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Behind the scenes with MythForce, the video game that’s an awesome ’80s cartoon

Behind the scenes with MythForce, the video game that’s an awesome ’80s cartoon

The lesson of MythForce, if Beamdog’s zany roguelite has one, is that parody is easy; homage is hard. It’s simple enough to snicker at the 12-frames-per-second animation of the 1980s, and the cynical narratives that the decade’s syndicated cartoons spun to sell Jem and the Holograms dolls or Centurions playsets to kids coming home from school. But making that look and feel come home to someone playing a video game, as if it were a cartoon come to life, would take a lot of work. They’d have to work against the engine they’d be using to build the game, even.

It was worth it, Eric Booker and Luke Rideout said. Their boss, Trent Oster, wasn’t sure.

“You’re telling me,” Oster said, summarizing a conversation with Booker and Rideout, “that you want to take Unreal — which is really good at doing photo-real stuff, and lighting, and all this awesome stuff — and you want to turn all that lighting off, and put a bunch of effort into making it look how it’s not supposed to look?”

The look, of course, is what makes MythForce, which launched April 20 in early access on the Epic Games Store for Windows PC. In gameplay, yes, it’s a lively, first-person hack-and-slash adventure where players level up a team of characters with loot and XP from procedurally generated dungeons. In look and sound, MythForce players are plundering a world of pure 1980s syndicated UHF cartoon nostalgia. All it’s missing is a blue-screen 1-800 ad for Freedom Rock or Time Life Books.

“My favorite thing to watch has been when [players] first boot it up, that theme song comes on, and, like, the four or five seconds of confusion,” said Beamdog artist Micah Pettibone. “And then people just, literally, jamming to it.”

Pettibone, by the way, wasn’t even around for the awesome How-to-Buy-Action-Figure-Man cartoons of Reagan’s deregulated decade. She’s 29. But Pettibone, an environment artist for the game, was also a quick student for nailing the 1980s look. It may be a distinctive style, but it’s also built on fundamentals and design processes that professional illustrators understand today.

“When we started with this project, we had a nice document that details, ‘Here are some of the main rules of how they approach these scenes,’” Pettibone said. “You can see that this was an animation where they had less money to put into backgrounds. So these were some of the choices that defined those styles, basically. It was like, ‘Hey, we’ve got five bucks for the shot, so you’re gonna do a solid color, right?’”

It’s ironic that such a rich and evocative artistic style could, in fact, be described as cost-conscious. But in a way, that mentality helped Eric Booker, the art director, get the project to a point where Oster wasn’t just comfortable with the pitch, he was all-in for the aesthetic, and all of the extra ways it could be expressed in the game.


“I wasn’t a big believer in the cartoon visuals off the start,” Oster said. “I used to joke about it when I worked at BioWare, it’s like, ‘Hey, talking heads, humans that look at you and move their mouths?’ Yeah, that’s a $10 million feature. Now, what’s our feature? Everything looks like an ’80s cartoon. That’s what we’re spending money on, that we could put elsewhere.

Oster told Rideout, the creative director, and Booker, the art director, they had three months to make the concept work. “And after three months, we were like, ‘OK, this is working,’” Oster said. “‘And this is working really well. And it’s blending really well with the gameplay. Let’s do this.’”

By this point, Booker, working with Pettibone and character artists Diego Velasquez and Aimee Correia, had a solid conceptual foundation for MythForce’s dashing heroes, smug villains, and the forbidding Castle of Evil where both sides would meet. Still, Booker needed a creative backstop to be sure that everything was going in the proper direction — that MythForce, wizards, warriors, and all — really did look like a 1980s cartoon, and Booker and his colleagues hadn’t just convinced themselves it did. For that, Booker turned to a mentor, Mark Cappello, an artist with more than 25 years of experience in both traditional animation and video game development.






  • “This was the original concept art for Rico, at the time named Quincey,” back when the game was code-named Project Battle-Axe, Booker said. “He came off a little too much like a bad guy and not the lovable rogue we were pulling for. “


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “In this version, we took steps to make Rico feel a little more heroic, while drastically toning down the fine details and adding in musketeer/swashbuckler elements,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Here is the final concept for Rico, further pulling out details and injecting more personality, and finally choosing to remove his flintlock from the design,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “And here is an early, in-engine render test of our 3D asset,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media


“He actually worked on some of these projects,” Booker said, meaning the kind of cartoons that MythForce sought to emulate. He explained what they were doing to Cappello and then said, “Tell me where I’m wrong.”

