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'The Last of Us Part I' is a gorgeous, faithful, expensive remake

Ever since Sony and Naughty Dog announced The Last of Us Part I, a $70, ground-up PS5 remake of the classic 2013 PS3 game, there’s been an intense discussion around whether this even needs to exist. After all, Naughty Dog remastered the original game in 2014 for the PS4, giving it 1080p graphics at 60 fps, and it still looks solid. But, compared to The Last of Us Part II, which came out in June of 2020, the original shows its age. Facial expressions are less lifelike, and the environments, while still beautiful and well-designed, lack a certain level of depth and detail.

As Naughty Dog co-president and The Last of Us co-creator Neil Druckmann tells it, the idea for this remake came when they were animating flashbacks for Part II. When I first played the sequel, I took note of a very brief sequence showing the game’s protagonists Joel and Ellie walking through a ruined city — the vastly improved animation and fidelity of the scene made me want to see more of a world that I had spent so much time in rendered with modern technology.

Now, two years later, my wish has been granted. The Last of Us Part I is a complete rebuild of the game (and its excellent two-ish hour DLC Left Behind), but it’s a bit of a different beast than remakes like Resident Evil 2 and Final Fantasy VII. It’s a massive visual upgrade over the original, and there are numerous other significant improvements — but the experience of playing the game itself will be extremely familiar to anyone who has experienced The Last of Us on the PS3 or PS4.

Level design and enemy placement is identical to the original, but the enemy AI has been significantly improved, which means some encounters can play out quite a bit differently. The music and voice performances are lifted straight from the original game, and the direction of cinematic sequences are completely faithful — but when they were so good to begin with, why change it?

For those who haven’t played The Last of Us, it’s a survival / action game that takes place 20 years after a pandemic wipes out most of the world’s population; the Infected are bloodthirsty, zombie-like beasts, and society as we know it has collapsed. Joel, a hardened, violent, emotionally stunted survivor, finds himself tasked with smuggling Ellie, a 14-year-old girl, across the country.

While the post-apocalyptic setting has been done many times, The Last of Us manages to tell an impactful story that balances brutal and devastating emotional beats with surprisingly hopeful and tender human connections. In my opinion, nothing about that original tale needed to be changed, and I’m glad that Joel and Ellie’s journey is authentic to the original vision.

A complete visual redesign

Naughty Dog has a reputation for building intricate, vast and beautiful worlds, and as the company’s first PS5 game, The Last of Us Part I continues that tradition. From the very first scene through the end credits, I marveled at the detail and richness of the world Naughty Dog created — it’s a huge upgrade over the original and easily on par with The Last of Us Part II.

For me, the most significant change is in facial animations. Naughty Dog has said they were able to go back to the original motion-captured performances and use them as a guide for putting more nuance and emotion into the game. The climax of the 15-minute prologue showing how the outbreak starts hit harder, thanks in large part to the facial expressions carrying more emotional heft. The original version of the game looked great but still occasionally dipped into the uncanny valley – that’s not the case here.

Characters' facial animations look amazing, regardless of whether it’s in a cutscene or during gameplay. While there are plenty of cinematics in The Last of Us Part I, there’s a ton of storytelling that happens through the gameplay itself. I always enjoyed spinning the camera around to focus on the characters’ faces during quieter times of conversation, and they’re impressively detailed and expressive, reflecting the feel of the scene in subtle but noticeable ways. Enemies look more realistic than ever, too, whether it’s the angry faces of a pack of human hunters or the disturbingly distorted expressions of the Infected.

The improved environmental detail Naughty Dog added to the world is just as significant. The original game was already a stunning depiction of a post-apocalyptic United States, from the Quarantine Zones where humanity clung to safety, to abandoned towns overrun with Infected, or lush forests and roaring rivers of the wilds. All those settings are amplified in The Last of Us Part I, with better lighting, more realistic trees and vegetation, stunning reflections on water and loads of tiny details everywhere you look.

