctuated by moments of uplift and even cuteness.
As you work your way through the city, you discover an adult population transfixed by whatever beams out of the screens of their televisions, to such an extent that if you turn one TV off, they will move to the next one – or if there isn’t another one at hand, pursue you relentlessly. Which triggers all manner of reflections about being in thrall to whatever is broadcast to us, no matter how poisonous it might be – a very topical theme.
Verdict
Although roughly twice as long as the original game, Little Nightmares 2 clocks in between five and six hours, so it still isn’t hugely substantial, but the presence of hats that Mono can wear hidden in off-the-beaten-track areas that you might well have failed to explore in your first play-through provides a certain amount of replay value.
If you appreciate games that strive to create a unique ambience, harbour ambitions to be seen as art rather than mere entertainment, and have a thought-provoking agenda, you’ll struggle to find anything that fits the bill better than Little Nightmares 2.
Traversing a world of nightmares has never been so much fun. Little Nightmares 2 is a thoroughly entertaining, truly nightmarish work of art.
Matthew Wilson 22 hours ago Featured Tech News, Software & Gaming
At this point, Halo: The Master Chief Collection is complete on both Xbox consoles and PC. So what’s next for the MCC development team? It looks like we’ll be finding out quite soon, with 343 Industries teasing a ‘new place and way to play’.
In the latest Halo Waypoint developer blog, community manager ‘Postums’ discussed the future for MCC community flighting. Some of the additions are expected, like FOV slider support on Xbox consoles and improved keyboard/mouse support across platforms. One note on the list stands out from the rest though, teasing “a new place and way to play”.
Halo: The Master Chief Collection is already playable on xCloud, so this isn’t teasing a cloud launch for the game. It is also very unlikely to be related to a release on a rival console like the Nintendo Switch or PlayStation.
Currently, the leading theory is that Microsoft will be bringing Halo to the Epic Games Store on PC to widen the player base. The game is already available on PC via Xbox Game Pass, Microsoft Store and Steam.
KitGuru Says: We should hear more on this in the next few weeks. What do you think this tease means? Is this indicating an EGS launch, or could it be something bigger?
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Matthew Wilson 1 day ago Featured Tech News, Software & Gaming
Last week, Square Enix officially announced ‘Endwalker’, the next expansion for Final Fantasy 14. Now, the development team’s pre-expansion patch plans are beginning to come to light, with the first arriving in April.
Final Fantasy XIV Patch 5.5 is coming on the 13th of April, coinciding with the game’s open beta on PlayStation 5. This update will be split into two parts, setting the world up for the events of Endwalker later this year.
The update is called ‘Death Unto Dawn’, with part one featuring the third chapter of YoRHa: Dark Apocalypse, a Nier-inspired alliance raid. Other features of this patch include:
New Main Scenario Quests – A two-part story paving the way for Endwalker.
NewAlliance Raid – The third chapter of the NieR-inspired YoRHa: Dark Apocalypse alliance raid series.
“Sorrow of Werlyt” Questline Update – The conclusion of the Warrior of Light and Gaius’ quest to thwart the Empire’s warmachina development project.
New Trial: The Cloud Deck – Players can face off against the fearsome Diamond Weapon in this latest trial, which will be available in both Normal and Extreme difficulties.
New Dungeon: Paglth’an.
“Save the Queen”Questline Update – Alongside the addition of a new field area, “Zadnor,” players can further upgrade their Resistance Weapons to their final and most powerful stage.
New Unreal Trial – The next powered-up version of an existing primal will be unleashed upon level 80 heroes, providing players with a new challenge and a chance to collect unique prizes.
Crafter Updates.
Ishgard Restoration Update.
“Explorer Mode” Update – The Explorer Mode feature will be expanded to all Level 70 dungeons. Explorer Mode allows players to explore dungeons free from danger to capture striking and fun screenshots while enabling the use of mounts and minions. Players will also now be able to use performance actions while in dungeons, such as playing musical instruments.
Performance Action Updates – Players will now be able to change instruments at any time while performing, and a new instrument will be added.
Job Adjustments for PvE and PvP Actions, New Custom Deliveries, Ocean Fishing Update, New Mounts and more.
Currently, Final Fantasy XIV: Endwalker is scheduled to release in Autumn 2021, featuring the finale of the Hydaelyn and Zodiark story that began in A Realm Reborn.
KitGuru Says: Are many of you still playing Final Fantasy XIV? Are you looking forward to the new expansion later this year?
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CD Projekt says it’s been hacked by attackers who’ve been able to access its internal network, encrypt some devices, and collect “certain data” from the Polish video game company. The Cyberpunk 2077 developer says it will not give in to the demands or negotiate with the attacker, and does not believe any personal data of players or service users has been compromised.
In a tweet disclosing the hack, the company shared the ransom note left by the hackers, who claim to have accessed the source code for Cyberpunk 2077, Witcher 3, Gwent, and an “unreleased version of Witcher 3.” The hackers are threatening to release the source code alongside internal legal, HR, and financial documents “if we will not come to an agreement.”
In its statement, CD Projekt says that it has secured its IT infrastructure, and has begun restoring its data from intact backups. It says it has informed the “relevant authorities” as well as IT forensic specialists.
The attack follows the developer’s troubled launch of Cyberpunk 2077. The game released with numerous bugs and performance issues on PC, and was almost unplayable on older consoles. Sony subsequently pulled the game from the PlayStation Store and offered refunds to players, while Microsoft is also offering refunds.
CD Projekt has been subjected to intense criticism for releasing the game in what critics claim is an unfinished state. The company has vowed to address Cyberpunk 2077’s performance issueswith a series of patches. It’s now facing a lawsuit from investors who claim they were misled about the game’s performance prior to release. The developer has also been criticized over reports that its employees were forced to work long hours in the months leading up to the game’s release.
