Apple TV will make three classic Peanuts specials free to stream

No Halloween, Thanksgiving or Christmas is complete without viewing one of the holiday adjacent Peanuts specials. These days, Apple TV owns the television rights to It’s the Great Pumpkin, Charlie Brown, A Charlie Brown Thanksgiving and A Charlie Brown Christmas but it appears that Apple TV wants everyone to have a chance to enjoy these Peanuts specials this year.

Apple announced that it’s making all three Peanuts specials available to everyone regardless of whether or not they have an Apple TV subscription. Apple TV will make each of the Peanuts holiday specials available on two days each month before Halloween, Thanksgiving and Christmas.

It’s the Great Pumpkin, Charlie Brown will be free to stream on October 19 and 20. The Peanuts Halloween special features Linus waiting up for the return of the Great Pumpkin while Charlie Brown only gets rocks while trick or treating.

A Charlie Brown Thanksgiving will be available to stream on November 23 and 24. This Thanksgiving special features Peppermint Patty inviting the whole gang to a Thanksgiving feast while Snoopy puts together his own Thanksgiving meal.

A Charlie Brown Christmas will stream for free on December 14 and 15. It’s perhaps the most famous Peanuts special with too many iconic moments to count from Snoopy’s prize winning holiday display to that sad little tree that the gang turn into a mighty Christmas tree just by waving their arms around it. It also features one of the greatest musical scores ever written for television by Lee Mendelson and Vince Guaraldi.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/apple-tv-will-make-three-classic-peanuts-specials-free-to-stream-190041263.html?src=rss

Meta’s AI chatbot will soon speak in the voices of John Cena and other celebrities

Meta has secured deals with several actors, including Kristen Bell, John Cena and Judi Dench, to use their voices for the Meta AI chatbot, Reuters reports. Users will be able to talk to the chatbot while listening to answers in the voice of their favorite celebrities. Other celebrities include Awkwafina and Keegan-Michael Key, a source told Reuters.

Besides these five voices, the source also said that there are more generic voice options if users prefer them. All voices will be available this week in the US and other English-speaking regions, though the source didn’t give any other specific locations.

The news follows a report from last month which claimed Meta was negotiating with actors to secure the rights to use their voices for its AI projects. Now, the deals have reportedly been struck, and the chatbot found when using Facebook, Messenger, Instagram and WhatsApp could feature these famous voices soon. The company had intended to finalize agreements before the Connect conference, where Reuters’ source says it will announce the new voice options.

This article originally appeared on Engadget at https://www.engadget.com/ai/metas-ai-chatbot-will-soon-speak-in-the-voices-of-john-cena-and-other-celebrities-160603365.html?src=rss

PS5 Pro preview: I don't need it, but I want it

You do not need a PS5 Pro.

The Pro is Sony’s latest version of the PS5, offering more power and storage, faster Wi-Fi, and expanded support for tricks like advanced ray tracing, all for the audacious price of $700. That’s nice, but if you already have a PS5, you do not need to rush out and snag the new console. The PS5 Pro is similar to the Steam Deck OLED in this way: It’s a noticeable upgrade, but its existence doesn’t diminish the appeal of the original model. The PS5 you’ve had for years remains very cool and impressive, and if you’re content with it — or if you don’t have the cash to spare — maybe just stop reading right here and go play Astro Bot with your bliss intact.

Now that it’s just us, let’s really get into it. If you regularly play PS5 games and can afford to waste (at least) $700 on a more powerful console with extra gills, you absolutely should get a PS5 Pro.

The PS5 Pro will ship on November 7 with a 2TB SSD, Wi-Fi 7, faster memory, improved rendering capabilities, and support for VRR, advanced ray-tracing and “8K gaming.” With the Pro, Sony has introduced a proprietary upscaling system called PlayStation Spectral Super Resolution, which fills out details at the pixel level using machine-learning technology in a similar fashion to NVIDIA’s DLSS. There’s also PS5 Pro Game Boost, an enhancement suite that can apply to backward compatible PS4 games, stabilizing or upgrading their performance on the fresh hardware. Sony says this can also improve the performance of supported PS5 titles.