Booker said that Cappello came into the process and explained what the team was looking at, so they would know what to recreate in Unreal Engine 4 and what to leave out. The advice was very technical, but it worked.

“Then we had Mark, who [said] ‘OK, line count specifically references this.’ Or ‘This is cel damage, as opposed to, like, a paint imperfection.’ So, that really helped us cherry-pick the elements from a vast array of shows, and then actually get that animation-appropriate terminology that we kept throughout the project.”






  • “Reintroduction of some of the lion motifs, adding a simple lion ear and mane helm, and lion fur around her gauntlet,” explains Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • “An early sketch for Victoria” from the Project Battle-Axe days, Booker said. “We decided that this version didn’t feel enough like the heroic knight we wanted.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • “A much more revised version of our knight character, at the time named Phaedra,” said Booker. “You can start to see some of the core roots of Victoria taking shape with the undercut hair. “


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “In this image we can see Victoria really taking shape and the introduction of the lion motif,” said Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “In this image we looked to drop the line count and tap into She-Ra and the Thundercats vibe, lion gauntlet and all,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Booker: “Further simplification while trying to retain the He-Man feels.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “This is the first introduction of Victoria’s iconic mace,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “And here is the early, in-engine render test of our 3D asset,” says Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media


MythForce’s visual appeal, of course, isn’t a single idealized frame or linear animation, like the assets Filmation’s artists were famous for reusing (and reusing, and reusing) in shows like He-Man and the Masters of the Universe, Fat Albert, or Tarzan, Lord of the Jungle. It has to execute and present a cartoon action sequence in real time. Even if defeated enemies disappear in a puff of smoke and magic dust (with attendant sound effects) it’s still a lot of extra work to do right, Oster said.

“There’s another side to this, which is, you can’t use any of the existing tools that are out there,” Oster said. “Like you want to make something that looks great, and before, you’d go out, 3D scan a bunch of people, you throw them in the game, boom, it sucks them in, and they’re there, but, ‘Oh, I want it to look like outdoor lighting.’ Bang, bang, we use the automatic lighting generation. Well, none of that stuff works.”






  • “Right out of the gate we knew we wanted the brute to be big, scary, and memorable, while drumming up the nostalgia of cartoon henchmen,” said Eric Booker, MythForce’s art director. “Thematically these are way darker than where we landed, but you can see elements of him starting to form in numbers 04, 07 and 10.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Here, we’re looking at how the brute could fight or act in a boss fight scenario, also exploring his facial animations,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Looking at colors and facial markings before settling on the facial and chest scars. Honestly, how could we have gone with anything other than orange? Beast Man would never forgive me,” Booker said. 


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “First full turnaround for the brute,” says Booker, from when MythForce was called Project Battle-Axe. “Later we greatly reduced the amount of hair rendering for the character as this level of detail would not be possible in an ’80s cartoon show.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • The refined concept. “The big man himself,” said Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Some further facial expressions, looking to show the beast and the more human side of Beastor,” said Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Daedalus is MythForce’s primary antagonist. Think Skeletor, with a mullet. Also skin. And competence.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • An early concept for Daedalus, leaning into the Mumm-Ra (of Thundercats) look.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media


Even if it’s impersonating the kind of low-frame-rate, assembly-line animation for which Rankin/Bass (Thundercats, Silverhawks) or Sunbow Entertainment (G.I. Joe, The Transformers) was well known, MythForce’s processing workload is “deceptively demanding,” said Rideout, the creative director.

“To accomplish the look that we are ultimately put into MythForce, it requires a surprisingly large amount of post-process work, which is very expensive, graphically speaking. There’s the overhead of creating the death animations that you mentioned, but that’s still a relatively high VFX cost. We have to create bespoke VFX for all of those, as opposed to what a lot of games would do, which is just to ragdoll something and have blood spatter everywhere. So we definitely have picked a handful of pretty large fights with this.”

That’s to say nothing of the biggest, most optional fight Beamdog picked — the title song.

