Dune: Spice Wars impressions: a strategy adaptation with uneven results

Dune: Spice Wars impressions: a strategy adaptation with uneven results

I was an hour into Dune when Spice Wars , came out. It made me nostalgic for old Westwood Dune games. The bright jewel tones and awkward vibes were a funny translation of [*******************************************************************************************************************************************************] David Lynch’s original Dune. The original Dune‘s vibrant jewel tones and awkward vibes made for an amusing translation of the 1984 David Lynch film adaptation. Dune II is widely considered the godfather of modern real-time strategy games, but it was also delightfully weird, and had a banging score by Frank Klepacki. 2001’s Emperor: Battle for Dune had great cutscenes starring Michael Dorn and Mike McShane, which elevated its delightfully gawky UI and visuals into a memorable part of early full-motion video game history.

These games didn’t really dig deep into the real-world ugliness of Dune, because playing up the franchise’s weirdness, especially using the idiosyncrasies of old-school graphics, helped to soften Arrakis into a fantastical escape. Spice Wars — at least in its current early access state — breaks away from this stylish legacy to make an uncomplicated 4X real-time strategy game with uneven results.

Generally speaking, Dune is a psychotic space parable full of god-worms, interstellar drugs, and neo-feudal brutality. Paul Atreides is the most well-known character. He rises as a mesianic icon to become a ruler and then creates eons upon eons in tyranny. While many (including myself) consider Dune a cherished part of their youth, it doesn’t mean Herbert’s work is immune to a higher standard of criticism. For starters, Dune is often used as a lazy validation of alt-right viewpoints, sort of like fascists’ love of Warhammer 40k. With its story set around a coveted exotic resource — the spice melange, which powers interstellar travel — the Dune world seems a natural fit for a resource-mining game. But it also means replicating the same tedious structures and systems that define 4X games, driving the imperative to literally explore, expand, exploit, and exterminate.

The leader selection screen in Dune: Spice Wars early access

Image: Shiro Games/Funcom via Polygon

There’s also a whole lot of orientalism inherent in Dune. Critic Roxana Hadadi pointed out that the latest film’s Fremen have been flattened into generic brown people, divorced from their roots in MENA and Islamic culture. “Dune has always been about more than just the desert, but Villeneuve’s Part One can’t see past the sand,” she wrote for Vulture. Spice Wars seems to take a similarly flat approach, though it wouldn’t be a better solution to put brown people (as opposed to mostly white developers) in charge of pigeonholing themselves into a predetermined setting. Dune’s science fiction novel is important, but it ultimately tells the story of a white man about his feelings on what was most important: ecological issues, religion, and oil fifdoms. MENA and Muslim writers have other stories to tell beyond this western framework. Dune is a complex story with a lot to offer. It’s not surprising that the narrative of Dune was rewritten in an unironic colonial genre. A 4X Dune game in 2022 that follows a rote formula just isn’t that exciting, especially when it doesn’t bring anything new to the table.

Spice Wars‘ main factions are House Atreides, House Harkonnen, the Smugglers, and the Fremen. Many other Dune games included a narrative or concept that characterized your actions as serving the Empire. Spice Wars is straight to business. You can either start growing spice or you will die. Every so often you’re presented with Landsraad business — the congress of Great Houses where House Atreides, ostensibly the house of velvet-gloved “diplomacy,” thrives. The idea is to amass as much Hegemony as possible — 30,000 is the standard mark — while paying the Imperial spice tax, voting on strategic resolutions, and fending off your neighbors.

4X games have fixed win conditions — for instance, Civilization games have scientific, cultural, diplomatic, and military victories that depend on the methods you use to hit certain criteria. Civ players who don’t want to fight can use insidious forms of cultural imperialism (music, art, and so on) to get a culture victory. There don’t seem to be direct parallels to these types of scenarios in Spice Wars, but it does have an espionage system that could potentially lead to a win. (I didn’t have the chance to find out.) It feels a little undercooked right now — each agent can have special traits (like “Psychologist”) but these didn’t seem to have a major effect. The difficulty of different spy operations, such as resource theft or weakening enemies units did not seem to have an impact. There are other win conditions than the Hegemony victory or the complete map being taken over. You can also hire nomadic water vendors to help spread propaganda, though that will still reward you with Hegemony.