HyperX delivers a headset that’s meant to roll out of the box and into service. The Cloud Revolver offers 7.1 surround sound for gaming and wide soundscape, and listening to music is a great experience. But the price tag is a stumbling block for what you get in the box.
For
Great audio clarity
Steel lends it fantastic build quality
Solid sound out-of-the-box
Against
Very few audio tweaking options
Can make ears a little warm
Expensive for the offering
The HyperX Cloud Revolver + 7.1 gets some things right in its quest to compete among the best gaming headsets. Compared to some of its other offerings, like the HyperX Cloud II Wireless, the Cloud Revolver + 7.1 offers more and higher quality memory foam, as well as firm steel. And despite the smaller drivers, HyperX promises a stronger, more robust sound scape on the Cloud Revolver 7.1 than some of its other offerings.
But at $150, this is an odd product. Although it’s wired, it’s the same price as the Cloud II Wireless, which offers similar features, like virtual 7.1 surround sound and a detachable noise-cancelling microphone.
The Cloud Revolver + 7.1 comes with an audio-boosting digital signal processor (DSP) via a handy USB sound card that also provides audio controls and virtual 7.1 surround sound. But it’s surround sound and audio in general isn’t tweak-friendly, keeping the package simple but hard to perfect.
HyperX Cloud Revolver + 7.1 Specs
Driver Type
50mm neodymium
Impedance
32 Ohms
Frequency Response
10 Hz-23.2 KHz
Microphone Type
Detachable condenser noise-cancelling
Connectivity
USB Type-A or 3.5mm
Weight
Headset-only: 0.83 pounds (375g)
Headset, mic, cable: 1 pound (452g)
Cords
6.67 feet (2.03m) USB-A cable and 7.1 dongle
3.33 feet (1m) 3.5mm
Lighting
None
Software
HyperX Ngenuity (Beta)
Design and Comfort
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The HyperX Cloud Revolver + 7.1 is an update of an older design: the original HyperX Cloud Revolver released in 2016. The general build remains the same, though HyperX has removed all the color from the overall design. While the original was black matte plastic and steel with red HyperX red highlights, the 2021 edition saps all the color. Instead, the highlights are in a simple, understated white. There’s no RGB on this headset, just crisp, clean black and white.
A single piece of steel runs across the entire headband from ear cup to ear cup. Not only is that the most striking part of the design, it also provides stability. Underneath that steel band is an adjustable smaller band that sits on top of your head. That band is made of leatherette and memory foam, providing a smooth cushion for the Cloud Revolver + 7.1 to rest upon.
The ear cups themselves are pretty hefty, with a design that looks like speakers on the outside flanked by the steel fins of the headband. On the inside of the ear cups, you’ll find more leatherette and memory foam. There’s more foam here than in some of HyperX’s cheaper headset models. There are no controls on the ear cups—no volume roller or mute button here—but there is a 3.5mm jack for the detachable microphone. The mic itself is flexible but can’t be slid into a position where it’s out of your face and lacks any indicator for when it’s muted.
All told, while it’s not the lightest headset I’ve tested, the Cloud Revolver + 7.1 feels pretty good. The headset itself is 0.83 pounds (375g), but the distribution of weight is fantastic. It sits light on the top of your head, and any clamping pressure around the ears is lessened by the memory foam pads. I have a pretty big head though, and I get the feeling it might be too roomy for those with tiny heads—the metal band is around 9 inches across, and the gap between the earcup pads is around 6-6.5 inches. There’s also not a ton of twist in ear cups, and for long sessions I could feel the insides getting a little warm.
The Cloud Revolver is a fully-wired headset. There’s a braided cable that runs from the left ear cup that cannot be detached. It’s around 3.33 feet (1m) in length, ending in a 3.5mm jack. HyperX only specs the headset to work with PC and PS4, but with the 3.5mm connection it should work with an Nintendo Switch, Xbox One, Xbox Series X, PlayStation 4 (PS4) and PlayStation 5 (PS5).
Then there’s the USB sound card. It has a 3.5mm jack for plugging in the headset and ends in a USB Type-A connector for use with your PC. With the box, you get boosted audio via a digital signal processing sound card, as well as the ability to use virtual 7.1 surround sound. This plugs into your PC, PS4, or PS5. On the sound card dongle, you’ll find volume controls for the headset and microphone, a mute button on the side and a big button for activating the 7.1 surround sound capabilities. The mute button and 7.1 button both light up, letting you know which mode you’re in for each feature. The dongle also has a clip on the back for attaching to your shirt or pants to keep it in handy.
Cloud Revolver + 7.1 Audio Performance
HyperX markets the Cloud Revolver + 7.1 as a “studio-grade” headset. It has 50mm drivers, in line with most of its competition, but sports a larger frequency range than most. The can stretches from 10 Hz to 23.2 kHz, giving it an edge on both ends against some in this price range. That means a relatively wide soundscape.
There is one problem though. This headset utilizes HyperX’s own version of virtual 7.1 surround sound. There’s no tweaking and no equalizer available in HyperX’s software suite. And there’s no support for something like DTS Headphone:X or Dolby surround. HyperX’s 7.1 utilizes Windows Sonic on PC for any tweaks; the problem I have is that while Windows Sonic is great for positioning, I find the overall audio quality and available settings are far better on DTS Headphone:X or Dolby. The company did have a version of this headset that had Dolby support, the Cloud Revolver S, but that product doesn’t look like it’s being produced anymore. The headset we’re reviewing is essentially a non-Dolby rebrand of the S.