These upgrades theoretically mean players no longer have to choose between a premium resolution and high, consistent framerates, so long as the game you’re playing is updated to take full advantage of the console. On the standard and Digital Edition PS5s, players generally pick between Performance mode, which activates 60 fps or 120 fps at a lower resolution, or Fidelity mode, which offers crisp resolution at 30 fps. The Pro, thanks to the increased power and upscaling system, can easily handle simultaneous 4K output and 60 fps, and then some.

In action, this means games look and feel exceptional on the PS5 Pro. I played a handful of titles on the Pro over two hours at Sony’s San Mateo studio, and many of the setups included a second screen with the game running on existing PS5 hardware, for comparison’s sake. Overall, the standard PS5 games never looked bad, but the Pro screens definitely looked better.

More than anything though, the Pro games felt better. Hopping from 30 fps on the standard PS5 to 60 fps on PS5 Pro — at the same or an even higher perceivable resolution — was all the convincing I personally needed. The Last of Us Part II Remastered offered a poignant demonstration of this difference: I played for a minute in Fidelity mode at 4K/30, and then swapped over to the Pro at 4K/60, and the shift instantly felt right. I questioned how or why I’d ever played a game at 30 fps in my life. Why choose between image quality and framerate when you can have both, you know?

Each developer approached the Pro’s power from a bespoke angle. With Spider-Man 2, for instance, Insomniac was focused on improving draw distance and upgrading the resolution of far-away objects in expansive cityscapes. The result is a crisply detailed web-slinging experience around downtown Manhattan with none of the slight fuzziness that the standard version offers. Hogwarts Legacy developers at Avalanche Software wanted to improve the game’s lighting and reflections, and they did: The Pro version presents a castle filled with slick stones and vibrant stained glass rainbows that ripple realistically as the player moves. 

F1 24, meanwhile, can now handle ray-tracing at 4K/60 during races, and the team at Codemasters built new fences and implemented more realistic, auto-generated reflections on the tracks. The difference between ray-tracing and none is stark, and the game’s Performance mode can hit 4K at 120 fps on the Pro, rather than maxing out at 1440p on current models. A new Resolution mode outputs in 8K/60, but to experience that one, you’ll first have to get your hands on an 8K TV.

As with the last generation of upgraded consoles — the Xbox One X and PS4 Pro — a lot of the responsibility for making the PS5 Pro worthwhile stands with publishers and developers. At yesterday’s State of Play event, Sony announced a second batch of titles that will be upgraded for PS5 Pro, including Stellar Blade, Alan Wake 2, Resident Evil Village and Dragon Age: Veilguard. It’s a solid start, but someone spending $700 on a console will rightfully expect many more upgrades over time.

Talking with all of the developers at the event, there was a shared sentiment: This is an exciting era of experimentation and customization, and the Pro represents a chance for studios to create the definitive console versions of their games. We’ve only seen the tip of the iceberg when it comes to Pro improvements — and, therefore, the future of console experiences in general.

Designwise, the Pro is big, but then again, so is every version of the PS5. It looks enormous next to the updated Slim PS5, but side on and standing vertically, the Pro is the same height as the launch PS5 and it’s only as wide as the current Slim version. This makes for an elongated, skyscraper kind of aesthetic that only highlights how intrusive the console truly is, but if you’re a PS5 player, this is nothing new. The black gills slicing through the top half of the Pro do little to dispel the visual heft, but on top of providing necessary ventilation, they nicely mirror the look of the wider PS5 line.

PlayStation 5 and 5 Pro
Jessica Conditt for Engadget

The stand that allows the Pro to be positioned vertically is sold separately and costs $30. There’s also an option to add an Ultra HD Blu-ray disc drive to the new console, just like the Digital Edition, and that costs $80. So if you’re in the market for the full Pro package, you’ll have to throw down $810.

It’s a beastly price tag for a beastly console, but thankfully that descriptor applies to performance as well as appearance.