A wide shot of Arrakis, and a new settlement in Dune: Spice Wars

Image: Shiro Games/Funcom via Polygon

For my first foray into Arrakis, I chose the Smugglers, led by Esmar Tuek. The voice acting for some of the units is comically jarring — I recognized the desire to emulate the breathy tones of the Dune II voiceover lady, but my thopter pilot’s slight slurring just doesn’t work. The Smugglers’ abilities skew towards subterfuge and black market manipulation, and I ended up ditching them in search of a more immediately gratifying approach. Esmar Tuek, who has always been somewhat in line with the Atreides but offers little friction against them, is not someone that I would have chosen to lead a major faction. The Fremen and their tanksy Fedaykin units were my favorite, and I enjoyed a more predictable experience with them than with the Atreides. There was lots of Harkonnen aggression as well as many more village rebellions that the Fremen.

Again, this is minor, but the voice acting, and small grammatical missteps (“Fremens” and “stuffs”), are all over the place, including some real out-of-pocket written dialogue where Baron Harkonnen talks about seeing your troops “roaming before [his] yard.” Ornithopter autopiloting also flatlines after a certain point — you have to repeatedly nudge them to investigate points of interest, and they don’t seem to act when new ones spawn over time. It would be possible to make the informational trade windows more legible (particularly since other factions have trade proposals on a strict timer). The UI also doesn’t display key currency or resource numbers. If you don’t monitor units or villages and keep an eye on process wheels, it can be difficult to track “days”. (The time bar is set to the Dune AG calendar year system — “After Guild” — which is unintuitively difficult to read.) Although the game is still in its early access phase, there are many things that could be fixed.

Right now, Spice Wars offers no real narrative dressing tackling why you’re on Arrakis in the first place — possibly because it assumes you’re coming in hot from the films, or books, and don’t need exposition. Perhaps Shiro Games plans to add a contextual intro movie or the like, to set the tone for the campaigns (even Dune II’s intro had a few seconds of the Emperor to establish the imperial mandate). It won’t immediately be obvious to laypeople why the Empire is crushing down on the planet. The game just starts.

It is also puzzling how the Fremen, an indigenous people with no canonical interest or knowledge of space politics, must appease their oppressors by using the same language as their colonizers and adopting the same acquisitive attitude that has taken over their planet. It is difficult to imagine playing with Fremen, as it means you have to work within the same colonial designs systems that House Atreides or House Harkonnen. This includes having the burden of paying Imperial taxes, and even voting in Landsraad in limited capacities. It’s not immersion at all, it is a fundamental misinterpretation of the Fremen’s existence.

A map view of settlements on Arrakis in Dune: Spice Wars

Image: Shiro Games/Funcom via Polygon

Dune is an infinite well of eccentricities, and every new project set in its universe has the exciting potential to get weird with the source material. Spice Wars leaves out all the creative possibilities to discover the most compelling aspects of the Dune universe. For every rote portrayal of an ambitious Great House which seeks spice and glory, we’re deprived of something new — perhaps a rogue branch of the Bene Gesserit, or an end-game scenario where the Fremen gain insurrectional abilities. This isn’t just a matter of reimagining win conditions, balancing the development (technology) trees, or improving faction characterization — it goes back to the wider, messier problem of how the developers approached the finer points of Dune.

I’m sure some of these issues can be solved with patches and DLC, and I hope that Shiro will continue to deepen mid- and late-game gameplay. Visually, the mid-00s cartoonish vibe sort of works — the environments and desert palettes are quite lovely, and I’m a fan of the easy zoom/scroll features on the map. It’s always fun to watch invaders get deleted by a sandstorm (or a sandworm). But on a wider thematic level, it’s difficult to imagine that the final product will be drastically different when it leaves early access, and it’s unreasonable to expect Spice Wars to get too experimental within the conventions of the 4X genre — most strategy fans are drawn to these kinds of games for the heady rush of conquest, with all its attendant struggles. (Tell me you enjoy losing at Civ, and I’ll call you a liar.) My main problem is that Spice Wars doesn’t seem to really understand why it’s a Dune game or what makes Dune settings so compelling.

Anyway, who plays 4X games for nuance? I’m here to watch Arrakis burn.

Dune: Spice Wars will be released in early access on April 26 on Windows PC. The game was played on Windows PC using a pre-release download code provided by Shiro Games and Funcom. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find additional information about Polygon’s ethics policy here.

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Hands-on: Matte black skin covers let you transform Nanoleaf Lines HomeKit modular lights

Hands-on: Matte black skin covers let you transform Nanoleaf Lines HomeKit modular lights

Last fall Nanoleaf launched its latest HomeKit smart lights, the modular Lines. They feature an all-new form factor that makes it easy to create a custom aesthetic for your home, office, or any other space. Now the company has released slick matte black skin covers (matte pink too) to easily transform the white exterior of the lights.