I loaded up Hitman 3; One of the new levels in this entry in the series, Berlin, is an excellent test with 7.1 on. The level takes place in an underground club hidden in a derelict power plant. Voices came through on the headset clearly, from the correct virtual channels with no distortion. The real test was below though. As you round the stairs into the club proper, there’s loud, booming techno music playing, with a good meaty bass beat to it. Even among the cacophony, Hitman 3 is still great about allowing you to hear audio dialog that may point to future assassinations. It’s a pretty chaotic scene in terms of sound, especially with the ebb and flow of the techno as you move around the environment, and the Cloud Revolver + 7.1 handled it well.
The Cloud Revolver + 7.1 is only guaranteed to work with PC and PS4, as per HyperX. But my PS5 recognized it immediately in sound devices when I plugged it in via USB. I didn’t have any sound initially, leading me to assume it didn’t work, but the trick with the Cloud Revolver + 7.1 is the audio controls on the dongle work independently of the system volume. You can have the system volume up, but the dongle volume down, and hear nothing.
Playing Marvel’s Spider-Man: Miles Morales, I found the system’s 3D audio worked well with the Cloud Revolver + 7.1. Walking around the city to get a feel of the directional sound, I could walk around a running car and clearly hear the engine humming along from the correct direction.
In terms of clarity, I could hear every thwip of the web-shooters alongside the whipping winds, the low bass beat of the soundtrack and even J. Jonah Jameson’s annoying radio broadcast. However, I did notice a little loss of clarity in the highs, with strings in the ambient soundtrack blending a bit with some of the city’s sounds.
The first music track I tried on the headset was Jason Derulo’s “Lifestyle.” It works well as a test case because of the transition from the early parts of the song. You have the thrumming of the bass guitar contrasted with Derulo’s vocals, which are then joined by accompaniment and staccato claps. Once the chunky bass in the chorus comes in, the song is playing on nearly every level. It’s got a little bit of everything.
Listening to the track on the Cloud Revolver + 7.1 allowed me to test the difference in the standard stereo versus the 7.1 surround. In stereo, there was wonderful differentiation and clarity between the different parts of the song. The wider soundscape really showed up to play. Switching to surround sound, it was clear that HyperX’s solution pushes the mids back, really playing up the highs and lows.
Across few other tracks, I actually found aspects of the music that was missing in my day-to-day headset. Gfriend’s “Labyrinth” had a sort of alternating high xylophone-style sound in the background of the chorus I never noticed before. And the understated low piano in the bridge of Clean Bandit’s “Higher” was suddenly apparent. There’s just an excellent amount of separation and clarity to the overall sound on this headset. It’s probably one of the better music listening experiences at this price point.
Microphone
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The microphone on the Cloud Revolver + 7.1 is a unidirectional condenser mic that you can detach from the headset. My recordings sounded pretty good, though they came across a little warm overall. Vocal clarity was pretty good, but there was still audible popping.
Noise cancellation, meanwhile, was decent. The headset took care of a good amount of environmental sound. There was someone mowing the lawn outside of my apartment, for example, and that wasn’t in the recording much. My local television noise also didn’t come through on recordings.
The boom mic is flexible, allowing for decent placement in front of your mouth. I also actually prefer having the mic mute on the dongle because it means you’re not getting a noise in your recording trying to mute your mic.
HyperX specs the Cloud Revolver + 7.1’s mic for a frequency response of 50 Hz – 7.7 kHz.
Software
HyperX has beta software, NGenuity, that works with many of its gaming peripherals, including some headsets. The Cloud Revolver + 7.1, however, is not meant to work with any software. Instead, HyperX targets this at users who want a simple plug-and-play package. But those who like to tweak their audio or want to address any perceived weaknesses in the Cloud Revolver + 7.1’s performance is out of luck.
If you want to do any virtual speaker positioning regarding the 7.1 surround sound, you can use the standard Windows menus via Windows Sonic.
Bottom Line
With the Cloud Revolver + 7.1, HyperX has crafted cans with great build quality, effective virtual 7.1 surround sound support, a nice wide soundscape and versatility through its two connection options (3.5mm or USB Type-A).It also delivers one of the better music-listening experiences I’ve had in the $150 price range.
However, the virtual 7.1 surround sound here is a step down from the immersive feel and customization options premium competitors, like Dolby, offer. And HyperX’s lack of audio tweaking options means you’re essentially stuck with what you get out of the box. The company could gain some ground simply by fixing that.
There are more customizable options with advanced surround sound for less. As of writing, Logitech Pro X is about $20 cheaper than our review focus, and you get DTS Headphone X 2.0 support, an extensive audio equalizer and Blue microphone audio tweaks via Logitech software. The Razer BlackShark V2 offers THX Spatial Audio for a whopping $50 less. And that’s all before you even get into wireless headset options, which are pretty price-competitive these days.
Sure, I might love listening to music on the Cloud Revolver + 7.1, but a gaming headset is more than that. And frankly, HyperX is still behind the competition in terms of bells-and-whistles.
But if you’re not into tweaking and just want something that offers decent virtual surround sound and covers a wide range of frequencies out of the box while sitting comfortably on your noggin, the Cloud Revolver + 7.1 is worth a look.
Every DualSense controller has 40,000 tiny PlayStation symbols
When my colleague Andrew Webster reviewed the PlayStation 5, he explained how Sony’s next-generation of video games is something you can’t see — you have to touch. Part of that is how the amazing DualSense controller’s clever motorized triggers and intensely precise vibrations can recreate the crunching sensation of strutting across a sandy beach or the pitter-patter of rain.