A great example of this is in the pinboard above Joel’s desk in his Texas house, which we briefly see in the prologue. I used the game’s photo mode to zoom in on the details and found numerous hand-written notes reminding Joel of his grocery list, his daughter’s soccer schedule, a cleaning schedule and even a letter his brother Tommy wrote when they were kids. Unless you go into photo mode and zoom in, you’ll never notice these details, but it helps build a world that feels lived in.

Throughout the game, you’ll come across certain areas like the subway under Boston and the Pittsburgh hotel basement that are shrouded with infectious spores and have little natural light. In the original game, those areas were particularly hard to see fine detail in — the spore particles overwhelmed the visuals and reduced the colors and visibility of the area to a shadowy gray mush. These types of environments look significantly better in Part I. The spores add an unsettling dimension, but the details shine through the fog. It’s also much easier to navigate, which is a welcome change — a lot of these darker areas involve going underwater to make your way around obstacles, and it was often hard to see a way forward.

The Last of Us Part I offers two visual modes: Fidelity runs the game at 30 fps in full 4K resolution, and Performance targets 60 fps while dynamically adjusting the resolution. (Alternatively, if you’re running the PS5 beta software that enabled 1440p as resolution setting, it'll max out there.) I found myself jumping between the two modes, turning on Performance for battles and using Fidelity for quieter parts that were more focused on exploration. Overall, I prefer Performance mode, mostly because I find it hard to go back to 30 fps after playing at 60 for a while.

Gameplay tweaks and a new AI system

Improved graphics are table stakes for a remake, though. The big question around The Last of Us Part I was how much gameplay would change – whether we’d see new mechanics from Part II, or if the company would redesign levels to give experienced players something new.

Naughty Dog has been faithful to a fault. Level design is identical, and as best I can tell there are even the same number and placement of enemies throughout the world. If you know the general progression of The Last of Us and Left Behind (which remains a separate experience from the main game), you won’t find any surprises here. It’s revealing that Naughty Dog apparently had a chance to “do over” any parts of the game that it feels didn’t age as well and didn’t take them. A cynic would say they wanted to put less effort into the project, while an optimist would say they’re just standing by the original game’s design. I think both points of view are valid and will simply note that people who know the game inside and out aren’t going to find anything unexpected.

Similarly, Joel still moves like the burly middle-aged man that he is. You can’t dodge, and you can’t lay prone. You can now, however, pick up and throw bricks and bottles on the run, just as you can in Part II. There’s definitely something satisfying about running towards an Infected, stunning them with a brick throw and then finishing them off with a swing a melee weapon, but in the grand scheme of things it isn’t a major change.

One thing that is notably different is enemy AI. Human enemies are smarter and more aggressive, working together to flank you; they're also a lot harder to lose once they pick up your trail. Infected, meanwhile, present their own set of challenges. Clickers, the blind Infected that use echolocation to find you and can kill you in one shot, have the same behavior they do in Part II. They’ll often stop their wandering and let out a series of “barks” — and if you’re near them when they do, well, you’re probably going to die quickly. In the original game, you were mostly safe as long as you didn’t make too much noise walking, but now you have to keep moving or hiding at all times.

The mega-powerful Bloaters are also modeled after their counterparts in Part II. The biggest change in their behavior is that they’ll build up a head of steam and charge at you like a bull — if you get out of the way they’ll often slam into a wall or other object and be stunned for a moment, a great opportunity to blast away at them with your shotgun. But in Part II, you can use the dodge button to dance out of the way. Since there’s no dodge in Part I, you have to sprint out of the way instead, something that’s not nearly as reliable. After getting so used to dodging the Bloater’s charge in Part II, it was a real pain to not have the same move here. And if a Bloater grabs you, it’s an instant death, so you’ll want to treat these upgraded enemies with the utmost care.

The AI and behavior of your allies has been upgraded, too, which addresses a big complaint about the original game. If you were in stealth, your allies were essentially invisible to enemies, which meant that your cover couldn’t get blown if Ellie or another companion ran out in front of a Clicker. This avoided the frustration of being seen when you didn’t actually do anything to reveal your position, but it also meant that it looked pretty ridiculous when characters could run right out in front of enemies and not get spotted.

