Posts with «author_name|nathan ingraham» label

The Arc Browser is getting new AI-powered features that try to browse the web for you

Earlier this week, the team behind the Arc browser for Mac (and recently Windows) released a brand-new iPhone app called Arc Search. As you might expect, it's infused with AI to power an experience where the app "browses for you"—pulling together a variety of sources of info across the internet to make a custom webpage to answer whatever questions you throw at it. That's just one part of what The Browser Company is calling Act 2 of Arc, and the company gave details on three other major new features its bringing to the browser over the coming weeks and months. 

The connective tissue of all these updates is that Arc is trying to blur the lines between a browser, search engine and website — the company wants to combine them all to make the internet a bit more useful to end users. In a promo video released today, various people from The Browser Company excitedly discuss a browser that can browse for you (an admittedly handy idea). 

The Arc Search app showed off one implementation of that idea, and the next is a feature that arrives today called Instant Links. When you search for something, pressing shift and enter will tell Arc to search and automatically open the top result. This won't have a 100 percent success rate, but there are definitely times when it comes in handy. One example Arc showed off was searching for "True Detective season 4 trailer" — pressing shift + enter automatically opened the trailer from YouTube in a new tab and started playing it. 

You can easily get multiple results with this tool, too. I told it to "show me a folder of five different soup recipes" and Arc created a folder with five different tabs in for me to review. I also asked for the forecasts in Rome, Paris and Athens and got three pages with the details for each city. It's handy, but I'm looking forward to Arc infusing it with more smarts than just simply pulling the "top" search result. (Side note: after testing this feature, my browser sidebar is awash with all kinds of nonsense. I'm glad Arc auto-closes things every day so I don't have to sort it out.)

In a similar vein, the upcoming Live Folders feature will collect updates from sites you want to follow, like a sort of RSS feed. The idea is anticipating what sites someone is going to browse to and bring updated results into that folder. One example involved getting tagged in things on GitHub — each time that happened, a tab would be added to the folder with the new item. The demo on this feature was brief, but it should be available in beta on February 15th for further testing.

I got the sense from the video that developers would need to enable their sites to be updated via Live Folders, so it doesn't seem like you can just add anything you want and expect it to work. In that way, it reminds me of some other Arc features like the one that lets you hover over a Gmail or Google Calendar tab to get a preview of your most recent messages or next appointment. Hopefully it'll have the smarts to do things like drop new posts from your favorite site into the folder or open a new video from a YouTube channel you subscribe to, but we'll have to wait to find out. (I also reached out to Arc for more details on how this might work and will update this story if I hear back.)

Finally, the last new feature here is also the most ambitious, and the one that most embodies that "browser that browses for you" vibe. Arc Explore, which the company says should be ready for testing in the next couple of months, uses LLMs to try and collapse the browser, search engine and site into a singular experience. In practice, this feels similar to what Arc is already doing with its new browser, but more advanced. One example the company gave involved making a restaurant reservation — starting with a query of wanting to make a reservation at one of a couple different restaurants, the Arc Explore interface brought back a bunch of details on each location alongside direct links to the Resy pages to book a table for two at exactly the time specified. 

Another demo showed off how using Arc Explore can be better than just searching and clicking on results. It centered around soup, as all good demos do. Having Arc Explore bring up details on a certain kind of soup immediately provided details like ingredient lists, direct recipe steps and of course related videos. Compared to the pain of browsing a lot of sites that get loaded down with autoplaying ads, videos, unrelated text and more distractions, the Arc Explore experience does feel pretty serene. Of course, that's only when it brings back the results relevant to you. But using a LLM, you can converse with Arc to get closer to what you're looking for. 

After using Arc Search on my iPhone, I can appreciate what The Browser Company is going for here — at the same time, though, breaking my old habits on how I browse the internet is no small thing. That means these tools are going to need to work pretty well when they launch if they're going to supplant the years I've spent putting things into a Google box and finding the results I want. But that sums up the whole philosophy and the point behind Arc: to shake up these habits in an effort to make a better browsing experience. Not all these experiments will stick, and others will probably mutate a lot from these initial ideas, but I'm definitely interested in seeing how things evolve from here.