Another part: the 40,000 tiny PlayStation symbols you’ll feel when you pick up the PS5’s new gamepad. As an Easter egg for its fans, the company decided to apply a microtexture to the DualSense controller’s entire lower shell that makes it Sony’s most grippable gamepad yet, because of the thousands upon thousands of tiny squares, triangles, circles and crosses literally at your fingertips.
The same photo, zoomed in. Slide the divider to the left to see more of the PlayStation symbols close up.“,”image_left”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/02/echo/vpavic_4278_20201030_0187.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:2040,”bottom_right_y”:1360},”bounds”:[0,0,2040,1360],”uploaded_size”:{“width”:2040,”height”:1360},”focal_point”:null,”asset_id”:22015301,”asset_credit”:”Photo by Vjeran Pavic / The Verge”,”alt_text”:””},”image_right”:{“ratio”:”*”,”original_url”:”https://rondea.com/wp-content/uploads/2021/02/echo/20201030_Sean_Hollister_Verge_1.jpg”,”network”:”verge”,”bgcolor”:”white”,”pinterest_enabled”:false,”caption”:null,”credit”:null,”focal_area”:{“top_left_x”:0,”top_left_y”:0,”bottom_right_x”:2200,”bottom_right_y”:1467},”bounds”:[0,0,2200,1467],”uploaded_size”:{“width”:2200,”height”:1467},”focal_point”:null,”asset_id”:22286866,”asset_credit”:null,”alt_text”:””},”credit”:”Photo by Vjeran Pavic / The Verge”}” data-cid=”apps/imageslider-1612710009_2330_567754″>
The same photo, zoomed in. Slide the divider to the left to see more of the PlayStation symbols close up.Photo by Vjeran Pavic / The Verge
Sony hasn’t previously spoken about how it did this, how many there are, or how large the symbols actually get, but we have those answers today — including behind-the-scenes photos and details from Sony’s Yujin Morisawa and Takeshi Igarashi, the chief designers behind the PS5 and the DualSense respectively. (We even borrowed a fancy industrial microscope so you can see how the symbols look up close.)
Perhaps the most striking part, as you’ll see in images above and below: these tiny symbols are stacked on top of each other, jutting out in three dimensions. They’re not a single, evenly-spaced layer at all, like the tiny dots you might remember on Sony’s DualShock 4 from 2013. They look random, almost organic — which might be because the entire design was sketched out by hand.
And not just one sketch. Morisawa, the Senior Art Director of Sony’s Design Center Product Design Group, explains that a variety of designs were hand-crafted, digitized, mocked up, applied to actual prototype gamepads, and tested over and over again until the teams found the balance they wanted: good-looking, textured enough to be comfortable and non-slip, but not so sandpaper-rough that it’d hurt your hands over a lengthy gaming session.
While designers could easily place the digital version of the texture wherever they wanted in Sony’s CAD programs, Morisawa says that physically comparing and testing different prototypes was key: “While it takes a considerable amount of time to create a prototype, the ‘go/no-go’ judgment of a product is determined the moment you see it and touch it,” he told us by email.
Figuring out the proper heights of the symbols was a lot of work all by itself, as you can see in some of Sony’s behind-the-scenes photos. In the end, they settled on two layers — one roughly 15 microns tall, and another 30 microns tall, according to measurements we made with a Nikon LV100 microscope.
Actually applying the symbols to the DualSense gamepad was the easy part — because they’re not applied at all. Each and every one of those 40,000 symbols is part of the controller’s shell, created when beads of molten ABS plastic are squeezed into tiny laser-cut crevices during the standard injection-molding process.
The trick is having the right equipment to make that mold. To create such precise shapes across an entire three-dimensional curved surface, meant to fit into your palms, lasers came in handy. Specifically, a high-end, multi-axis laser engraving machine that Igarashi says is “hard to come by.” The upshot? Because it’s part of the mold, the texture you’ll feel on the PS5’s controller is the same exact one every other owner will.
Sony’s PlayStation controller has arguably defined decades of gamepads, so it was no surprise when, for instance, Google’s Stadia Controller came with the same kind of stippled texture that Sony introduced with the DualShock 4 in 2013. But this time around, Sony’s microtexture isn’t just for your hands; the barely-there PlayStation symbols are part of the PS5 experience wherever you’d think to look. You’ll find them on both of the PS5 console’s side panels, on the inner lip. They adorn the grips of the PS5’s optional media remote, the DualSense charging station, the PS5 camera, and Sony’s Pulse 3D wireless headset, too.
They even appear inside at least one game: Astro’s Playroom, the must-play PS5 pack-in, prominently uses the texture on a number of floors and walls. It makes sense. Not only is Astro a celebration of the company’s history in gaming, it’s chock-full of PlayStation easter eggs including a few that poke good-natured fun at Sony itself.
In the PS3 era, Sony often felt arrogant, a little too sure fans would lap up whatever it had to offer — $599 consoles featuring giant enemy crabs, proprietary discs and memory sticks for its ambitious portables, a Smash Bros. competitor without enough beloved video game franchises to back it up — but PlayStation has not only earned loads of goodwill since then, it’s become more self-aware. If the company can stay that way throughout the PS5’s lifecycle (and, you know, let people actually buy one), I have little doubt it’ll be a winner.
Final Fantasy XIV is coming to PlayStation 5, developer Square-Enix announced Friday. An open beta will start April 13th.
A teaser trailer shows the game running in 4K resolution, and the company says it will have significantly improved frame rates and faster load times. If you’re registered in the PS4 version of the game, the new optimized version will be playable at no extra cost during the beta.