Now, your companions are much smarter at mimicking your behavior, going into cover when you’re in stealth and only revealing themselves if you do the same. Once or twice in my playthrough, an ally would be “out of position” and in the enemy’s line of sight, but, as in the first game, they’re essentially invisible. The good news is that it just doesn't happen very often. It’s not perfect, but it’s an improvement.

The haptic feedback system and adaptive triggers on the PS5’s DualSense controller also offer some subtle but noteworthy improvements to gameplay. Naughty Dog says each weapon has different resistance and feedback from the triggers, and the haptic vibrations are unique as well. While I can’t recognize every slight detail, shooting a revolver feels quite different on the trigger than shooting the shotgun or drawing your bow. Haptics accompany actions like reloading too, so you’ll feel a vibration for each pump of the shotgun after Joel takes a shot. There are too many haptic touches throughout the game to count, but one of my favorites is that you can "feel" rainfall as it vibrates lightly across the controller, like droplets are bouncing off your body.

Updates galore

While graphics and AI are the changes most people will notice first, there are a lot of smaller tweaks throughout that make The Last of Us Part I feel more like Part II. Things like a redesigned HUD and weapon selection interface, aiming reticles for different weapons and button prompts (like mashing square to open a blocked door or holding triangle to lift a gate) all match their counterparts in Part II. While weapon upgrade options are identical to those in the original game, the new visuals of Joel working on his guns with various tools are a lot more interesting than in the original game.

Sony / Naughty Dog

Upon finishing the game, you’ll unlock a host of bonus material and gameplay modifiers. Most significant are the Permadeath and Speed Run modes. Just as in Part II, Permadeath removes all checkpoints, and if you set it to the most difficult level, one death sends you back to the very beginning of the game. For those who want a significant challenge but aren’t quite that dedicated, you can do Permadeath “per act” (which Naughty Dog estimates encompasses two to three hours of gameplay) or “per chapter,” which adds some checkpoints within each act. You can also try it at any difficulty level, which makes the challenge a lot more accessible. I know I’m not good enough to try a truly obscene Permadeath run on the ultra-difficult Grounded difficulty, but I have kicked off a run on Hard, which I should have a prayer of surviving.

Speedrun mode is pretty self-explanatory, but it’s a nice quality of life enhancement for people who like to play games as quickly as possible. It enables an in-game timer that automatically pauses during cinematic and scene transitions. Once you finish the game, you’ll find a recap that breaks down your speed per chapter as well as your total play time, and the game saves records broken down by difficulty level and permadeath setting.

Other unlockable extras include tons of concept art, both from the original release and new art done for this 2022 rerelease. There’s also a viewer that lets you explore highly detailed character models for just about everyone in the game; it also lets you see the disgusting details of the Infected in close range if you’re into that sort of thing. More Part II extras brought over here include a set of filters you can apply to tweak the visuals of the game (think an 8-bit setting or one that renders the game in a comic book style) and a bunch of gameplay modifiers. You can turn on infinite ammo or crafting supplies, one-shot kills, slow motion, explosive arrows and much more. Only hardcore fans are probably going to spend time with these, but they can add some fun new ways to play the game — combining something like unlimited ammo with a permadeath setting on the game’s hardest difficulty would be a particularly unique challenge, for example.

It’s not a stretch to say that The Last of Us Part II helped push accessibility in the video games industry forward — Naughty Dog provided players with an extensive and impressive selection of options, and I’m very glad to see that the company replicated that with Part I. Setting include a host of control adjustments (including complete control remapping), visual aids like magnification and high contrast modes, features that make navigating the world easier like a ledge guard to keep you from falling to your death, a text-to-speech reader, audio cues, extensive combat modifications and much more.

Sony / Naughty Dog

It’s all present in Part I, along with a new feature that delivers haptic feedback on the controller to help deaf or hard-of-hearing players feel the emphasis in how lines of dialog are delivered. The game also includes audio descriptions for cutscenes, something that wasn’t present in Part II. All these accessibility modifications are important additions and things that any player can appreciate if they want to customize their experience with the game.