This article originally appeared on Engadget at https://www.engadget.com/the-arc-browser-is-getting-new-ai-powered-features-that-try-to-browse-the-web-for-you-211739679.html?src=rss

'Death Stranding 2: On the Beach' looks even more baffling than the original game

As expected, the PlayStation State of Play today featured our first look at the latest from famed developer Hideo Kojima, in the form of an exceedingly creepy and cinematic preview of Death Stranding 2: On the Beach. Sam, played by Norman Reedus, is back in a trailer that makes very little sense if you haven't played the first game — and even if you did, the contents of this preview might not make a ton of sense. Rest assured, you'll still be running around wildly impressive landscapes with your giant yellow backpack. 

But it sounds like you won't actually have to run around delivering things, because bots are able to do that in this world. The real surprise is when Sam gets captured and runs across his brother, played by the ubiquitous Troy Baker... who pulls out a guitar/gun and starts shredding to take on some enemies? Sure. It'll still be a bit before we see what this all amounts to, as it doesn't arrive until sometime in 2025.

At the end of the stream, though, Kojima teased an all-new project in the works, though it won't be entering full production until after Death Stranding 2 is complete.

This article originally appeared on Engadget at https://www.engadget.com/death-stranding-2-on-the-beach-looks-even-more-baffling-than-the-original-game-224806034.html?src=rss

Arc browser comes to the iPhone as a stripped-down, AI-powered search tool

Arc, a browser initially built just for the Mac, has been expanding lately. The Browser Company announced a beta of its Windows version last month, and today they're bringing the Arc experience to the iPhone with Arc Search. As the name implies, the new app is focused on searching — when you open the app, you're met with a keyboard and search field, not your usual collection of tabs. And rather than just serving up simple search results from Google or your engine of choice, Arc scans the internet for various sources and creates a "page for me" that pulls together a bunch of info on your desired query.

For example, I just searched for "What happened in the Detroit Lions game?" and was met with details about a controversial two-point conversion that was overturned and how it ultimately affected the game's outcome, which was a three-point Lions loss. It follows with some top search results, team reactions, more details about the referees involved in the confusing call, fan sentiments and more links to dive into. 

It's not dissimilar to the sort of summaries you get in Google's generative AI search results, but so far I find results to be very hit or miss. For example, in the above-mentioned Lions query, the actual final score of the game was nowhere on the page that Arc generated. That's pretty basic info that you'd expect to see up top. Other queries I tried brought back a decent overview but not a whole lot of deep detail, and sometimes there weren't other links to click on to continue researching. That felt odd, because the results I received were far from comprehensive. 

If you aren't interested in these sorts of summary pages, however, you can still just type in a query and hit the "go" button on the keyboard to search Google; you only get the Arc-created summary pages if you tap the "browse for me" button. You can also just put a URL right into the search field and go straight to a site if you're so inclined. Like the desktop Arc browser, the Arc Search app archives your tabs after 24 hours so you don't rack up a never-ending log of sites you're not going to go back to (you can also choose to have tabs stick around as long as 30 days, if you need more time with what you've pulled up). And there's a nice "reader" mode like you'll find in Safari that strips away the mess found on many modern websites to make it easier to read an article. It also blocks trackers, ads and banners by default, which is pretty handy.

From what I can tell, there's no way to sync Arc Search with the desktop browser — there's no way to see opened tabs from another machine, and I don't even think there's a way to sign into Arc Search with the account you make for your desktop browser. The only thing you can do with your open tabs is star one so it doesn't get closed, but there's otherwise no bookmarking or "read later" features. 

As the name suggests, it's a way to search and find info you need on your phone without offering the expected tools you'd get in a full-featured web browser. This makes it a bit of a tough sell to me — I love Arc on my Mac, and this so far feels like a significantly less useful experience than the full version of Arc, not to mention Safari or Chrome on iOS. While there's something to be said for the simplicity, I don't think the AI-generated summaries are worth making this my default mobile web browser.

That said, the Browser Company likes to get things into the wild so its users can test them and prod them and figure out what isn't working, so I'm sure iteration and improvements will come quickly. The company already says its working on sync with desktop, and they also plan to merge the app with features found in the "Arc Mobile Companion" app that launched last spring. That app, which has now been removed from the App Store, only shows you what tabs you have open on other devices and bounces them to Safari (or other apps) for viewing. So it's safe to say that the new Arc app will be more capable soon. And even though it's not something I want to use as my default browser yet, Arc's quirky view on how a browser works is enough for me to keep an eye on it and see how it grows.