Final Fantasy XIV also will get a new expansion pack called Endwalker:
Endwalker features the climax of the Hydaelyn and Zodiark story, in which Warriors of Light will encounter an even greater calamity than ever before as they travel to the far reaches of Hydaelyn and even to the moon. In addition to bringing the long-running story arc that began with A Realm Reborn to its conclusion, Endwalker will mark a new beginning for the beloved MMO, setting the stage for new adventures that longtime fans and new players can enjoy together.
When Final Fantasy XIV was originally released in 2010, the game got so much backlash from players and critics that the its original director and producer left the project, and the developer shut down its servers in 2012. It relaunched in 2013 as Final Fantasy XIV: A Realm Reborn.
Sony released the car-smashing game Destruction AllStars exclusively for the PlayStation 5 on Tuesday, but it shipped with one very annoying feature: voice chat in multiplayer matches was turned on by default, meaning you could be subject to the unfiltered comments and background noise from your opponents. And worse, it wasn’t immediately obvious how to turn voice chat off.
On Friday, however, developer Lucid Games addressed the issue by releasing a hotfix for the game that disables voice chat in multiplayer lobbies by default (via Kotaku).
I jumped into a couple of matches with the hotfix installed to test things out, and I was greeted with glorious silence from my fellow players. However, it seems there’s no option for public voice chat at all right now. I couldn’t find a way to turn on voice chat in the game’s menus. Before this patch, you could mute voice chat on a per-match basis with the PlayStation 5’s Activity Cards, and I didn’t see a way to turn on voice chat from those either.
Perhaps public voice chat will return at some point down the line, though, as Lucid Games said it is “actively working on longer-term enhancements to the voice communications system.” And if you want to play Destruction AllStars with friends and voice chat with them, that should still work, too. I was able to chat with a Verge colleague as part of a party we made with no issue.
Here are the full patch notes:
Fixed several client crashes relating to Multiplayer Lobbies and UI.
ASUS has announced that the company will be rolling out its own capture device, the ASUS TUF Gaming CUK430. While the company hasn’t nailed down a release window, it plans for a late Q1 / early Q2 launch, but those plans aren’t concrete as of yet. Pricing also has yet to be mentioned.
The capture device is one of the smaller ones I’ve seen on the market and even looks smaller than Avermedia’s Live Gamer Mini. It features two HDMI connections, a USB 3.0 connection, metal chassis with passive cooling, rubberized feet to stop the device from sliding while in use, and RGB lighting. The RGB lighting isn’t just for looks, as it will also serve as an indicator for various functions, and you can also assign different colors to connected devices.
Like other capture cards on the market, the CUK430 will support past and current gaming consoles such as the Xbox Series X|S, PlayStation 5, and Nintendo Switch and connect to other accessories like webcams, DLSR cameras, and PCs. It will also support existing capture software like OBS and XSplit.
While ASUS hasn’t released the specifics, we know that the ASUS TUF Gaming CUK430 will support up to 1080p 240 fps, 4K, and passthrough support. The capture device will support Nvidia, AMD, and Intel encoding technologies, along with CPU encoding.
The device itself will not include a built-in encoder as Asus did not want to introduce latency. It’s worth mentioning that ASUS is aware that capture devices that aren’t actively cooled are prone to heating up, and they have confirmed that the ASUS TUF Gaming CUK430 is rated up to 100 degrees Fahrenheit.
ASUS says it will release more info about the ASUS TUF Gaming CUK430 before the device launches.
Although Microsoft and Sony may have launched consoles in roughly the same timeframe, and the Xbox Series X is technically the more powerful console, Sony’s pulling ahead in the sales figures. In 2020, the company sold a mighty 4.5 million units, which is an impressive accomplishment if you consider that the console was only out for a month and a half before the year was up. It’s unclear where the tally stands now, but it will likely be double that soon enough.
However, despite these surprisingly high sales figures, Sony isn’t making any money on them. In fact, Sony is taking a loss. The company’s earnings documents show that sony has two issues with the PS5 regarding the financials.
The most notable is that the company is taking a “loss resulting from strategic price points for PS5 hardware that were set lower than the manufacturing costs.” Next to that, Sony also had higher costs for selling, general, and administrative expenses related to the launch that it had anticipated.
Was a Loss Really Necessary?
Of course, taking a loss on console hardware, especially early in their lifecycle, is nothing new. In fact, it would be surprising if Sony wasn’t making a loss. It’s a common strategy to price the console hardware low in order to obtain mass adoption, which in turn leads to higher sales of PS5 games and PlayStation Plus subscriptions — because that’s where the money is made.
Yet, despite all that, I feel the elephant in the room does need to be addressed: Did Sony really need to make a loss?
The PS5, along with practically every other bit of gaming-related hardware, is currently in short supply, and scalping isn’t an uncommon practise. We’re still seeing PS5 consoles being sold for well over twice their $499 (disc edition) and $399 (digital edition) MSRPs by scalpers — profiteers who buy the consoles in masses at retail MSRP prices and then sell them for far higher figures because they’re out of stock everywhere. And people are willing to pay these prices.
Part of me would rather have seen a two-step pricing model. Give us a higher price today, with the promise of lower prices a year from now. I’d rather people put more money into Sony’s pockets than the scalpers’ (and eBay’s) wallets. At least Sony is the company actually making the product.
Could Sony Not Just Have Built More?
Not really. Nobody could see this pandemic coming, and the resulting extreme demand from it. Sony’s PS5 contains AMD hardware, which is manufactured by foundry TSMC — and TSMC is fully at capacity and cannot turn out any more chips. Considering that TSMC also makes the Xbox Series X’s hardware, along with CPUs and GPUs for AMD, and lots of chips in the mobile and automotive space… there’s not much capacity left to go around.