At a more basic level, Part I also lets you set a custom difficulty level. There are six options, but you can also set different challenges across five parts of the game: player, enemies, allies, stealth and resources. So you could make it a little easier to stay in stealth, or make resources more plentiful while otherwise keeping enemy aggressiveness high, for example. It’s yet another way to tweak your experience to match your skill level.

I'd be remiss if I didn't mention that virtual photographers will love Photo Mode in The Last of Us Part I. It's even better than it is in Part II thanks to the addition of three lights that you can place anywhere around a scene to make things even more dramatic. You can adjust the color temperatures, brightness, position and many more options to customize the scene further than ever before. I can't wait to see what the incredibly skilled virtual photography community around these games does with Part I. (All screenshots in this review, with the exception of those credited to Sony, were taken by me using the game's Photo Mode.)

Is Part I worth it, and who is it for?

After going through the many things Naughty Dog added and changed for The Last of Us Part I, the $70 price point doesn't bother me as much as it initially did. Yes, that’s a lot of money for a game, and it's fair to ask whether replaying a game with nine-year-old mechanics should cost that much. If Sony / Naughty Dog priced this at $50 or even $60, I think that would be a fair price point that would be harder to take issue with. Even at $70, though, the sheer breadth of changes and significance of things like the new visuals and accessibility options make this a major improvement over the remastered PS4 version.

In fact, I’d go so far as to say that this is the definitive version of The Last of Us. I know the original game inside and out, and everything that made it one of my favorites is here; the changes Naughty Dog made do nothing to diminish that original experience, only improve it. If the company had gone further and redesigned levels or made more extensive changes to gameplay mechanics, I don’t know if I’d feel the same. There’s something to be said for the purity of the original vision, and that’s fully intact. It just looks and plays better than ever, and the accessibility features mean more people can enjoy it.

That said, this game definitely isn’t for everyone. If you played The Last of Us and haven’t felt the need to revisit it, Part I won’t change your mind. The story is identical, and the combat and exploration formula is essentially unchanged.

But in a world where The Last of Us is going to premiere as a high-profile HBO series sometime in 2023, it's not surprising to see Sony and Naughty Dog revisit this game. The companies are surely expecting increased interest in the franchise, and having a beautiful, modern version of the game ready for new players makes a lot of sense. For those people new to the series, this is the version to play. And if you’re a big fan of the game, the kind of person who goes back to Joel and Ellie’s story every year or two (like yours truly), this is the best way to do it.

Meta is shutting down the standalone Facebook Gaming app

Meta has started notifying users of its standalone Facebook Gaming app that it will soon no longer be available. In an in-app notification (as shared by social media consultant Matt Navarra and other publications), the company has announced that both iOS and Android versions of the application will stop working on October 28th. Meta is also giving users the chance to download their search data and reminding them that Facebook Gaming isn't going away entirely. Users will merely have to go to the Gaming tab in the main Facebook app to watch their favorite creators' livestreams.

Facebook is killing its Facebook Gaming app on 28 October 2022 pic.twitter.com/AeQjnSBkWV

— Matt Navarra (@MattNavarra) August 30, 2022

The company released the dedicated Gaming app in 2020 to better compete with Twitch and YouTube. Meta (still known as Facebook back then) designed the app to highlight content from streamers and to provide users with a group chat and other community features. It didn't say why it decided to shut down the standalone app, but it could be part of its cost-cutting efforts meant to help it weather what Mark Zuckerberg calls "one of the worst downturns [the company has seen] in recent history."

Over the past year, streaming tool providers such as StreamElements reported that Facebook Gaming comes only second to Twitch when it comes to hours watched on a game streaming platform. However, we examined data from CrowdTangle, Meta's analytics service, and found that the platform is flooded with spam and pirated content masquerading as gaming livestreams. Back then, a spokesperson told Engadget that Meta was "working to improve [its] tools to identify violating content" so that users can have "the best experience."

Truth Social's inadequate moderation is keeping it off the Google Play Store

Truth Social, the social media platform backed by Donald Trump, is still not available on the Google Play Store. That's because Google has yet to approve the app due to violations of standards and inadequate content moderation.