Nanoleaf Lines have become my favorite modular HomeKit lights with their clean and simple design.

Great features include Thread + Thread Border Router support, music visualizer and screen mirroring, 16 million+ colors, and Google Assistant, Alexa, IFTTT, and SmartThings support alongside HomeKit functionality.

Check out a detailed look at the lights themselves in our initial coverage:

  • Hands-on: Nanoleaf expands HomeKit collection with modular new ‘Lines’

Hands-on with Lines Skins in matte black

When I first heard the word “skins” I pictured a decal-style solution that you’d have to apply to each light and hex connector. Fortunately, Nanoleaf designed the matte black and pink skins as hard covers that are super-easy to install and remove at any point.

For $19.99, you get 9 skin covers for the lights and connectors that transform the Lines Smarter Kit. If you purchased (or will purchase) an expansion pack, you’ll need two sets of Lines Skins.

Nanoleaf matte black Lines skins

It took just a couple of minutes to pop the matte black skin covers on the lights and swap out the white hex caps for the new ones.

Here’s a look at the standard white finish vs the matte black:

The matte black brings a really nice contrast to the Lines and also makes the colors pop. The skins don’t change the colors the smart lights emit, just the visual aesthetic of having a white finish vs a matte black one.

The Lines Skins are available now direct from Nanoleaf for $19.99. And if you don’t have them yet, the 9-light Nanoleaf Lines Smarter Kit is priced at $199.99 with the 3-pack expansion kit going for $69.99.

Check out a look at the different designs you can create with the Nanoleaf Lines:

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Diablo Immortal PC version, June release date announced

Diablo Immortal PC version, June release date announced

Diablo’s latest entry is no longer just a mobile game. On Monday, Blizzard announced that Diablo Immortal, the mobile game originally announced in 2018, is coming to PC as well. Diablo Immortal will also feature cross-play between the two platforms, letting PC and mobile players play together. The two versions will be released on June 2.

The announcement of the new PC version came during Blizzard’s Diablo Immortal livestream, where game director Wyatt Cheng revealed a few new things about the game. The new PC version will support controllers, mouse and keyboard, and even a new WASD control scheme. The game will also feature cross-save, as well as cross-play, which allows players to close their PC game and instantly jump into the same character on their phones.

The PC version of the game launching in June will technically be an open beta test, but it will include all game content and features, and progress will carry over into the final version.

Diablo Immortal will feature a similar structure to previous Diablo games and all the features fans expect. The game will include a main story quest that moves through eight different zones. The story will take place between the events of Diablo 2 and Diablo 3, and of course Deckard Cain will have a huge role to play.

The latest Diablo game will also includes six character classes for players to choose from, including classes from previous games like Barbarian, Wizard, and Necromancer. Legendary loot will be returning for the new Diablo, giving players plenty of prestigious loot to grind for. Blizzard is bringing also bringing over Set Gear from Diablo 3, which includes bonuses when combined with enough pieces from the same set. Set bonuses often extensively augment class abilities, giving players more ways to customize their character.

Diablo Immortal will be free when it launches on both PC and mobile devices. Players can also pre-register for the game now on Blizzard’s website. Comparison images of the PC and mobile versions of Diablo Immortal are available in the gallery below.


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Realme announces the Realme 9 Pro+ Free Fire Limited Edition for Europe

Realme announces the Realme 9 Pro+ Free Fire Limited Edition for Europe

The Realme 9 Pro+ isn’t a new phone but to keep the interest high, Realme has introduced a Free Fire Limited Edition paint job for the handset. It’s going to be available only in Europe, though.

Realme announces the Realme 9 Pro+ Free Fire Limited Edition for Europe

And those of you who might have missed it, Garena Free Fire is one of the most popular Android games right now, hence why Realme teamed up with the game developers to promote its product. Aside from the different paint job that is in line with the Free Fire aesthetics, Realme included some extra goodies in the retail box as well.


Realme 9 Pro+ FF Edition
Realme 9 Pro+ FF Edition

Realme 9 Pro+ FF Edition

A Free Fire map of the universe can be found inside the box, some stickers. Even the retail box itself has been revamped with Kelly’s image on it.

Realme announces the Realme 9 Pro+ Free Fire Limited Edition for Europe

Realme dropped a hint that there are more similar collaborations coming our way but next time we will see the GT Neo3 series at the center of it.

The Realme 9 Pro+ FF Edition will be selling for €419 but for a limited time, the asking price will be €369 through Amazon.