“Every time we leaned more into the cartoon,” said Oster, the guy signing all the checks, “it just felt better. So at one point, we were like, ‘Hey, we want to do an animated trailer, and a song, and everything.’ And everybody was like, ‘Yeah! Let’s do it! What’s it gonna cost?’ I don’t know! Let’s figure it out! It was like, ‘We’re committed. We’re making it happen.’”

MythForce’s original soundtrack was composed and performed by Ross Lara of Archipelago Entertainment, in collaboration with the singer-songwriter Jeff Garrison. “We showed him references to the cartoon intros to Thundercats, and M.A.S.K., and Silverhawks, basically had him listen to those,” Rideout said. “And the two of them, together, slammed out that song in a couple of weeks, and sent it back to us with a sort of Simlish mumbling, because we didn’t have the lyrics yet.”

Oster admits he got a little nervous at this point, as he was “pot-committed” to a big, hairy song without much assurance it’d resonate with the audience.

“That Simlish version, where they came in without lyrics like, ‘Ba-baaa, ba-da-baaaa. Ba-namanamnanaaa,” I was like ‘I don’t know about this! But trust the process!’” he laughed. “It’s a little synthy for me, it’s a little boppy, I want a little more sawtooth edge to my synth in there.’ You gotta remember, easy listening of 2020 was heavy metal in 1990. It’s gotta be what you remember, but then, your memory’s a little skewed. […] It was a lot of fun. The first time I heard it with the lyrics, I had the headphones on, I cranked it up. I’m like ‘That’s awesome.’”






  • “This is one of the earliest explorations into the environmental style, pulling in themes from Ralph Bakshi’s Lord of the Rings, Frank Frazetta and of course Rudy Obrero,” said Eric Booker, MythForce’s art director. “Ultimately we decided that thematically it was too dark and it pulled away from the all-ages adventure we wanted to pursue.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “In this image we explored something a little more in keeping with the abstract backgrounds from Thundercats and He-Man, using a lot of the neon contrasting colors the show is famous for: saturated purples and toxic-sludge green,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Said Booker: “After the pitch process we reevaluated our intended approach to environments, choosing to go less abstract and lean more into a style closer to an animated feature film, such as The Secret of NIMH or The Black Cauldron, while remaining true to the Saturday morning cartoon inspiration.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “This is one of our revised enviro benchmarks,” Booker said. “Here we are really beginning to nail down the look and feel of a high-end animated show, controlling the amount of detail as it fades into the background and finding the right amount of tooth and grain to the paint strokes and the overall composition.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “To begin our transition to replicating a painted feeling in a 3D space, we looked at how traditional background artists would construct the scene, and general workflow from there,” Booker explained. “The art team began to rebuild this process procedurally in-engine.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Pulling in elements from our previous explorations (level of detail, fade of information at distance, and saturated color palette), Diego Velasquez, one of our talented concept artists, put this visual target together for the 3D enviro team to try and hit,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “We began roughing out the space, applying our procedural wash maps and brush strokes down, while looking to paint the scene with light,” Booker says.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • “Here we have further refined our 3D block out and have started to globally control our detail fade at distance, while introducing a coarse paper grain to the scene,” explained Booker.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Here the scene is really starting to take shape,” Booker said. “We have finer control of our lighting, the ability to add larger-scale paint strokes, and paint in bounce light on selective objects.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “A further polishing of the scene,” says Booker. “More complete assets have been added, final textures are coming online, and our color values are beginning to get locked into place.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • “The final scene is complete. We have the details working over distance and the lighting behaving in a predictable manner,” Booker said. “Painted details are represented without overwhelming the eye, final 2D elements such as film grain and scratches are added to lock in the aesthetic of the shot.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Booker: “Early thumbnails for our forest adventure.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Booker: “More forest adventure thumbnails.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Originally we had wanted the forest start room to feature an old windmill as the rally point for our team of heroes,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Here is our revised concept for the forest start room,” Booker explains. “Here you can see our tree forms beginning to take shape along with our bioluminescent mushrooms.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “Here we have a concept by Aimee Correia, another of our fantastic in-house concept artists.” Booker said. “With this image we wanted to set the tone and feeling for the forest adventure and biome.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media






  • Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media





  • “Refined concepts for our forest adventure,” said Booker. “We really wanted to capture the feeling of exploring a giant ruined castle and surrounding area.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • Booker: “Concept for one of our discoverable treasure rooms and exploring the use of stained glass windows as an Easter egg for delivering our law drops and world-building.”