The company informed Truth Social earlier this month about "several violations of standard policies in their current app submission and reiterated that having effective systems for moderating user-generated content is a condition of our terms of service for any app to go live on Google Play," a Google spokesperson told Axios. "Last week, Truth Social wrote back acknowledging our feedback and saying that they are working on addressing these issues.”

Devin Nunes, Truth Social's CEO, said last week that it was up to Google to determine when the Android version of the app would be available on the store. However, Google asserts that Truth Social will need to resolve the moderation issues first. Google reportedly has concerns over certain content on the platform, including incitements of violence and physical threats.

The platform does apply a label to some posts indicating that the content "may not be suitable for all audiences." However, at least some content alluding to violence does not feature the banner. 

Truth Social's iOS app debuted on February 20th. Two days later, it emerged that Truth Social was censoring some content and kicking out certain users, so moderation is not a foreign concept to the company.

Truth Social hasn't offered a web-based version of the service that Android users can try. Nor has it provided a way to sideload the app, even though there's nothing to inherently stop it from doing so. 

There are broader issues at the company, such as an investigation into how it became publicly traded. It's said to owe a vendor $1.6 million too. On top of that, two key executives resigned soon after the iOS app went live.

Twitter Circle is launching for your hottest takes and most unpopular opinions

Twitter’s feature for tweeting only to close friends is now available to all its users. After nearly four months of testing, Twitter Circle is rolling out for everyone to help people feel “more comfortable tweeting and expressing themselves.”

Twitter Circle is a bit like Instagram’s “close friends” feature.. Meant to be a sort of middle-ground between a public and private account, users can designate some tweets to be viewable only to a smaller “circle” of up to 150 followers. The feature could help address a long-running issue for the company: that many Twitter users simply don’t feel comfortable tweeting that much, either for fear of harassment or simply the pressures associated with public-facing accounts.

Interestingly, Twitter says that its early tests of the feature have shown that users with Circle tweet more overall, and get more likes and replies when tweeting to a smaller group. The company notes that it also reduces the need for users to have a secondary account or switching their accounts back and forth between public and private.

Twitter Circle is the latest way Twitter has tried to create spaces for users to interact with smaller audiences without making their accounts completely private. The company has also experimented with a Facebook Groups-like feature, called Communities, and subscriber-only content for creators with Super Follows. But Twitter Circle, which users can access directly from the tweet composer, is an even more accessible way of controlling the audience for each tweet. That may seem at odds with the “town square” vision of Twitter vaunted by its would-be acquirer, but increased engagement could also help the company’s bottom line.

The Morning After: France's plans for an EV lease program

France’s Budget Minister Gabriel Attal announced plans for a lease program to open up EV use. “We know that for many French, [EVs] remain very expensive,” he said, adding the government was working to figure out how quickly it could implement the measure. 

Reuters

At the moment, under a subsidy scheme similar to the one introduced by the US Inflation Reduction Act, French car buyers can receive as much as €6,000 off electric vehicles less than €47,000. Under this new electric vehicle subsidy program, people could lease an EV for €100 ($100) per month.

– Mat Smith

The biggest stories you might have missed

The best affordable Windows laptops

Chromebooks aren’t always the answer.

You probably don’t think of cheap Windows laptops when you think of daily drivers. But it would be a big mistake to ignore these devices – if not for yourself, for someone close. There’s a reason the big PC companies, like Acer, ASUS and Dell, make Windows devices for under $500. We lay out what to look out for (things like an SSD with at least 128GB of space, a 1080p display and a mostly metal design) and share our top choices.

Continue reading.

What we bought: Cuisinart’s ice cream maker wasn’t my first choice

But it’s getting the job done.

While Senior News Editor Billy Steele wanted a White Mountain ice cream maker, they’re hard to pick up. Eventually, he received Cuisinart’s Pure Indulgence two-quart ice cream maker as a gift. It’s a compact countertop model that takes up about the same space as a food processor. It has a bowl insert you stick in the freezer to chill, and a plastic dasher churns your ice cream. You just really need to ensure the mixing bowl is properly chilled and homemade ice cream is all yours.

Continue reading.