Source

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Diablo Immortal reveal event: Date, start time, how to watch

Diablo Immortal reveal event: Date, start time, how to watch

Blizzard is finally ready to show a little more of the upcoming mobile game Diablo Immortal. On Friday, the publisher will host a live-streamed event teasing new information about the upcoming game. The reveal is set to stream on Twitch and YouTube on Monday, April 25 starting at 7:30 a.m. EDT/4:30 a.m. PDT.

We don’t know much about what kind of information the livestream might contain, but many fans hope that Diablo Immortal is nearing release. The game was first announced at BlizzCon 2018 and has had several public tests since then. The game is being published by Blizzard and developed by Blizzard and Chinese developer NetEase.

Diablo Immortal is a new mobile entry in the action role-playing game series. Like previous versions of Diablo, players will choose classes with unique abilities, which they can use to kill enemies, explore dungeons, and find loot. The game will also come with a variety of MMO elements, including the ability to randomly find and play with other players. The game is also playable solo.

Diablo Immortal is set to be released sometime in 2022 on iOS and Android devices.

Update: During Blizzard’s livestream, the developer announced that Diablo Immortal is also coming to PC and will have cross-play and cross-save with the mobile version. Both the mobile game and the PC’s open beta will be released on June 2.

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Apple TV+ wins its first BAFTA TV Awards for these two documentaries

Apple TV+ wins its first BAFTA TV Awards for these two documentaries

Apple has won its first BAFTA TV Awards for its documentaries, 9/11: Inside the President’s War Room and 1971: The Year That Music Changed Everything. Every Sunday, the BAFTAs present the latest awards to honor British productions and programs.


Danny Collins and Mark Hammill won the award for Best Editing for 9/11: Inside the President’s War Room. Stephen Griffiths, Andy Shelley, Nas Parkash, Dan Johnson, Tae Hak Kim, and Claire Ellis won Best Sound for 1971: The Year That Music Changed Everything.

According to an Apple TV+ press release, Apple Original programs have already won 243 awards and earned 961 nominations. These BAFTA TV Awards follow the win of Apple TV+ film “CODA” for Best Picture at last month’s Academy Awards. Apple has done well with its quality over quantity approach at content; it is currently the first and only streaming service to win an Academy Award for an original film.

9/11: Inside the President’s War Room

1971: The Year That Music Changed Everything

The Apple TV+ streaming service is $4. 99 a month and features entirely original films, documentaries, series, and more. Additionally, you can check out our running guide on what to watch on Apple TV+.

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9to5Mac Daily: April 25, 2022 – M3 iMac, Apple Watch service program

9to5Mac Daily: April 25, 2022 – M3 iMac, Apple Watch service program

Listen to a recap of the top stories of the day from 9to5Mac. 9to5Mac Daily is available on iTunes and Apple’s Podcasts app, Stitcher, TuneIn, Google Play, or through our dedicated RSS feed for Overcast and other podcast players.

Sponsored by FitnessView: A health and fitness dashboard for tracking Health data with insights, widgets, and Apple Watch support!


New episodes of 9to5Mac Daily are recorded every weekday. Subscribe to our podcast in iTunes/Apple Podcast or your favorite podcast player to guarantee new episodes are delivered as soon as they’re available.

Stories discussed in this episode:

  • Gurman: iMac with M3 chip already in the works, could be released later next year
  • Service program for Apple Watch Series 6 blank screen issue
  • MagSafe Battery Pack can now charge your iPhone faster

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Twitter: @ChanceHMiller

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Apple’s beloved privacy labels missing from the App Store, probably just a bug

Apple’s beloved privacy labels missing from the App Store, probably just a bug

Apple’s App Store privacy labels were launched a year ago. Apple created the App Store privacy labels to make it easier for users to understand and provide more detail about app privacy. These labels have disappeared mysteriously from both the Mac App Store and App Store.

As noted by a Twitter user and confirmed by 9to5Mac staff, the privacy labels are gone from apps that previously adopted them.

These privacy “nutrition labels” were first introduced at WWDC 2020, with Apple saying the goal was to better inform consumers of the privacy practices of individual applications. The App Privacy labels are divided into three sections: “data used to track you,” “data linked to you,” and “data not linked to you.”

It is important to give a clear overview of the privacy policies used by an app in order to build trust and confidence with users. App developers now have an opportunity to provide details about their apps’ privacy practices in the App Shop. This includes the data collected, the sharing of that data with third parties and whether users can opt out.