Sony is mining a niche market with the Pro, targeting dedicated PS5 players who happen to have money to burn. It’s not for everyone — and Sony will need to convince lots of developers to support this small audience. But for the type of console player who doesn’t balk at spending $200 on a controller or $700 on a console — me, for instance — it feels like a worthwhile upgrade.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/ps5-pro-preview-i-dont-need-it-but-i-want-it-150042508.html?src=rss

Strava makes it easier to keep your activity data private

Workout tracker app Strava has a history of being used to stalk people, identifying where they live or their typical running paths (take a look at this Reddit thread of people commiserating, for instance). While the platform has some safety features, a new tool should make it easier to confirm your privacy settings immediately following an activity. Strava is launching Quick Edit, which provides all users with immediate access to edit and privacy settings in the app after syncing an activity. 

Quick Edit lets you modify a few aspects of your activity, such as who can see your its details. It also gives you the option to hide certain information quickly, such as your start time, pace, or heart rate. You can even opt to hide your entire route and map. These features already exist in Strava, but Quick Edit could be helpful if you’re running in a new place and forgot to change your settings or leaving from home and want to keep your address private. Basically, it can be that one extra reminder to check your privacy settings are as secure as you want. If you skip the Quick Edit screen, then Strava will apply your default settings.

The new feature also has a few non-safety options to explore. Quick Edit will prompt you to customize your activity title and upload photos and videos you took while out exploring. Just remember, if you make your map private, don’t counteract that by sharing anything that could identify exactly where you are. You can also access advanced edits like gear and specific workout types through the Quick Edit screen.

This article originally appeared on Engadget at https://www.engadget.com/apps/strava-makes-it-easier-to-keep-your-activity-data-private-130024746.html?src=rss

The Legend of Zelda: Echoes of Wisdom is as familiar as it is fresh

I grew up on two of the most classic games in the Legend of Zelda series: A Link to the Past and Link’s Awakening. And while there have been a handful of Zelda games with the classic overhead view, those have been mostly relegated to systems like the Game Boy Advance and the 3DS. Mainline Zelda games that are a big event in the gaming world are in the 3D style so successfully introduced to the series way back in 1998 with Ocarina of Time.

All this is to say that it’s been years since I’ve played an entirely new Legend of Zelda game in the style of those classics I love so much. The Legend of Zelda: Echoes of Wisdom (out tomorrow) has brought me right back. The game takes great advantage of the art style that Nintendo brought to the series with the Link’s Awakening remake, but don’t let the cute look fool you — this game is much tougher than Link’s Awakening. And while it could serve as a good entry point for younger players, the challenge level and puzzle-solving skills needed means adults will have their work cut out for them as well.

The Legend of Zelda: Echoes of Wisdom
Nintendo

Part of that challenge is because Echoes of Wisdom has a wildly different set of mechanics compared to any other Zelda game, 3D or not. That’s because you’re not controlling Link, the protagonist of literally every game in the series. Instead, you are finally in control of Princess Zelda herself as she tries to rescue Link (!) and bring peace to Hyrule.

The big plot device this time out is a series of otherworldly rifts that have opened up throughout Hyrule, swallowing up huge parts of the land and the people who reside there. Zelda soon meets an adorable but ghostly creature named Tri who can heal the rifts. Tri gifts Zelda the Tri Rod, the single piece of equipment that makes this game so different from the rest. With the Tri Rod, Zelda can create echoes of dozens of objects and creatures she encounters throughout the game and use them to solve puzzles and battle monsters.

The Legend of Zelda: Echoes of Wisdom
Nintendo

It’s hard to overstate how much this fundamentally separates this game from all the rest in its series. Instead of gearing up with a sword and shield and augmenting them with a variety of other weapons and tools, Zelda is unable to directly fight at first. She can, at least, throw a rock or two at the first enemies she meets to defeat them. But once you defeat an enemy, you can clone it to your heart’s content with the Tri Rod — and unleash those creatures on other monsters.

Before long, I was in control of a gang of sword-wielding Moblins, or I could summon spiders to climb the walls to attack out-of-reach enemies. In underwater segments, I could deploy anglerfish to light the way forward. Above ground, I could summon birds to take on other aerial enemies. And while some monsters are more vulnerable to certain kinds of attacks than others, I’m pretty sure that everyone will end up with different strategies that work for their own playing style.