Apple may have registered more 'Reality' trademarks for its upcoming AR headset

It registered 'Reality One,' 'Reality Pro' and 'Reality Processor' in the US and elsewhere.

Reuters

Apple may again be looking to nail down "Reality" trademarks ahead of the launch of its much-anticipated AR/VR headset. While Apple didn't directly request the trademarks, law firms the company has previously used applied for "Reality One," "Reality Pro" and "Reality Processor" in the US, EU, UK, Canada, Australia, New Zealand, Saudi Arabia, Costa Rica and Uruguay. With realityOS as a potential name for the operating system, Reality One and Reality Pro could be naming options for the actual headsets. "Reality Processor” could be an M2-based chip to power those.

Continue reading.

Sony launches 'PlayStation Studios Mobile' with Savage Game acquisition

It's jumping into mobile gaming.

Sony has announced a fresh push into mobile gaming with the launch of a new division inside PlayStation Studios, aptly called PlayStation Studios Mobile, and the acquisition of Savage Game Studios. Sony said the new studio will be "providing more ways for more people to engage with our content.” Savage Game Studio doesn't appear to have produced any games yet, but its co-founders had a hand in mobile franchises like Clash of Clans and Angry Birds. It will join PlayStation Studios Mobile, which will operate separately from its console division and create "new experiences" based on PlayStation IP and franchises. You know, like all those movies.

Continue reading.

Facebook now supports NFTs

Together at last.

Meta

Meta has followed through on its promise to bring NFT (non-fungible token) support to Facebook. Users can now post digital collectibles they have in their digital wallets across Facebook and Instagram. After they connect digital wallets to one app, they'll be able to access NFTs from both of them. Meta is moving deeper into NFT territory even though the market for the digital tokens has nosedived in recent months.

Continue reading.

Facebook now supports NFTs

Meta has followed through on its threat promise to bring NFT (non-fungible token) support to Facebook. Users can now post digital collectibles that they have in their digital wallets across Facebook and Instagram. After they connect digital wallets to one app, they'll be able to access NFTs from both of them.

The company is making the move a few weeks after it expanded access to Instagram's NFT functions in dozens more countries. It started testing NFTs on Facebook earlier this summer. Meta is moving deeper into NFT territory even though the market for the digital tokens has nosedived in recent months. There are indications that Meta is working on a marketplace where people can buy and sell NFTs, but whether people will actually use it remains to be seen.

Meanwhile, here's Snoop Dogg and Eminem's MTV Video Music Awards performance, which featured animated versions of their NFTs. In terms of bleak visions of the near future, The Last of Us has nothing on this.

Full performance of Snoop Dogg & Eminem featuring Bored Ape Yacht Club at the #VMA’s.

pic.twitter.com/KIqBpn5gw6

— Watcher.Guru (@WatcherGuru) August 29, 2022

US theaters will sell $3 movie tickets on September 3rd

For all the conveniences of streaming, there’s still something to be said about venturing out to see a film at a movie theater. Sure, there isn’t an endless amount of choice, and you can’t pause when something else requires your attention but seeing a compelling film on the silver screen is its own treat.

On September 3rd, US cinemas will make it more affordable to enjoy that experience. As part of a newly announced National Cinema Day, more than 3,000 theaters across the US, including chains like AMC, will offer discounted $3 tickets. With all major film studios and more than 30,000 screens involved, there’s a good chance a theater near you is participating.  

“After this summer’s record-breaking return to cinemas, we wanted to do something to celebrate moviegoing,” said Cinema Foundation president Jackie Brenneman. “We’re doing it by offering a ‘thank you’ to the moviegoers that made this summer happen, and by offering an extra enticement for those who haven’t made it back yet.”

While people are returning to theaters to see films like Dune and Top Gun: Maverick, the promotion comes at a time when the industry is still dealing with the aftermath of COVID-19. The pandemic saw movie studios like Universal significantly shorten theatrical windows, and many chains, including Regal Cinemas, struggled to stay open amid strict lockdown measures in the US and other parts of the world.