At that time, Apple had emphasized that there are several different pieces of important information that developers should remember while preparing the App Privacy “nutrition labels” for their applications:

  • Developers should identify all possible data collections and uses, even if certain data will be collected and used only in limited situations.
  • Developers’ answers should follow the App Store Review Guidelines and any applicable laws.
  • Developers are responsible for keeping your responses accurate and up to date. If your practices change, update your responses in App Store Connect.

9to5Mac reached out to Apple’s PR and will update the story once we hear what’s causing this bug – or whether this is just a new feature.

@MacRumors @zollotech is it only me or did Apple really remove the privacy labels in the App Store?

— Jay San (@jay_san25) April 25, 2022

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vivo S15e announced with Exynos 1080 SoC,50MP camera and 6. 44″ OLED

vivo S15e announced with Exynos 1080 SoC,50MP camera and 6. 44″ OLED

It’s been a busy day at vivo. The company announced not only the X80 and the X80 Pro but also the mid-range S15e smartphone.

vivo S15e announced with Exynos 1080 SoC,50MP camera and 6.44'' OLED

Arguably, the most intriguing aspect of the vivo S15e is the Exynos 1080 chipset built on a modern 5nm manufacturing process from Samsung. The handset also features a 6. 44-inch AMOLED panel with FHD+ (1080 x 2404px) resolution supporting 90Hz refresh rate. The available memory options are three in total – 8GB/128GB, 8GB/256GB and 12GB/256GB.

vivo S15e announced with Exynos 1080 SoC,50MP camera and 6.44'' OLED

The camera module on the back holds three cameras – pretty standard stuff. The main one is 50MP, f/1. 8 joined by an 8MP, f/2. 2 ultrawide and 2MP one for macro shots. The selfie on the front uses a 16MP camera with f/2.0 aperture.

A 4,700 mAh battery keeps the lights on with support for 66W fast charging. According to vivo, it should take no more than 18 minutes to charge the handset from flat to 50%.


vivo S15e in all available colors
vivo S15e in all available colors
vivo S15e in all available colors

vivo S15e in all available colors

Interestingly, the vivo S15e is launching with OriginOS based on Android 11, not Android 12. The starting price of the handset is CNY 1,999 ($305) while the two 256GB options ask CNY 2,299 ($350) and CNY 2,499 ($380). Pre-orders are open while actual sales will commence on April 30 and you have a choice between three options – Black, Blue and some sort of Rose Gold-like paint job.

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Bang & Olufsen Beoplay EX tries to bring a bit of class to earbuds

Bang & Olufsen Beoplay EX tries to bring a bit of class to earbuds

When the Apple AirPods first came out, they were ridiculed for looking like EarPods whose wires were simply cut off. As with any Apple product, the stem-shaped design was quickly adopted as the new trend in True Wireless Stereo or TWS headphones. To the extent that other brands’ earbuds that look similar were seized and sold as fakes. Considering how much has been changed over the past six years, that doesn’t mean that this design is impossible to refine. That’s the breath of fresh air that good old B&O is bringing to the table with the Beoplay EX, turning earbuds into fashion accessories as much as they are tech gadgets.

Designer: Thomas Bentzen


There is admittedly something odd about the stem-shaped design popularized by the AirPods. The form is unique and can be uncomfortable for some. Of course, our eyes and minds have gradually adjusted over time to see it as normal, which also makes it an opportune moment to refine the design with some luxurious embellishments.


The Beoplay EX brings Bang & Olufsen’s signature touch to the stem design, wresting the crown from Apple in order to make earbuds more attractive as fashionable pieces rather than just geeky accessories. B&O’s signature design language includes a layer of glass covering the sensitive surface of the buds. This is followed by an aluminum brush ring that highlights the contrasts and provides protection for fragile materials.

It isn’t all just looks either. The Beoplay EX is not straight like the AirPods and even the AirPods Pro. Instead, it bends slightly to one side before tapering off at the end. This shape, along with a smaller earpiece that goes inside the ear canal, promises a more stable and comfortable fit that won’t wear down your ear or fall off on a run. It’s also IP57 rated, so it won’t shrink away from a slight shower, and neither should you.

Bang & Olufsen didn’t make a name for itself just by looking great, of course. It has been two years since the first generation of wireless earbuds with no stems. Three mics on each bud ensure crystal clear voice calls on both ends by separating your voice from other sounds. And with 9. 2mm drivers, you are guaranteed a listening experience that seems too big for earbuds of this size. The Bang & Olufsen Beoplay EX is a wireless earbud that promises to deliver a listening experience like no other. It comes wrapped in high-quality clothing you won’t mind wearing all day.

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