Another power that Tri grants you is the ability to grab and move many objects around the world, letting you get around physical obstacles like giant rocks with ease. You can also grab monsters and echoes you create, an ability that isn’t required but can make dealing with certain baddies easier (grabbing a Deku plant by the head and giving it a tug is a satisfying way to take them out).

The Legend of Zelda: Echoes of Wisdom
Nintendo

Nintendo clearly put a ton of thought into designing how players could use echoes to both battle monsters as well as traverse the terrain of Hyrule. But there are also a host of frustrations that come along with this completely new system, making me more divided about this game than almost any Zelda game I’ve played. First off, relying on echoes of various monsters to do your battling for you can be incredibly frustrating. Put simply… they’re just kind of stupid. They’re often slow to attack and very hard to control. You can target enemies with the ZL trigger, and I’ve found that if you target and then summon an echo, it’ll do a better job of honing in on that target, but it’s a very imprecise system. I often found myself running around trying to dodge attacks while waiting for my monsters to do their dirty work.

It’s entirely possible that I wasn’t picking the right monsters for the particular job, but that gets to a second problem. There are just entirely too many echoes in this game. I currently have more than 75 echoes in my notebook, and it’s just very hard to remember them all or know what the right situation to use them is. For example, I spend an inordinate amount of time trying to figure out how to make a mini-boss vulnerable to my attacks. I ended up feeding it an explosive bombfish (yup, it’s a fish with a bomb in its mouth!), and it felt like an obvious solution in retrospect. But there are so many echoes that it’s just hard to remember what’s at your disposal at any given time.

The Legend of Zelda: Echoes of Wisdom
Nintendo

You can pull up your list of echoes by holding right on the d-pad and scrolling through them; it’s similar to how you can quickly pull up all your items in Tears of the Kingdom if you want to bind something to your arrows. As in that game, though, this menu contains so many items that it’s a little cumbersome to dig through. You can sort by most-used, most recently used and a few other options, but those two are probably the most helpful. And you can always hit the plus button to jump into the game’s menus to find exactly the right echo you’re looking for. But the tyranny of choice here is real.

Despite times where the game felt more like a frustration than a challenge, Echoes of Wisdom is also packed with tons of great “a-ha!” moments when you naturally figure out exactly where the game is nudging you. But because of the completely different mechanics this game uses, it feels like a nice evolution of the standard Zelda format — even if it did give me moments of agita.

The Legend of Zelda: Echoes of Wisdom
Nintendo

I should note that Zelda does get to wield a sword and shield, but it’s different than in previous games. In the first dungeon, Zelda gains the ability to switch to “swordfighter” mode, and she plays essentially like Link would in a similar game. However, Zelda has an energy meter that keeps her from staying in that form indefinitely. I definitely loved using that when I was overrun with enemies, and it’s essential for slaying some of the bigger monsters you’ll find in the game. But the energy meter keeps you from relying on it constantly, a limitation that I appreciated (even though I really wanted to just slash my way through baddies as much as possible).

My main quibble with this mode is that the energy meter only refills when you pick up little light crystals dropped by defeated enemies — but as far as I can tell, these only appear when you’re exploring the rifts around Hyrule or inside of a dungeon. And even then, it’s easy to run out and find yourself unable to switch modes. There are potions you can purchase to refill your energy meter, but I wish it was a little easier to find those crystals in the Hyrule overworld. The game really doesn’t want you spamming the sword, basically.

The Legend of Zelda: Echoes of Wisdom
Nintendo

There’s a lot more to Echoes of Wisdom than these new mechanics, though they’re the most significant change here from the standard Zelda formula. By and large, the game feels like a solid remix of some of the Zelda series’ greatest hits. The Hyrule overworld will feel familiar to anyone who played A Link to the Past, though it’s hardly a one-to-one recreation. There’s an extensive beach that isn’t found in the older game, and there are new settlements for creatures like the Deku Scrubs and two varieties of Zora, just to name a few changes.

As in many previous games, the main play pattern of “explore area, find dungeon, clear dungeon” is intact, but the game also takes a nod from Breath of the Wild and Tears of the Kingdom. The quests usually prod you to investigate a few different areas, which you can do in whatever order you prefer. After clearing a set, the story advances and you get a new group to discover.

