I’ve tested many AI headshot generators, including some of the most popular ones, like Aragon AI. After trying it for myself, I was thoroughly impressed with its realism. The headshots it generated looked like they were from an actual photoshoot! However, I recently came across another…
NBA Superstars Is Bringing The Classic NBA Jam Vibe To Arcades
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In 1993, the original NBA Jam hit arcades and revolutionized the arcade sports genre. High-flying dunks, flaming basketballs, and the biggest names from the hardwood served as trademarks for the classic quarter-munching cabinet. Though the series has been absent for years now, with the last entry arriving in 2011 under the EA Sports umbrella, Play Mechanix and Raw Thrills have partnered with the NBA and the NBA Players Association to bring that same arcade-style basketball action to arcades with NBA Superstars.
NBA Superstars brings 3v3 arcade-style basketball action, featuring all 30 teams consisting of 120 of the biggest stars in the NBA. Players can take the court as LeBron James, Stephen Curry, Nikola Jokic, Kevin Durant, Luka Doncic, Giannis Antetokounmpo, and more in the first NBA-branded arcade game since the mid-’90s. The cabinet supports up to four players and looks to include the same backboard-rattling dunks, physical defense, and longshot three-pointers that made players fall in love with NBA Jam back in the 1990s.
The game features Superstar Mode, where you can battle it out to earn MVP honors, as well as the ability to track your stats over several play sessions with free online accounts that you log into using a QR code. The entire experience is tied together and brought back to the NBA Jam roots thanks to the inclusion of iconic announcer Tim Kitzrow.
You can see more in the trailer below.
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NBA Superstars’ arcade cabinet features a fully animated LED stadium scoreboard, a 75-inch screen, camera-flash-simulating marquee lights, and team color-coordinated RGB LED lights. The cabinet is set to arrive in arcades this summer. Unfortunately, there is no word on whether, like NBA Jam before it, it will be making the leap to home consoles following its arcade debut.
Securing AI Development: Addressing Vulnerabilities from Hallucinated Code
Amidst Artificial Intelligence (AI) developments, the domain of software development is undergoing a significant transformation. Traditionally, developers have relied on platforms like Stack Overflow to find solutions to coding challenges. However, with the inception of Large Language Models (LLMs), developers have seen unprecedented support for their…
The Entire Kingdom Hearts Saga Comes To Steam Next Month
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Square Enix has announced that several Kingdom Hearts games are coming to Steam next month. Three compilations, and a compilation of those compilations, will bring the entire “Dark Seeker Saga” to Valve’s storefront.
On June 13, you can purchase the following titles on Steam:
Kingdom Hearts HD 1.5 + 2.5 ReMIX
Kingdom Hearts HD 2.8 Final Chapter Prologue
Kingdom Hearts III + Re Mind DLC
Kingdom Hearts Integrum Masterpiece (bundle that includes all the above compilations)
If you’re jumping into the series for the first time or returning from a long absence and have no idea how to decipher the bizarre names of these titles, here’s what each game includes:
Kingdom Hearts HD 1.5 +2.5 ReMIX
- Kingdom Hearts Final Mix
- Kingdom Hearts Re:Chain of Memories
- Kingdom Hearts 358/2 Days (HD remastered cinematics)
- Kingdom Hearts II Final Mix
- Kingdom Hearts Birth by Sleep Final Mix
- Kingdom Hearts: Re:Coded (HD remastered cinematics)
Kingdom Hearts HD 2.8 Final Chapter Prologue
- Kingdom Hearts Dream Drop Distance HD
- Kingdom Hearts 0.2 Birth by Sleep -A Fragmentary Passage-
- Kingdom Hearts χ Back Cover (movie)
Kingdom Hearts III + Re Mind
- Kingdom Hearts III
- Re Mind DLC
This isn’t the first time the Kingdom Hearts series has come to PC. These games have been available on the Epic Game Store since 2021. But it’s always nice to see another audience experience a beloved franchise. Now everyone can get up to speed and join the wait for more news on the upcoming Kingdom Hearts IV.
The franchise’s move to Steam also comes shortly after Square Enix announced it would “aggressively” pursue a multi-platform strategy after Final Fantasy VII Rebirth and Final Fantasy XVI fell short of sales expectations. The publisher is in the midst of a structural reform that led to a swath of layoffs across its California and UK offices last week.
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Mathias Golombek, Chief Technology Officer of Exasol – Interview Series
Mathias Golombek is the Chief Technology Officer (CTO) of Exasol. He joined the company as a software developer in 2004 after studying computer science with a heavy focus on databases, distributed systems, software development processes, and genetic algorithms. By 2005, he was responsible for the Database…
Paper Mario: The Thousand-Year Door Review – Back And Forward – Game Informer
The Mario brand of RPG represents some of my favorite adventures in the genre. The comedic tone, inviting art, and active battle systems have always been highlights for me, but Thousand-Year Door was a personal blind spot. I played prior and subsequent Mario RPGs, but I skipped it when the original was released in 2004, and notably was not yet employed at Game Informer at the time. With Nintendo remastering the acclaimed RPG for Switch, I welcomed the excuse to finally play it. I am impressed by how improved the visuals and music are two decades later, and found that, for the most part, the comedy holds up. I now fully appreciate and understand Thousand-Year Door’s reputation as a classic, but it is not without its 20-year-old headaches. It arguably presents the first signs that the series would be less interested in being an RPG in the coming years and would ultimately suffer as a result.