This article originally appeared on Engadget at https://www.engadget.com/arc-browser-comes-to-the-iphone-as-a-stripped-down-ai-powered-search-tool-150227704.html?src=rss

Amazon abandons $1.4 billion iRobot acquisition after EU veto threat

Amazon and iRobot, maker of the Roomba vacuum line, just announced that they would be dropping their proposed merger. The potential acquisition was announced back in August of 2022 and was immediately the target of antitrust watchdogs, particularly in the EU. The European Commission (the EU's executive branch) officially announced it was looking into the $1.4 billion dollar deal last July and it raised formal concerns over the potential impact on competition in November. 

iRobot also just announced a large round of layoffs now that the deal isn't going through. The company says it is laying off about 350 employees, which represents 31 percent of iRobot's workforce.

Unsurprisingly, Amazon's statement on the matter blasts regulators for the "innovation" that would come with Amazon scooping up yet another company. "This outcome will deny consumers faster innovation and more competitive prices, which we're confident would have made their lives easier and more enjoyable," said Amazon SVP and General Counsel David Zapolsky in a statement. "Mergers and acquisitions like this help companies like iRobot better compete in the global marketplace, particularly against companies, and from countries, that aren't subject to the same regulatory requirements in fast-moving technology segments like robotics."

iRobot's statement was more muted. "The termination of the agreement with Amazon is disappointing, but iRobot now turns toward the future with a focus and commitment to continue building thoughtful robots and intelligent home innovations that make life better, and that our customers around the world love," said Colin Angle, Founder of iRobot.

While the companies didn't mention the pressure from the EU specifically, Bloomberg notes that a veto looked likely. And while that might not have immediately killed the deal, Amazon and iRobot appear to have decided to shut things down completely rather than work through any proposed changes to make the deal more palatable to regulators. 

Earlier in January, the European Commission was said to have warned Amazon that the deal was on thin ice. However, according to Reuters, the company declined to offer any potential remedies to soothe the bloc's concerns over the acquisition. As outlined in the original agreement, Amazon is paying iRobot a $94 million termination fee now that the deal is dead.

This isn't exactly the first time Amazon and the EU have butted heads. They previously squared off over the company's handling of third-party seller information. In 2022, the two sides reached an agreement over Amazon's treatment of third-party sellers.

This article originally appeared on Engadget at https://www.engadget.com/amazon-abandons-14-billion-irobot-acquisition-after-eu-veto-threat-140155112.html?src=rss

Naughty Dog's behind-the-scenes documentary on The Last of Us Part 2 arrives February 2

The Last of Us Part II Remastered arrived last week, and if the cutscene commentary from the game's director, writer and key actors wasn't enough for you, Naughty Dog has another behind the scenes piece coming. Grounded II: Making The Last Of Us Part II, a documentary on the game's creation, will arrive on February 2 at 12PM ET on YouTube as well as in the game itself. There's a trailer in the remastered game currently, and the full documentary will be added via a downloadable patch. That patch will also have some new skins for Ellie and Abby in the main game.

The development of The Last of Us Part II was challenging, to say the least —Naughty Dog infamously crunched its employees to get the game done, but it was still delayed multiple times. Plus, key scenes from the game that contained extensive spoilers were leaked just a few weeks before the game launched, and the team also had to content with the Covid-19 outbreak while finishing everything up. 

Judging from the Grounded II trailer that Naughty Dog released a few weeks ago, it looks like all those topics and more will be added in the documentary — though I wager Naughty Dog will only address the crunch situation in a way that doesn't reflect badly on the studio or Sony. That caveat aside, the previous Grounded documentary that covered the development of the original The Last of Us for the PS3 was a pretty in-depth look at how things work inside a game studio. So while we're certainly going to get a sanitized version of the truth, fans of the game will likely be interested to hear directly how the studio decided to make the controversial narrative choices it did, and how the fallout from the leaks affected the game's launch. 

Grounded II: Making The Last of Us Part II is coming on February 2!

You'll be able to watch this documentary on YouTube and as part of an upcoming downloadable patch for #TLOU2Remastered. The update also includes additional new skins for Ellie and Abby! pic.twitter.com/kcWG2YVI6l

— Naughty Dog (@Naughty_Dog) January 25, 2024

This article originally appeared on Engadget at https://www.engadget.com/naughty-dogs-behind-the-scenes-documentary-on-the-last-of-us-part-2-arrives-february-2-184556009.html?src=rss

The Mac turns 40: How Apple Silicon cured its midlife crisis

The Mac, formerly the more austere Macintosh, turns 40 today, putting Apple’s longest-running product squarely in middle age. But like someone who sees the back half of their life approaching and gets in marathon-runner shape, the Mac is in the strongest place it’s been for decades. From a revenue perspective, Mac sales declined precipitously in 2023, but that came on the heels of four years of growth that was likely the product of pent-up demand for an improved Mac lineup.