And by “not much” we mean there’s zero capacity. TSMC is literally selling every wafer it can possibly make, at premium prices. TSMC is investing billions into new chip foundries around the world, anticipating even higher demand for its services in the coming years. However, each new fab takes years to build, so it will be a while before fabless companies (like AMD, Nvidia, Apple, and more) can start getting more wafers.
For more details, check out our full PlayStation 5 review.
Players who have jumped into Sony’s new car-smashing PS5 game Destruction AllStars may have run into a rather obnoxious issue: voice chat in the game’s multiplayer matches is switched on by default.
In one round, I was subjected to somebody’s music blaring in the background for the entirety of the match. In another, I heard every word of someone teaching their friend how to play the game. Kotaku collected many more examples of people being frustrated by the default voice chat, and it sounds like many heard far worse things than I did.
The DualSense’s integrated mic compounds the problem. Unless you proactively hit the mute button, that mic is going to pick up everything going on around you and broadcast it to your fellow players. Voice chats you hear during a match will also play out of the DualSense’s integrated speaker if you don’t have a headset hooked up, much to the potential chagrin of anyone sitting next to you.
Frustratingly, there isn’t an immediately obvious way to turn voice chat off. I couldn’t find any option to do so in the game’s menus, and I only learned through scouring the internet after playing the game on Tuesday that you have to disable voice chat in PS5’s menu.
To do so, while you’re in a match, hit the PlayStation button, scroll up to the Activity Cards above the bottom row of icons, navigate to the voice chat card, and hit the square button. Annoyingly, though, this only disables voice chat for one match — you’ll have to go through the process again every match to mute your fellow players.
Hopefully Sony addresses this issue soon with a patch or fix of some kind. But for now, you’ll be hearing a lot of voice chats unless you turn them off every game. Destruction AllStars is available now as a free download for PlayStation Plus subscribers.
The Pinnacle Station, a training facility added to the first Mass Effect, won’t appear in Mass Effect: Legendary Edition alongside over 40 other pieces of downloadable content. Game Informer reportsthat the Pinnacle Station, created by Demiurge Studios for the first game, can’t be salvaged due to data corruption.
Legendary Edition repackages the original trilogy and all of its previously released content with new features and a major graphical overhaul. Speaking to Game Informer, game director Mac Walters said that trying to save the DLC was an “emotional roller coaster” that included reaching out to Demiurge and trying to obtain backups. Source code from the developer was corrupted. The original code source code has also been notoriously lost, which kept PlayStation 3 players from experiencing it when the game arrived on the platform.
Re-creating the DLC would have taken six months with “most” of Legendary Edition’s team, Walters said. “I wish we could do it. Honestly, just because this is meant to be everything that the team ever created, brought together again — all the single-player content. And so, leaving it all on the cutting-room floor, it was heartbreaking.”
Mass Effect: Legendary Edition will launch on May 14th on PC, PS4, and Xbox One.
We already knew Sony’s beloved sports exclusive MLB The Show would release on “additional consoles” as early as 2021. Today, Sony announced that MLB The Show 21 will release on April 20th on the PS4, PS5, Xbox One, and Xbox Series X / S.
This is the first entry in the MLB The Show series that will release on Microsoft’s home consoles, but Sony isn’t just offering the game on the Xbox for the first time. MLB The Show 21 will also support full cross-platform progression, cross-saves, and online multiplayer between PlayStation and Xbox consoles.
MLB The Show launches day and date on PS4 and PS5 with cross-platform play on @Xbox One and Xbox Series X|S
— PlayStation (@PlayStation) February 1, 2021
Similar to other cross-gen titles like Call of Duty Black Ops: Cold War, Madden NFL 21, and NBA 2K21, MLB The Show 21 will retail for different prices, depending on which version you buy. If you get the Standard Edition on PS4 or Xbox One, it will cost $60. On PS5 or Xbox Series X / S, it’ll cost $70, though.
If you purchase the Standard Edition on last-gen (PS4 or Xbox One) and upgrade to a next-gen console, you won’t be able to upgrade your copy of the game to the PS5 or Xbox Series X / S version. However, Sony’s FAQ page revealed that if you buy the Collector’s Edition of MLB The Show 21,you’ll receive both the current and next-gen versions of the game.
Sony also announced three different Collector’s Editions for MLB The Show 21: the Jackie Robinson Edition ($85), Digital Deluxe Edition ($100), and the Jackie Robinson Deluxe Edition ($100). Each version includes both a current-gen copy of the game (on disc, for the physical editions) and a redeemable code for a digital next-gen copy of the game. More importantly, the Collector’s Editions will launch four days early on April 16th.
MLB The Show21 is a huge win for Xbox owners. In the past, if you wanted a good baseball game, you needed a PlayStation console to play one. In recent years, RBI Baseball served as an alternative to Xbox players, but by splitting its focus between arcade and simulation styles, it’s never been a true contender to MLB The Show.
Updated 02/03/21 10:20AM ET: Included information and pricing for the Collector’s Editions.
As of February 2021, Spotify boasts 155 million Premium subscribers and 345 million monthly active users. The platform has long been the world’s most popular music streaming service, and with good cause – it got in on the ground floor and its simple interface and vast library make it a compelling choice even in the face of stiff competition from Apple Music, Tidal, Deezer, YouTube Music, Amazon Music Unlimited and others.
But are you getting the most from your Spotify membership?
We’ve compiled a list of our favourite Spotify features, tips and tricks to help you get the most out of the service – from mastering offline listening to getting the best possible sound quality, sharing your music to filtering your recommendations. Some of these are only for Spotify Premium subscribers only though, so if you want the full experience, you’ll have to cough up the £9.99 per month…
Spotify Connect: what is it? How can you get it?
Tidal vs Spotify: which is better?