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Thousand-Year Door has always been an attractive game. Nintendo is practiced at prioritizing evergreen art styles over fidelity, and Paper Mario is a poster child of that approach. Lighting effects are the primary improvement for the Switch version, and they make a huge difference – the game looks fantastic and modern throughout. Beyond the look of the game, a number of small changes (like faster partner switching and shortcut keys) help smooth out the experience and just generally remove annoying hurdles.
Combat also remains enjoyable without much need for modernization. I am a sucker for timed-button pressing in any RPG, and I welcome it here, but I was surprised to see that the execution prompts exist throughout the whole game. I assumed they would disappear after the tutorials, and was annoyed to learn they never leave. And though necessary and tactically useful, the special abilities are time-consuming, and I would dread having to engage them. That feeling extended to the partners as well, and I used the ones whose attacks could be executed the fastest, even if they didn’t do the most damage.
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Over time, the Mario RPG series has wavered between being an adventure game and an RPG, and it is here that the Paper branch of the tree started growing more in the adventure direction. Subsequent games, like 2020’s The Origami King, completely drop leveling mechanics, which is a mistake. I love having a sense of progression, and enjoyed it here even if I felt like I was going back in time to see its final hurrah.
Where the adventure game mechanics work is in the game’s worlds and characters. It is a breath of fresh air to see wholly new characters in a Mario game, especially on the occasions when they feel out of place with the Mario aesthetic. I looked forward to seeing every new location and weirdo that lived there and was never disappointed.
But further on that desire to be as much an adventure game as an RPG that Paper Mario has always struggled to reconcile, Thousand-Year Door has too much backtracking. Nearly every location in the game involves going to the end of an area to acquire an item, taking it back to someone, and then going back to where you were and redoing every fight on the way. With limited options for fast travel, the process was often tedious.
The sequences where you are not playing as Mario are similarly unexciting. Peach has fun dialogue with an AI struggling to understand emotions and enjoyable puzzles to solve, but if Bowser had been entirely excised from the game, I don’t think I would have noticed or cared. His minor payoff at the end was not worth checking in with him between every chapter.
For all the annoyances of repeating areas and slow (but engaging) combat, Thousand-Year Door is now a series highlight. It marks the first instance of where I didn’t want a Mario RPG to go (I generally prefer the Mario & Luigi direction), but the constant fourth-wall breaking, myriad colorful and unique characters, and its willingness to just be weird all lead to a joyful journey. I am grateful that this shined-up version of the GameCube classic I missed is finally available on a contemporary platform.
Senua’s Saga: Hellblade II Review – Conquering Old Demons – Game Informer
![Senua’s Saga: Hellblade II Review – Conquering Old Demons – Game Informer Senua’s Saga: Hellblade II Review – Conquering Old Demons – Game Informer](https://www.gameinformer.com/sites/default/files/styles/thumbnail/public/2024/05/20/61f34560/hellblade_2_duel.jpg)
Hellblade: Senua’s Sacrifice didn’t need a sequel. It had a clear story to tell, and it told it well with an artful (and tactful) execution of its mental health themes and a strong conclusion. But Senua’s Saga: Hellblade II builds a great case for itself by using the titular warrior’s growth to help not only herself but, for the first time, others around her, shining her in a fascinating new light. Refined gameplay and a jaw-dropping presentation make for a more wholly satisfying sophomore outing.
Since the first game’s conclusion, Senua’s a little older, a little wiser, and has more confidence in herself. Although the psychosis-induced voices in her head still pepper her every thought (headphones are highly recommended due to the fantastic and effective 3D audio), she’s largely embraced and accepted them. This time, the voices factor less directly into gameplay and are largely used as an effective storytelling flourish: audible manifestations of her innermost thoughts and anxieties.
Senua’s journey takes her to a new land to put an end to the slavers that ravaged her homeland. As that story evolves into something far grander and fantastical, I enjoyed the new emphasis on companionship. Melina Jurgens delivers another phenomenal performance as Senua, and she’s backed by an equally impressive supporting cast. Seeing Senua interact and travel with a small cast of likable and interesting allies and use the lessons learned from her struggles to help them overcome their own darkness is rewarding. Not only does it feel like satisfying growth, but her relatable fears of leading them astray add a nice dimension to her already compelling character. Watching Senua combat old demons as they rear their heads again is also a realistic and refreshing portrayal of the constant battle that is mental health; her triumph in the first game wasn’t, and shouldn’t be, a one-time victory.
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The adventure feels more digestible and coherent from a mainstream sense as she tackles an exciting and disturbing pantheon of deadly giants. The first game told a small, intimate story, but this tale feels closer to an epic without losing its pensive element. With a roughly seven-hour runtime, the story wisely doesn’t overstay its welcome and, like the first game, feels focused. You’re here for a good, emotional time, not a long one.