In 2020, Apple finally started delivering on that, thanks in large part to Apple Silicon arriving in the Mac, ushering in the era we’re in now. While the Mac was on shaky ground prior to Apple Silicon, it would now be pretty silly to suggest the Mac won’t make it to its 50th birthday. That wasn’t always a given, though. While the Mac is Apple’s oldest product, it’s also gone through numerous moments where it appeared to be on the brink of irrelevance or complete disaster. Through most of the ‘90s, before CEO Steve Jobs returned to lead the company he had founded, the Macintosh was a mess.

It was too expensive for the power it delivered, Apple’s product lineup was confusing and cluttered and Windows PCs now had both the GUI and performance to make the Mac a poor choice for most people. And even after Jobs returned and introduced the iMac and iBook while revitalizing the Power Mac and Powerbook lines, the G3 and G4 still lagged behind PCs in most tasks. Ironically, the move to Intel in 2006 helped make the Mac more relevant, even as it held Apple back a decade later, as the company chased thin and light laptop designs with “innovations” like the Touch Bar and butterfly keyboard that held it back while letting its power languish.

But in 2014, when the Mac turned 30, it was in a pretty good place. Apple had spent the recent years focusing on the iPhone and then the iPad, with former CEO Steve Jobs famously comparing PCs to trucks — an implication that the iPad would be the more mainstream car for most people. But at least as far as laptops go, the Mac was fairly compelling. The MacBook Air had finally become what Jobs had wanted when he pulled it out of an envelope on stage in 2008. It was a thin, light and reasonably powerful laptop with a reasonable price, and the spill-over effect from people buying iPods and then iPhones had helped the MacBook Air become ubiquitous in coffee shops and college campuses. The MacBook Pro, meanwhile, was well-suited to the creative professional Apple marketed towards, with a great screen, plenty of ports and enough power for it to be a compelling mobile studio.

However, there were plenty of weak spots in the lineup if you looked closely. Perhaps the most obvious was the strange saga of the Mac Pro. For years, Apple’s tower-style computer had gotten more and more expensive, clearly priced out of the range of most consumers. That wasn’t a bad thing on its own, but Apple failed to recognize what its target market was looking for when it released the cylindrical Mac Pro redesign in 2013 — and then failed to meaningfully upgrade it for years. Between the lack of updates and a design that limited expandability, the Mac Pro was a bit of a joke in Apple’s lineup for the better part of a decade.

Apple then made a similarly disastrous change to the MacBook Pro in 2016. Let us count the ways Apple dropped the ball with this generation of laptops. First, the unreliable butterfly keyboard, which existed seemingly only so Apple could make these laptops as thin and light as possible. Then there was the removal of useful ports like HDMI, USB-A and an SD card slot in favor of just four USB-C / Thunderbolt ports, one of which was needed for charging. There’s also the Touch Bar, a thin OLED strip on the keyboard that dynamically changed depending on what app you were using. A neat idea, though one that failed to gain much traction with developers or end users, and the lack of a physical escape key baffled users for years to come.

Finally, while Apple managed to make the 13- and 15-inch MacBook Pro models much thinner and lighter than their predecessors, it came at a performance cost. Plenty of users experienced overheating and CPU throttling, as if the extremely thin enclosure combined with the powerful chips was a bad combo.

Meanwhile, the venerable MacBook Air was left to languish for years with minor updates and a design and low-resolution screen that were quickly becoming uncompetitive. The iMac and Mac mini chugged along as solid options for users looking for a desktop machine, but picking a Mac laptop at the time was an exercise in compromise and paying for something that probably did not check all the boxes.

Things showed signs of turning around in 2019, when Apple introduced a new, tower-style Mac Pro with increased expansion options. But more significantly, Apple reversed course on the terrible butterfly keyboard and brought back scissor-style keys to the MacBook Pro and, a few months later, the MacBook Air (which had since been updated with a Retina display and more current Intel processors). Amazingly enough, Apple made the revamped 16-inch MacBook Pro thicker and heavier than the one it replaced, something that showed the company was moving away from thinner and lighter at all costs, especially in products like this where it just didn’t make sense to chase a smaller form factor at the expense of performance.

However, the Mac really rebounded in late 2020, when Apple released the first Macs running on the company’s own custom silicon. Apple had been designing chips for years, ever since the A4 first arrived in the iPhone 4 and original iPad in 2010, and the combo of efficiency and power the company had hit on had proven to be a big advantage for the company. And the first round of Macs running Apple Silicon included some of Apple’s most popular models, like the MacBook Air and 13-inch MacBook Pro.