There’s a formula leading up to each dungeon, though. You generally visit a settlement around Hyrule where a rift has opened and swallowed up residents and buildings — and the dungeon you need to explore to close the rift is hidden away inside. So there’s a bit of pre-dungeon rift exploration to do, after which grateful citizens will generally give you what you need to progress to the dungeon proper.

These rifts remind me most of the Dark World first introduced in A Link to the Past. They’re shadowy worlds where pieces of the land are strewn about willy-nilly. There are some fun physics puzzles thrown in, as sometimes parts of the world that would usually be horizontal instead ascend vertically. So you’re jumping up the sides of trees or swimming “up” through water. It’s a little hard to put into words, but the game does a good job of introducing these areas without making them immediately too confusing to know which direction to go.

The Legend of Zelda: Echoes of Wisdom

I’ve glossed over the visual design of this game, partially because it’s a continuation of what Nintendo did in the Link’s Awakening remake a few years ago. But as the first entirely new game to use this adorable style, it’s worth digging into. It’s a top-down Zelda game for sure, with a similar view, albeit one that isn’t quite as bird’s-eye as the older games. This gives the world more depth for its design to shine. It’s colorful and detailed, with houses, characters, enemies and environments that feel like tiny toys; the tilt-shift style blurring at the top and bottom of the display adds to that effect.

I feel like Nintendo’s developers drew inspiration from The Wind Waker, not so much in the cel-shaded graphics of that title but in the whimsy found in the world. Both games could easily be described as “cute, but not childish.” Echoes of Wisdom definitely skews “younger” in its presentation than any other Zelda short of Link’s Awakening, but the level of detail and polish is something adults will appreciate.

The music, as usual, is also outstanding throughout. Unlike the fairly minimal scoring that accompanies most of Breath of the Wild and Tears of the Kingdom, there’s a rousing overworld composition that cleverly highlights the Princess Zelda-specific motif that has often accompanied the character for years now. It’s a worthy entry into the long list of excellent overworld tunes, and each dungeon has its own score that fits its particular brand of creepiness well.

The Legend of Zelda: Echoes of Wisdom

It’s not a surprise to say that this adds up to yet another delightful Zelda game that breaks the mold in a number of ways, despite the occasional frustrations. Echoes of Wisdom has far more of a classic linear structure than Tears of the Kingdom, but that’s not a bad thing. Nintendo has changed up enough other parts of the formula for the game to feel both familiar and fresh.

Being able to actually play as Zelda is long overdue, and I’m hopeful that we’ll see her appear as a playable character in more games in the future (perhaps even in a massive, open-world style adventure). But a future title in the vein of Echoes of Wisdom would be welcome, too. I imagine Nintendo will learn a lot from Zelda’s first proper adventure and use that to smooth out the rough parts in the echo system. But fans of the series shouldn’t hesitate to check out Echoes of Wisdom — it’s not perfect, but it’s still a fresh and enjoyable remix of a classic Zelda game.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-is-as-familiar-as-it-is-fresh-120025682.html?src=rss

X just released its first full transparency report since Elon Musk took over

X has published its most detailed accounting of its content moderation practices since Elon Musk’s takeover of the company. The report, X’s first in more than a year, provides new insight into how X is enforcing its rules as it struggles to hang on to advertisers who have raised concerns about toxicity on the platform.

The report, which details content takedowns and account suspensions from the first half of 2024, shows that suspensions have more than tripled since the last time the company shared data. X suspended just under 5.3 million accounts during the period, compared with 1.6 million suspensions during the first six months of 2022.

In addition to the suspensions, X says it “removed or labeled” more than 10.6 million posts for violating its rules. Violations of the company’s hateful conduct policy accounted for nearly half of that number, with X taking action on 4.9 million such posts. Posts containing abuse and harassment (2.6 million) and violent content (2.2 million) also accounted for a significant percentage of the takedowns and labels.

While these numbers don’t tell a complete story about the state of content on X — the company doesn’t distinguish between posts it removes and those that it labels, for example — it shows that hateful, abusive and violent content are among the biggest issues facing the platform. Those are also the same issues numerous advertisers and civil rights groups have raised concerns about since Musk’s takeover of the company. In the report, X claims that rule-breaking content accounted for less than 1 percent of all posts shared on the platform.