However, now that Senua has companions to banter with, the voices she hears have an unfortunate habit of speaking up over crucial dialogue. From an artistic standpoint, and I say this as someone who has never experienced psychosis, trying to tune them out to concentrate on a conversation helped me empathize with Senua’s day-to-day experience. But as a game, the voices’ constant chatter did prove a genuine hindrance when I wanted to listen to someone else. When the game does try to separate the two, it occasionally creates an awkward conversation cadence with strange, ill-fitting pauses during talks to fit in a flurry of inner voice dialogue.
The intimate one-on-one combat encounters remain largely the same but with a dazzling visual and cinematic upgrade, minus some old annoyances. Enemies no longer blindside you from off-screen, meaning the action stays in front of you at all times. Sword duels remain a repetitive but entertaining dance of dodging powerful swings and nailing satisfying parries to fill a time-slowing focus meter that, once unleashed, allows Senua to briefly execute an unimpeded assault. While I enjoyed cutting down equally armed foes, the game admirably mixes up the enemy variety with challenging threats that scurry on their hands erratically or, most annoyingly, spew fire. Dodging the latter’s flame-based offense proved visually tricky to evade, so I often cheesed them and other nuisances by activating my focus to quickly drop them as soon as they took the field. Ninja Theory thankfully axed the first game’s creeping permadeath penalty, so dying here has no consequence, and you’re quickly thrown back into the action.
Taking down threats leads to seamless and varied transitions to the next foe, making fights feel like an interactive cinematic in the most complimentary way. This is just a microcosm of the game’s incredible production values; Hellblade II is arguably the most beautiful game I’ve ever played. From fantastic, subtle facial animations to the superb lighting of its idyllic landscapes and the nightmarish designs of the Norse adversaries, Hellblade II is one of the few titles that truly looks next-gen. Best of all, the presumed increase in budget doesn’t result in a mere increase in fidelity. The creative artistic touches of the first game remain intact and dialed to eleven, with mind-bending kaleidoscopic effects and dreamlike lighting and visuals. Hellblade II isn’t just technically impressive; it’s genuinely alluring to stare at as an art piece.
Exploring this stunning world is also more fun, thanks to the increased puzzle variety. The perspective-based “spot the sigil in the environment” riddles, which were enjoyable but overused in the last game, are dramatically reduced in number and spread more evenly throughout the adventure. Other challenges, such as solving illumination puzzles to navigate a dark, terror-filled cave or building paths using world-shifting magic, are adequately entertaining and make for a more well-rounded journey. Venturing beyond the generally linear paths to uncover secret totems or mystical trees that spin fragmented yarns is fun, even if the idea conceptually clashes with the otherwise narrative-focused treks. It’s tough to focus on a given conversation when I’m anxious to break away and inspect every nearby surface for a hidden path.
Senua’s Saga: Hellblade II’s conclusion ends on another strong note, and despite my initial reservations about continuing Senua’s story, I walked away happy to see her conquer new monsters, both literal and metaphorical. I’m pleased Ninja Theory avoided the temptation to blow up this formula into something far bigger than needed – this isn’t Xbox’s God of War; it’s a better Hellblade. The first game is a famous example of not needing to be fun in the traditional sense to be engaging. This sequel sprinkles more broadly appealing thrills while retaining the thoughtful storytelling and artistry few triple-A games possess.
PTZ Optics Hive: Take Your Productions to the Next Level – Videoguys
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The livestreaming industry has seen significant growth, making high-quality video production equipment more accessible. PTZOptics Hive Studio emerges as a revolutionary platform designed to streamline camera control and manage entire setups remotely.
Key Features of PTZOptics Hive Studio
- Remote Management and Control: Manage camera setups from anywhere with features like fast frame, click-to-center, auto-tracking, and real-time collaboration.
- Team Collaboration: Browser-based integration, real-time collaboration, and role management make it easy for teams to manage streams globally.
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Advanced Production Tools:
- Synchronized Color Correction: Consistent professional look across all camera feeds with support for over 400 models.
- Cinematic Movements and Framing: Automates complex camera movements for professional cinematic framing.
- Versatile Switching and Streaming: Seamless switching between camera feeds and robust streaming support for high-quality video transmission.
Impact Across Sectors
- Entertainment: Enhances production quality for broadcasts, live shows, and events.
- Corporate Events: Facilitates professional live broadcasts and reduces travel costs with real-time collaboration tools.
- Houses of Worship: User-friendly design for volunteer-run broadcasts and remote control for multi-campus setups.
- Education: Supports hybrid learning with auto-tracking features and easy management of cameras across campuses.
Conclusion
PTZOptics Hive Studio simplifies livestream production setup, enhances collaboration, and offers advanced features for producing high-quality content across various industries. Whether for live events, corporate communications, educational content, or worship services, Hive Studio is a comprehensive solution for professional livestreaming.
Read the full article by PTZOptics for Videomaker HERE
Microsoft unveils new Copilot+ PCs featuring AI capabilities
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