The improvements were immediately obvious — when we reviewed it, we said the M1-powered MacBook Air “redefines what an ultraportable can be.” The combo of huge performance gains alongside wildly impressive battery life made the MacBook Air a no-brainer. Meanwhile, the Mac mini provided a ton of bang for the buck if you were looking for an inexpensive desktop computer.

The next big move for the Mac came in late 2021, when Apple fully fixed the MacBook Pro issues it introduced with the 2016 model. The totally redesigned 14- and 16-inch MacBook Pro models brought back a lot of the ports that Apple initially removed, banished the Touch Bar and utilized new M1 Pro and M1 Max chips that boosted the multicore performance of these laptops far beyond their Intel-based predecessors.

The last major piece of the puzzle came into place in March of 2022, when Apple introduced the Mac Studio. While the Mac Pro lingered on with Intel chips, the new Mac Studio represented a middle ground between the Pro and mini. The $2,000 model included the M1 Max chip, which you can also get in a MacBook Pro if you were willing to pony up the cash, but the $4,000 model basically strapped two of those chips together to make the M1 Ultra. That monster processor had up to 64 GPU cores, while the M2 Ultra that replaced it lets you get up to a 76-core GPU to go along with its 24-core CPU and 32-core Neural Engine for machine learning tasks. Plain and simple, it’s the kind of power Apple hadn’t offered in its computers for a long time.

Since 2022, Apple has mostly been in a refine, upgrade and iterate mode, with many Macs moving on to the M3 architecture. But there are a few places that could still use an overhaul — the Mac Pro moved to Apple Silicon late in the transition to these new chips, only arriving this past June. And while it has an expandable tower-style case, it runs the same M2 Ultra that you can get in the Mac Studio but costs a whopping $3,000 more. There’s a pretty big opportunity for Apple to put in an even higher-end workstation-class — maybe it can just bolt two of the M3 Ultras that are surely coming together to further separate the Mac Pro from the Studio.

On a more consumer-focused level, Apple has recently made another stab at making Mac gaming a thing, with the company bringing popular, mainstream titles like Death Stranding and Resident Evil 4 to the platform. But the company still isn’t in the same realm of gaming on Windows, despite the massive power Apple Silicon offers. If the company can figure out a way to make porting games easier, developers could have a whole new market to sell to — and Apple would have another feather in its cap. If the company has any ambitions of really pushing past PCs the way the iPad came to dominate the tablet market, they’ll need to push even harder to get big games on the Mac.

And, of course, we’re just a week away from Apple releasing its first new platform in almost a decade, the Vision Pro. While it’s launching as a wildly expensive, standalone device, it’s not hard to imagine the market expanding if the form factor catches on. If that happens, we might see a Vision device that runs Mac apps natively, instead of just viewing them. Apple has long held the belief that its platforms should stand on their own, though — witness the futile calls for a touchscreen Mac or a version of MacOS for the iPad Pro. But in this case, maybe we’ll be talking in 10 years about how spatial computing was the next thing to move the Mac forward.

This article originally appeared on Engadget at https://www.engadget.com/the-mac-turns-40-how-apple-silicon-cured-its-midlife-crisis-161520642.html?src=rss

Samsung announces a render of its new fitness device, the Galaxy Ring

Near the end of Samsung's Unpacked event today, the company started talking about its health-focused software, Samsung Health. After touting the Galaxy Watch 6's sleep-tracking features and software tools like medication management and an upcoming update to its health software Samsung gave us a quick tease of an upcoming health-focused piece of hardware, the Galaxy Ring. It... looks like a ring, with a host of sensors clearly visible on the inside of the ring. 

And that is literally all we know. No idea of when it'll come out, what it'll do or how much it'll cost. Your guess is as good as mine as to whether it is actually released, but right now I feel like we're very much in Galaxy Home territory. At least the new Galaxy S24 and S24 Ultra are real — you can read our hands-on stories here and here.

Of course, Samsung is hardly the first to attempt a health-focused ring, though they'll probably be the biggest company thus far to do so. Oura has been at it for a while now, releasing its third-generation Ring back in 2022. It can track your sleep, measure your heart rate during exercise and track your daily activity to make sure you're hitting certain goals. Most wearables do this sort of thing already, though certainly not in such a tiny form factor. It's safe to assume that Samsung's Galaxy Ring will cover the same territory and work alongside the new metrics coming to Samsung Health, like the vitality score that the company just announced. 