Numbers shared by X.
X

The numbers also suggest there have been significant increases in this type of content since Twitter last shared numbers prior to Musk’s takeover. For example, in the last half of 2021, the last time Twitter shared such data, the company reported it suspended about 1.3 million accounts for terms of service violations and “actioned” about 4.3 million.

X previously published an abbreviated report in a 383-word blog post last April, which shared some stats on content takedowns, but offered almost no details on government requests for information or post removals. The new report is a significant improvement on that front. It says that X received 18,737 government requests for information, with the majority of the requests coming from within the EU and a reported disclosure rate of 53 percent. X also received 72,703 requests from governments to remove content from its platform. The company says it took action in just over 70 percent of cases. Japan accounted for the vast majority of those requests (46,648), followed by Turkey (9,364).

This article originally appeared on Engadget at https://www.engadget.com/social-media/x-just-released-its-first-full-transparency-report-since-elon-musk-took-over-110038194.html?src=rss

Duolingo, best known as a language learning app, now makes a piano

Duolingo just announced a portable piano. Yes, we are talking about the same app that’s become synonymous with learning a foreign language. The app also has some music-learning courses, so this keyboard is intended for that and not for, uh, pushing down keys to trigger Spanish phrases.

The company teamed up with Loog for this instrument, so this is basically a reskin of the pre-existing Loog Piano. It swaps out the red for a, dare I say, Brat green and it ships with a neat little smartphone stand, for keeping an eye on the app during practice sessions. Other than that, it looks nearly identical to the OG version.

That’s not a bad thing. The Loog x Duolingo Piano is a three-octave digital keyboard with built-in stereo speakers, wood sides and a rechargeable battery for portable use. The keys are likely one of the biggest selling points, as they allow for dynamics (piano to forte.) These Loog keyboards are pretty much the only digital pianos with velocity-sensitive keys at this size and price point.

It doubles as a standard MIDI controller, via USB-C, and there’s a sustain port and a headphone jack. This particular version also ships with Duolingo flashcards for budding piano players. Of course, it also integrates with the company’s app, for on-the-fly tutorials. There’s a Loog Piano app coming, but we don’t know when. We reached out to the company for a concrete release date and confirmation that the Duolingo piano will integrate with the Loog app. We’ll update this post when we find out, though I’d be extremely surprised if there isn’t cross-app functionality.

Just like the original Loog Piano, this one costs $249. Preorders are live right now, though it doesn’t ship until November. If you really have a hankering for a student-grade portable piano, the standard Loog Piano ships immediately.

This article originally appeared on Engadget at https://www.engadget.com/audio/duolingo-best-known-as-a-language-learning-app-now-makes-a-piano-172012643.html?src=rss

Duolingo, best known as a language learning app, now makes a piano

Duolingo just announced a portable piano. Yes, we are talking about the same app that’s become synonymous with learning a foreign language. The app also has some music-learning courses, so this keyboard is intended for that and not for, uh, pushing down keys to trigger Spanish phrases.

The company teamed up with Loog for this instrument, so this is basically a reskin of the pre-existing Loog Piano. It swaps out the red for a, dare I say, Brat green and it ships with a neat little smartphone stand, for keeping an eye on the app during practice sessions. Other than that, it looks nearly identical to the OG version.

That’s not a bad thing. The Loog x Duolingo Piano is a three-octave digital keyboard with built-in stereo speakers, wood sides and a rechargeable battery for portable use. The keys are likely one of the biggest selling points, as they allow for dynamics (piano to forte.) These Loog keyboards are pretty much the only digital pianos with velocity-sensitive keys at this size and price point.

It doubles as a standard MIDI controller, via USB-C, and there’s a sustain port and a headphone jack. This particular version also ships with Duolingo flashcards for budding piano players. Of course, it also integrates with the company’s app, for on-the-fly tutorials. There’s a Loog Piano app coming, but we don’t know when. We reached out to the company for a concrete release date and confirmation that the Duolingo piano will integrate with the Loog app. We’ll update this post when we find out, though I’d be extremely surprised if there isn’t cross-app functionality.