'The Last of Us Part I' accessibility options include DualSense haptic feedback for dialogue

The Last of Us Part I, a complete remake of PS3 classic The Last Of Us, will hit PS5 on September 2nd (and PC at some point in the future). Not only will the game include all of the extensive accessibility options from 2020’s The Last of Us Part II, Naughty Dog has revealed some extra ones that it's including.

One that takes advantage of the DualSense controller seems particularly novel. “[A feature that] started as a prototype but ended up being really successful during playtesting is a feature that plays dialogue through the PS5 DualSense controller as haptic feedback," game director Matthew Gallant told the PlayStation Blog. "That way a deaf player can feel the way a line is delivered, can feel the emphasis, along with the subtitles to give some sense of how that line is delivered."

Another big accessibility update is audio descriptions for cutscenes. Gallant said Naughty Dog teamed up with a company that delivers descriptions for TV, movies and game trailers. The feature will be available across all the localized languages in The Last of Us Part I. “We’re expecting this to be an accessible experience for blind players, for deaf players, for players with motor accessibility needs,” Gallant said.

The blog post details all of the settings, including presets for vision, hearing and motor accessibility. You can expect visual aids and a way to zoom into a specific section of the screen using the touchpad. You'll be able to fully remap the controls — there's even the option to link a command to shaking the DualSense. There are also in-depth settings for motion sickness, navigation, traversal, combat, the heads-up display and, of course, difficulty.

It's heartening to see Naughty Dog place so much emphasis on making its games as accessible as possible. Not every developer has the resources of that studio, but here's hoping more game creators take inspiration from Naughty Dog's work in this area. In the meantime, if you want to find out much more about The Last Of Us Part I, you can read Engadget's review on August 31st.

Engadget Podcast: What to expect at Apple's 'Far Out' event on September 7th

This week, Cherlynn is joined by UK Bureau Chief Mat Smith to discuss what they expect Apple to announce at its upcoming event on September 7th. Besides new iPhones and Watches, what might the company launch? Our hosts are also joined by senior reporter Jess Conditt to go over the highlights from Gamescom, including Sony’s new DualSense controller and PSVR2 update. We’ll be taking a break next week, so come back in two weeks for a new episode!

Listen below, or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!


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Topics

  • Apple confirms September 7 “Far Out” event – 1:46

  • What to expect from the IFA electronics show in Berlin – 32:35

  • The most interesting news out of Gamescom 2022 – 41:56

  • Other news: Mark Zuckerberg's bad VR avatar and a movie based on BlackBerry – 1:11:47

  • Working on – 1:13:01

  • Pop culture picks – 1:15:48

Video Stream

Credits
Hosts: Cherlynn Low and Mat Smith
Guest: Jess Conditt
Producer: Ben Ellman
Livestream producers: Julio Barrientos
Graphics artists: Julio Barrientos, Cherlynn Low
Music: Dale North and Terrence O'Brien

Netflix's 'BioShock' movie now has a director and a writer

Back in February, Netflix announced it was working with 2K and Take-Two Interactive for a live-action movie based on the BioShock series. The project has taken an important step forward, as it now has a writer and director on board. Michael Green (Logan, Blade Runner 2049 and American Gods) is on script duties, while Francis Lawrence will be keeping the director's chair warm.

Along with I Am Legend, Lawrence has directed four of the five Hunger Games movies as well as some episodes of the Apple TV+ series See. He's currently shooting The Hunger Games: The Ballad of Songbirds and Snakes, so don't expect a trailer for the BioShock movie anytime soon.

It appears as though the film will in fact be an adaptation of the first game. Netflix's Tudum site explains a few basics of the original BioShock and notes that Lawrence will presumably "strap into a Big Daddy suit and get ready to brave the flooded corridors of Rapture soon enough." For the sake of clarity, there's only one question truly worth asking: Netflix, would you kindly reveal more details about the movie?

BioShock — our live-action feature film adaptation of the renowned video game franchise — will be directed by Francis Lawrence (I Am Legend, The Hunger Games: Catching Fire, Slumberland) from a script written by Michael Green (Logan, Blade Runner 2049, American Gods). pic.twitter.com/mDh4ut6ayJ

— Netflix (@netflix) August 25, 2022