This article originally appeared on Engadget at https://www.engadget.com/samsung-announces-a-render-of-its-new-fitness-device-the-galaxy-ring-192012919.html?src=rss

The Last of Us Part 2 Remastered review: The roguelike No Return mode steals the show

Sony and developer Naughty Dog got an earful back in 2022 when they announced The Last of Us Part I, a ground-up PS5 remake of the 2013 title that was originally released on the PS3 (and then remastered a year later for the just-launched PS4). Most of that came down to the $70 price tag. Yes, the game looked incredible, there were some new modes added for super-fans and enemy AI had been upgraded, but the level design and gameplay were identical to the original. Plenty of people fairly called it a money grab.

The good news that The Last of Us Part II Remastered, announced back in November, escapes that tag for two important reasons. One, it’s a $10 upgrade for people who bought the PS4 versions (or $50 outright). Two, there’s a new roguelike game mode called No Return which is easily worth that upgrade price on its own.

Before diving into No Return, though, here’s a high-level overview of what we’re dealing with. The Last of Us Part II Remastered is, as the title suggests, an upgraded version of the 2020 PS4 release. I reviewed that game when it first launched — and nearly everything I said in 2020 still applies here, because the story and gameplay are unchanged.

Sony / Naughty Dog

But, as with any good remaster, the new version looks better than the already-impressive PS4 version. Part II Remastered can run in fidelity or performance modes. The former outputs at 4K and targets 30 fps, while the latter targets 60 fps and renders at 1440p (with output at upscaled 4K or 1440p, depending on your console settings). There’s also an “unlocked framerate” feature for TVs that support variable refresh rates.

I typically opt for performance mode. The difference resolution makes is usually minimal to my eyes, and that’s the case here as well. I’d much rather have the fluidity and precision that comes with a higher frame rate. But fidelity settings with an unlocked frame rate definitely hits above 30 and is a pretty great balance for those with VRR TVs — though if you’re on the ultra-difficult Grounded mode or attempting a permadeath runthrough, you’ll probably want to go straight to the performance setting.

Either way, the game looks stunning, but not wildly different from how the original Part II looked on the PS5. Things are sharper and more vivid across the board, as you’d expect. And the high frame rates in performance mode are great, though it’s worth noting that the original version of Part II can also hit 60 fps when played on a PS5.

Other niceties beyond the visuals include full support for the DualSense controller, including excellent use of haptics throughout. The game’s very first cut scene shows Part I protagonist Joel cleaning the frets on a guitar, and you can feel slight vibrations from left to right as his hand moves across the guitar neck.

There’s also full support for the DualSense adaptive triggers, so you feel different resistance and feedback depending on which weapon you’re using. As in most games, DualSense features aren’t the kind of thing that’ll be in the forefront of your mind as you play, but there’s no question they add a nice level of extra immersion to the experience.

The Last of Us Part II Remastered isn’t just a visual upgrade, though — there’s a bunch of new content. Most significant is No Return, an addictive combat experience which I have poured a ridiculous amount of time into already. The high-level overview for No Return is that it’s a series of randomized encounters with the four main enemy factions in the game: the WLF, Seraphites, Rattlers and, of course, the Infected.

In some encounters, you need to clear three waves of enemies; in others you’re hunted by unending hordes until the timer runs out. There’s also one where you’re challenged to capture a safe from a wave of enemies in limited time, and another where you have to defend an ally against a large swarm of Infected that keep coming. After five levels, you’ll hit a “boss.” There are six total boss levels that you progressively unlock by finishing a run without dying. But if you die at any stage of the run, you’re sent back to the beginning.

In between each encounter, you can craft upgrades for your weapons and buy new gear from the trading post to help you survive the progressively more difficult stages. And there are a ton of different modifications that affect how each level plays out. For example, you might randomly get a mod that gives you health when you land a melee attack, or you might end up with one where Infected enemies are invisible, just shadows in your flashlight. Sometimes, the level might be reversed, crafting an item will give you parts to upgrade a weapon or a dark noir filter will be applied. These mods aren’t on every level, and only two will show up at a time, so it doesn’t feel like there’s too much madness across a run. But, they can definitely shake up what might otherwise be a familiar stage.