Set up
1. Get the best sound quality
First things first: head to the settings menu (below your account name, top right, and although it’s set to ‘automatic’ by default, you can change the music quality – choose Low (24kbps), Medium (96 kbps), High (160 kbps) or Very High (320 kbps). Admittedly, these aren’t going to sound as sweet as lossless Tidal Master or Qobuz files, and taking the Very High path might take up more of your data allowance to stream. But that’s a small price to pay for better listening.
2. Save music for offline listening
Spotify Premium users can download tracks to listen to offline. Not only does this save you valuable data, it also means you can listen where you don’t have mobile reception. Win-win. Save your playlists in the best possible quality, naturally. Hit the three dots then select ‘download’ on Android, or select the playlist then hit ‘download’ at the top on Apple.
3. Create a new playlist
To create a new playlist, head into the playlist category in ‘Your Library’. At the top you’ll find an music icon with a plus sign on it (Android), or tap ‘Edit’ and then ‘Create’ (iOS) start your brand new playlist. On the desktop app, you’ll see a plus-sign and ‘New Playlist in the bottom-left, underneath any playlists you’ve already created.
4. Transfer your music from other apps
You can transfer your existing playlists on other music services to Spotify. The Soundiiz website is a great way to get it done and supports all the services you’d expect.
Interface
5. See your stats
Click on your profile icon in the top left to see who’s following you and who you’re following. It will also show your most recently listened-to artists and public playlists.
6. Sort your now-playing queue
Cue tracks in Spotify by selecting ‘add to queue’ from the three dots next to the track title. On iOS? You can also swipe right on a track to add it to your now-playing playlist.
7. Search for your favourite tunes
Want to find a track from your own library? On mobile, pull down on the screen when you’re in any of the sub-categories (albums, playlists, artists) in the ‘Your Library’ tab to reveal a search bar at the top, complete with filter options. This searches your own saved tracks rather than the whole of Spotify (which is done via the main ‘Search’ icon at the bottom).
8. Listen using the web interface
Not allowed to install software on your work computer? No problem. Head to play.spotify.com and you can listen without installing the Spotify desktop app (or relying on your phone). Take that, overzealous IT department.
9. Master keyboard shortcuts
Did you know you can control Spotify using just your keyboard? The Space bar is play/pause, next track is Control-Right (Control-Command-Right on a Mac), back is Control-Left (Control-Command-Left on a Mac), Volume is Control-Up or -Down (Command-Up or -Down on a Mac) and to create a new playlist press Control-N. And that’s just scratching the surface.
Check out the full list here.
Organising your music
10. Build your own library
There are a couple of ways to build your music library. Adding your favourite tracks to playlists is one way, saving music to your own library is another. Add tracks, albums, artists radio stations, podcasts and playlists by hitting the plus/save sign (either next to the song in the desktop app, or by tapping the three dots on mobile), then access your music via ‘Your Library’.
11. Add music that isn’t on Spotify
Missing out on those artists that are absent from Spotify? Add them yourself. Go to Spotify’s ‘Preferences’ on the desktop app, scroll down and click ‘Add a Source’, then select a folder containing your own music files. You can then see them in your Spotify library – they’ll be under ‘Local Files’ in the left sidebar.
12. Recover a deleted playlist
Spotify’s Account website can help restore playlists that you’ve deleted. Log in, go to ‘Account Settings’, and select ‘Recover Playlists’. Hey presto.
13. Find clean and explicit versions of songs
If you think a lyric sounds unlike the witty line you remember, chances are an expletive was swapped out in favour of a less explicit word. Spotify can help you track down the original. Scroll down and select the pull-down menu on the right-hand side. If it says ‘1 More Release’, that could well be the explicit version.
Music curation
14. Follow some friends
Is your pal always first with the best new music? You can piggyback off their hard work by following them on Spotify. This way you’ll be able to see what they’re listening to, and pass those killer tracks off as your own discoveries. (We suppose they are, in a way.) Select ‘Find Friends’ to locate them, and instantly expand your listening.
15. Share music with friends using Spotify Codes
Spotify Codes is another way to share music. Scan a code on your friend’s phone to download a tune, or import a code posted by an artist to hear their latest single. You can also scan a code from a poster, flyer or billboard. Tap the ‘…’ context menu next to a song, and you’ll see a Spotify Code appear at the bottom of the album artwork. Use the ‘Camera’ icon to scan it, or tap the Code-enhanced artwork and save it to ‘Camera Roll’ for uploading to a social network.
16. Make a collaborative playlist
Maybe you’re putting together a set list for a friend’s wedding or a party. Start a collaborative playlist and everyone can chuck in their tuppence-worth, no matter how misguided. Right-click on the playlist name, and it’ll give you the option of making it collaborative. Then grant friends access to it, and brace yourself for some terrible choices. Alternatively, you can make a playlist secret, too.
17. Let the Radio option open your ears to similar artists
Stuck for what to listen to? ‘Radio’ can help. On desktop, select it from the left-hand pane, then choose ‘Create new station’ and pick an artist, album or playlist you like. Radio will then serve up a selection of artists/songs similar to your choice, that you’ll (hopefully) like. On mobile? Hit the three dots top right when on an artist, album or song and then select ‘Go to Radio’.
18. Filter out the chaff
Yes, of course you want to listen to James Brown. No, you don’t want anything from his Lost ’80s years. Thankfully you can filter out the wilderness era. Type the artist name in the search bar followed by the years that you want to hear (with no spaces). For example “James Brown year:1970-77”.
19. Sort out your search
Use the word “Not” after your search term to omit artists you don’t want, and the “+” symbol or “And” to include those you do.