Just like the original Loog Piano, this one costs $249. Preorders are live right now, though it doesn’t ship until November. If you really have a hankering for a student-grade portable piano, the standard Loog Piano ships immediately.

This article originally appeared on Engadget at https://www.engadget.com/audio/duolingo-best-known-as-a-language-learning-app-now-makes-a-piano-172012643.html?src=rss

Duolingo, best known as a language learning app, now makes a piano

Duolingo just announced a portable piano. Yes, we are talking about the same app that’s become synonymous with learning a foreign language. The app also has some music-learning courses, so this keyboard is intended for that and not for, uh, pushing down keys to trigger Spanish phrases.

The company teamed up with Loog for this instrument, so this is basically a reskin of the pre-existing Loog Piano. It swaps out the red for a, dare I say, Brat green and it ships with a neat little smartphone stand, for keeping an eye on the app during practice sessions. Other than that, it looks nearly identical to the OG version.

That’s not a bad thing. The Loog x Duolingo Piano is a three-octave digital keyboard with built-in stereo speakers, wood sides and a rechargeable battery for portable use. The keys are likely one of the biggest selling points, as they allow for dynamics (piano to forte.) These Loog keyboards are pretty much the only digital pianos with velocity-sensitive keys at this size and price point.

It doubles as a standard MIDI controller, via USB-C, and there’s a sustain port and a headphone jack. This particular version also ships with Duolingo flashcards for budding piano players. Of course, it also integrates with the company’s app, for on-the-fly tutorials. There’s a Loog Piano app coming, but we don’t know when. We reached out to the company for a concrete release date and confirmation that the Duolingo piano will integrate with the Loog app. We’ll update this post when we find out, though I’d be extremely surprised if there isn’t cross-app functionality.

Just like the original Loog Piano, this one costs $249. Preorders are live right now, though it doesn’t ship until November. If you really have a hankering for a student-grade portable piano, the standard Loog Piano ships immediately.

This article originally appeared on Engadget at https://www.engadget.com/audio/duolingo-best-known-as-a-language-learning-app-now-makes-a-piano-172012643.html?src=rss

Horizon Zero Dawn Remastered arrives October 31 on PS5 and PC

Jan-Bart van Beek, Guerilla Games’ art and animation director, has officially announced that a remastered version of Horizon Zero Dawn is arriving on October 31. The game will feature over 10 hours of re-recorded audio, mocap, as well as improved character models, animation, lighting and textures that he said will bring it “to the same visual fidelity” as Horizon Forbidden West. That means it has been upgraded for the PlayStation 5 and compatible PCs, and it even supports the PS5 Pro, which will be available on November 7. 

In his announcement, van Beek explained that seven years is a long time when it comes to computer graphics and that a lot of technological improvements have become available since the game’s original release. Nixxes, a Dutch video game developer, worked on the remaster, which will also feature improved audio and Atmos rendering that will make it more immersive. The remastered version will come with The Frozen Wilds expansion and all its additional lands, machines and skills, as well. Those who get the PC version can also expect support for ultra-wide resolutions and for performance-enhancing technologies, such as NVIDIA’s DLSS 3 AI-based rendering accelerator. 

The original game’s accessibility features, like its remappable controls and haptic cues, have been carried over to this version. In addition, there’s a new optional accessibility feature that can notify players of interactable elements with sound and haptic feedback. 

Horizon Zero Dawn Remastered will be available for purchase for $50, but those who already own the original game and the complete edition version can upgrade for $10, whether they’re buying on the PS5 or on the PC via Steam or the Epic Games Store. The $10 upgrade will even be available to players who added the game to their libraries from one of Sony’s Play at Home program giveaways during the pandemic lockdowns. Fans upgrading with a PS4 game disc will have to insert it into their console every time they play, though, so they cannot access the upgrade offer if they have the disc-free version of PS5.

This article originally appeared on Engadget at https://www.engadget.com/gaming/horizon-zero-dawn-remastered-arrives-october-31-on-ps5-and-pc-052407167.html?src=rss