Sony / Naughty Dog

I’m just scratching the surface on how much you can customize this experience. There are a total of 10 unlockable characters you can play as from both the Jackson crew (Ellie, Dina, Jesse, Tommy and Joel) and those you meet in Seattle (Abby, Lev, Yara, Manny and Mel). Each has different traits (Ellie gets more supplements, Joel can’t dodge but is more resistant to melee attacks, Lev is focused on stealth, etc.). Between different characters, the different signature weapons they have and all the different weapons and player upgrades you can get through the run, every No Return experience will be wildly different.

There are a ton of details to talk about in No Return, but suffice it to say it’s extremely addictive and easily worth the $10 upgrade. If they just added this mode to the PS4 version of The Last of Us Part II, I would still have no qualms about recommending fans buy it. I’ve seen hosts of extremely impressive combat videos from Part II since the game was released, and I’m sure we’re about to get another wave as people show off their narrow escapes and dominant destruction of hordes of Infect in No Return. It’s a ton of fun — though I will admit that the extremely violent tone requires extended breaks from time to time to get out of the murderous mindset it requires.

Sony / Naughty Dog

No Return is the biggest addition to the game by far, but there is more new content for the hardcore fans. All of the main game’s main cinematics now have optional audio commentary from director Neil Druckmann, writer Hailey Gross and actors Troy Baker, Ashley Johnson and Laura Bailey. The Last of Us Part II has a sprawling, complicated and sometimes controversial storyline, and hearing behind-the-scenes chatter about how it all came together is a great way to dig further into the game’s creation.

Similarly, Naughty Dog included three “lost levels” that are quite rough but show off some ideas that flesh out the world and Ellie’s character a bit, complete with audio commentary from developers on what they were shooting for and why they were ultimately abandoned. My favorite is one that takes place in Jackson before a pivotal scene between Ellie and Dina. In this, Ellie wanders around a festival, having a few drinks, talking with other characters, playing around with kids in the town and trying out some carnival games. The setting repurposes the game’s mechanics, which are usually used for enacting violence, and instead puts them in a totally different light.

These levels are far from finished — the aforementioned Jackson scene doesn’t have any dialog at all, only subtitles. And the textures, facial expressions and mechanics all definitely feel rough. They’re also pretty quick experiences, probably lasting between five and 10 minutes. A treat only for hardcore fans, but still a treat.

Sony / Naughty Dog

Rounding out the package are a bunch of new unlockable character skins, including an adorable one of Ellie in an astronaut suit, complete with a helmet. The already-extensive Photo Mode has gotten a few upgrades, like lights you can place around a scene to enhance the drama. And there’s a goofy but fun “guitar free play” mode, where you can experiment with an enhanced version of the interludes in the game where you strum a guitar to kick off key story beats. Plenty of enterprising players have already made some pretty wild creations using the in-game guitar, and now you can switch between multiple guitar types (acoustic, nylon-string, banjo) and add effects that really open up the creative possibilities.

Sony / Naughty Dog

If you’re someone interested in The Last of Us and haven’t played Part II yet, this is the obvious best way to do so. I still highly recommend the game — it’s an intense, exhausting journey that puts some characters I love through the wringer, but it’s an undeniably epic adventure. It’s not “fun” in the traditional sense, but it is compelling. As I wrote in 2020, so much stands out: moments of extreme tension, moments that made me yell in shock or surprise, thought-provoking drama and even unexpected joy amidst the bleak reality of Ellie and Abby's dual journeys.

But if you’ve played the original, is this remaster worth picking up? If you’re a fan of the series, the $10 upgrade is unquestionably worth it. No Return is worth the price of admission on its own, and all the graphical upgrades, controller improvements and bonus content are things you’ll appreciate. Like I said when I reviewed The Last of Us Part I — if you’re the kind of person who will pick up this game and play it to experience the story every year or two, like I do, this is the best way to do it.

This article originally appeared on Engadget at https://www.engadget.com/the-last-of-us-part-2-remastered-review-the-roguelike-no-return-mode-steals-the-show-150006382.html?src=rss

The weirdest tech and gadgets we saw at CES 2024

We always find some strange gadgets at CES. There's no way around it, with thousands of exhibitors peddling their wares, trying to find a market for things no one has dreamed up before. From startups to giants like Samsung, there are plenty of things that make us pause, chuckle, and shake our heads. Here's a few favorites from CES 2024. Keep in mind, weird doesn't necessarily mean bad. It just means weird.

Sightful's Spacetop AR Laptop

Photos by Sam Rutherford/Engadget

If you squint, you can see how a laptop paired to AR glasses could provide a much more expansive and immersive experience than a standard 14-inch laptop screen. Unfortunately, the narrow field of view, spongy keyboard and high price make this a bit of a non-starter.