20. Listen to Spotify’s Weekly Discover Playlist
This is a playlist of 30 tracks Spotify compiles based on your listening habits. It tends to be scarily good. It updates every Monday and sits in the ‘Made For You’ section (or in Browse – Discover, or you could simply type ‘Discover Weekly’ into the search bar). There’s also the Release Radar playlist that updates every Friday with brand new music releases.
21. Listen to your Daily Mixes
Too impatient to wait a whole week? Spotify now offers six Daily Mix playlists that are tailored to users’ listening habits.
22. Check out the What Hi-Fi? playlist
And we have to mention our own playlist… Each month, we update our Spotify playlist so you can see what we’ve been listening to over the past four weeks. It’s a great mix of tunes we use to test our review kit, as well as a few personal favourites from the team. You know it makes sense.
Connecting other devices
23. Listen through your home cinema speakers
Using the Google Chromecast streaming dongle, you can play Spotify through the speakers attached to your TV. Just select ‘Chromecast’ from the ‘Devices Available’ section of the Spotify app and get playing.
24. Control it with your voice
Good news. The Amazon Echo and Echo Dot speakers play nice with Spotify. Just connect your Spotify account in the Alexa app, and then start barking commands like “Alexa, play me some Bowie on Spotify!” and the Echo will do as it’s told. You’ll be grooving to Let’s Dance in no time. If you set Spotify as your preferred streaming service, you won’t even need to request Spotify by name, either. Apple users can control music playback by asking Siri, too.
25. Send music to your speakers with Spotify Connect
Premium subscribers can use their phone as a remote control and play music on connected Spotify Connect speakers, such as Sonos – although certain devices (the PlayStation 4, for example) are happy to work with Spotify Free. Play a song on your phone and make it fullscreen. Select the ‘speaker’ icon at the bottom of the screen, then select your speakers. Instant house party.
26. Listen in your Uber
Connect your Spotify account in the Uber app and you can then take control of your car’s stereo (assuming your driver has allowed it). They’ll love your choice of music, we’re sure…
More features
27. Share songs instantly with anyone
Heard a song you just have to send to a friend? Tap the three dots, then ‘Share’, then send it on to the social media platform (Facebook, Instagram Stories, Skype even), your WhatsApp groups, or simply copy the song link.
28. Preview music on iOS
Tap and hold the title of a track, album or playlist, and you’ll get a preview. On a playlist or album you’ll see the first five tracks – slide over each piece of cover art and you can preview each song.
29. Use private listening to hide your guilty pleasures
Not everyone needs to know about your love of Wang Chung. If you want to keep your listening private, click ‘Settings’ (top right), then ‘Private Session’ on Android or ‘Settings’ then ‘Social’ then ‘Private Session’ on iOS. That way, friends won’t know you’ve spent all morning blissing out to big-haired saxophone-heavy ’80s cheese.
30. Make a playlist tailored to your running speed
Spotify can also pick tracks that are close to the same tempo as your running speed. Start running, pick a running playlist from the ‘Browse’ screen, and Spotify will use your phone’s sensors to select songs to suit your stride. See it in action here.
31. Link to a specific part of a track
If there’s a great solo you want to alert someone to, you don’t have to tell them to skip to 2:53 in the track. Just send them a link and they’ll jump right in at the relevant part. On desktop, copy the track’s URI (uniform resource identifier) by right-clicking the track and selecting ‘Copy Spotify URI’. Then paste it into an email or text message, and add ‘#time2:53’ to the end. When the respondent clicks it, they’ll be transported to exactly the part you were talking about. Magic.
32. Find out about live gigs
OK, large gatherings aren’t the thing right now, but looking ahead: Spotify can help you see your favourite act in the flesh. To see when an act might be playing near you, click ‘Browse’ on your desktop app, then ‘Concerts’ to see which acts you’ve listened to are playing nearby. Going to be out of town? Just change your location to see what’s happening near you.
33. Listen to podcasts
Did you know you can listen to your favourite podcasts on Spotify? Well, now you do. Head to ‘Browse’ and then ‘Podcasts’ (on desktop) to follow your faves, and go to the Podcasts section in ‘Your Library’ to find all your saved podcasts.
Best music streaming services 2021: free streams to hi-res audio
11 of the best Spotify playlists to listen to right now
Sony shipped 4.5 million PlayStation 5 units worldwide in 2020, as revealed by information published alongside the company’s latest earnings report. The number highlights Sony’s current ability to mass-produce the console, which has been extremely difficult to buy since its launch in November.
Demand for the PlayStation 4 dropped dramatically year-on-year, with 1.4 million units shipped in the October-December quarter — a 77 percent decrease from the previous year. Sony actually managed to sell fewer PS4s in the holiday quarter than it did from July to September.
Sony’s gaming business overall performed much better than a year ago, with 40 percent higher revenue of 883.2 billion yen ($8.4 billion) partly driven by PS5 sales. Operating profit was up by 50 percent to 80.2 billion yen ($763.3 million) because of higher game sales, PlayStation Plus subscriptions, and better margins on PS4 hardware.
Sony does note, however, that expenses related to the PS5 launch offset some of its profit gains, and also confirms that the PS5 hardware itself is being sold for less than it costs to make. A loss was incurred due to “strategic price points for PS5 hardware that were set lower than the manufacturing costs,” the company says.
There’s not much to read into PS5 sales numbers until people who want to buy one are actually able to do so. But at the very least, the console’s launch seems to be broadly comparable in size to the PS4’s; the PS4 also shipped 4.5 million units in its launch quarter.
Microsoft didn’t release specific sales figures for the Xbox Series X or Series S with its earnings report last week, but the company did say that Xbox hardware revenue was up 86 percent year-on-year.
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