Samsung Ballie

Engadget

Yes, Ballie is definitely cute. We got a kick of out seeing it roll around its demo area at Samsung's CES booth. But it's still pretty weird to have a tiny robot follow you around so it can project a workout video on the ceiling while you work your abs. 

Shift Robotics Moonwalkers

Photo by Daniel Cooper / Engadget

The Moonwalkers have a highbrow premise: by propelling the human wearing them a little bit further than they'd normally go when they take a step, this could add up to much more efficient walking over the course of a day, week or lifetime. The new "X" model is lighter and has fewer wheels, making it theoretically easier to produce. But the original Moonwalker cost about $1,400, a wild amount of money. You're probably just better off walking a little quicker.

Volkswagen's ChatGPT-generated dinosaur story

Photo by Nathan Ingraham / Engadget

While we can see the potential use cases for having a more intelligent voice assistant in your car, one powered by ChatGPT, having the car tell us a story about dinosaurs was a pretty weird way to go about demonstrating it.

ZooGears TheButter — a "piano" for dogs

Photo by Daniel Cooper / Engadget

We've all seen videos of dogs "playing" an instrument, but this might be the first one purpose-built for a pet. "Teach" your dog to "play" this "piano" and you'll surely get hours of entertainment. The $299 device even comes with an automated feeder to encourage your dog to keep going.

One by One — downtempo music for dogs

One By One

Turns out downtempo music music soothes pets and cartoons studying endlessly alike. We love the research showing this, but that still doesn't explain why this is better than just letting your dog listen to your Spotify account.

Flappie AI cat door

Photo by Nathan Ingraham / Engadget

C'mon, just look how cute this is! Let the poor guy in, your cruel and arbitrary cat door.

Adam-X CPR dummy

Photo by Daniel Cooper / Engadget

Let's be clear: "weird" does not necessarily mean "bad" or "useless." Adam-X certainly does look useful for medical training. But, well, it's also just a bit off-putting. 

This article originally appeared on Engadget at https://www.engadget.com/the-weirdest-tech-and-gadgets-we-saw-at-ces-2024-233003886.html?src=rss

A Volkswagen with ChatGPT told me a story about dinosaurs at CES 2024

Earlier this week, Volkswagen announced plans to augment its in-car voice assistant IDA with ChatGPT. I'll admit that I initially didn't quite understand the point, but I got a chance to hear about the vision for this integration from Cerence, the company that already powers the back-end of VW's voice assistant. As usual, it's a bit of a rough demo, because it's hard to exactly see how ChatGPT will help you out when you're on the road when you're instead sitting in a stationary car inside of a convention center. 

But conceptually, the idea behind bringing ChatGPT into a car is all about avoiding a "dead end" when you as IDA something, Cerence told us. Drivers don't need to do anything different — you just say "Hello IDA" or press the voice assistant button on the driver's wheel and start talking. And if there's something that IDA doesn't know, it'll check with ChatGPT. When the voice assistant hits ChatGPT, you'll only know because the response says "According to ChatGPT" at the beginning of it.

I wasn't able to get a great sense yet of what things ChatGPT is good for. One of the demos we saw involved asking the car to tell us a story about dinosaurs, as a theoretical way to entertain kids in the back seat. ChatGPT quickly came back and started spinning a cute yarn — a good proof of concept but probably not something you'll need to do in the car a lot. I asked the car to tell me about Sphere, the massive new concert / entertainment venue in Las Vegas, and it started responding with details about it "opening soon." That's because the version of ChatGPT in the car didn't have the absolute latest details about it. I was expecting more of a Google-like experience, where I could ask things like "who won the Celtics game last night?" but that's not really what ChatGPT is for.

Given how capable the IDA voice assistant already seems to be, I'm not yet sure how much ChatGPT will add to the equation. But, the usual caveats apply — this was just a quick demo, not on the road, and it's not fully ready for release yet. But VW is not alone in seeing benefits for adding LLMs to its cars. BMW is working with Amazon to bring AI-powered vehicle info to its cars, and Mercedes-Benz started testing a ChatGPT integration last year. I wager we'll hear more about this from other manufacturers in the year ahead.

We're reporting live from CES 2024 in Las Vegas from January 6-12. Keep up with all the latest news from the show here.

This article originally appeared on Engadget at https://www.engadget.com/a-volkswagen-with-chatgpt-told-me-a-story-about-dinosaurs-at-ces-2024-185239472.html?src=rss