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “This is in-engine progress for our forest adventure,” Booker said.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media




  • “More in-engine progress for our forest adventure treasure room,” Booker explained.


    Image: Aimee Correia and Diego Velasquez/Beamdog/Aspyr Media


Awesome, the word that gained currency with the valley girl slang of the 1980s, is the aspirational ideal for everything in MythForce. It’s an early access game, which means the developers are closely watching community reaction, particularly the streamers. Pettibone, Rideout, Oster, and Booker all seemed personally touched by the reactions their game has garnered so far. “It was one of our pillars of design: Never, never become a parody,” Rideout said. “This is homage, not parody.”

“We really wanted it to be a love letter to the ’80s,” Oster said. “And to do that animation, and to not be a mocking, cynical thing. And I really feel we’ve hit that, especially watching the streams and watching people, being in that happy, 13-year-old head space. I just love that.”

https://cdn.vox-cdn.com/thumbor/tovVaFoqi45Tu_M9OAUPX9lXkSE=/653×361:5089×2684/fit-in/1200×630/cdn.vox-cdn.com/uploads/chorus_asset/file/23455631/002_MythForce_Original_PitchDeck_Image.jpg

9to5Mac Daily: May 16, 2022 – USB-C AirPods, cheaper Apple TV

9to5Mac Daily: May 16, 2022 – USB-C AirPods, cheaper Apple TV

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.

Enjoy the podcast? Shop Apple at Amazon or check out our to support 9to5Mac Daily!

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:

  • USB-C AirPods also coming alongside iPhone 
  • Cheaper Apple TV coming this year, Kuo says
  • New iPhone Tap to Pay feature already in use at Apple Park Visitor Center

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The OnePlus Ace Racing Edition is coming with a 120Hz LCD and a Dimensity 8100-Max chipset

The OnePlus Ace Racing Edition is coming with a 120Hz LCD and a Dimensity 8100-Max chipset

The OnePlus Ace made its debut in China a month ago, tomorrow the company will launch a new model dubbed OnePlus Ace Racing Edition. Despite what the name might suggest, this is not just a new paint job, in fact, this model has several major differences.

The Racing Edition is already listed on OppoShop.cn, which shows off product images. Evleaks also has images of the phone in Black. See? No racing stripes at all. But did you notice the recessed Power button? That is probably a fingerprint too.


OnePlus Ace Racing edition
OnePlus Ace Racing edition
OnePlus Ace Racing edition
OnePlus Ace Racing edition

OnePlus Ace Racing edition

It is needed because this model switches from a 120Hz AMOLED panel to a 120Hz LCD (6.59” in size, according to TENAA). The President of OnePlus China, Louis Li, posted on Weibo that the display will support 6 different refresh rates.

If you zoom in on the images of the back you will see the 64MP label for the main camera and the 15-25mm marking, giving the focal lengths of the main and ultra wide cameras (in 35mm equivalent). As a reminder, the regular Ace has a 50+8+2 MP camera setup on its back. Anyway, another teaser image of the Racing Edition model offers a glimpse at a 3.5mm headphone jack on the bottom (the regular Ace doesn’t have a jack).

We don’t know what other changes will be made to the hardware, but we do know that the chipset will be the same – a Dimensity 8100-Max.


The OnePlus Ace Racing Edition is coming with a 120Hz LCD and a Dimensity 8100-Max
The OnePlus Ace Racing Edition is coming with a 120Hz LCD and a Dimensity 8100-Max

The OnePlus Ace Racing Edition is coming with a 120Hz LCD and a Dimensity 8100-Max

One other thing will change too, the price. The regular Ace starts at CNY 2,500, but Mr. Li called the OnePlus Ace Racing Edition one of the best phones in the CNY 2,000 price range ($300/€285/₹23,00), so this one should be cheaper. Check back tomorrow for the full reveal.

Source 1 | Source 2 (in Chinese) | Via

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Bitcoin City in El Salvador takes the Metaverse in the opposite direction

Bitcoin City in El Salvador takes the Metaverse in the opposite direction

We’ve all heard about bringing cities into the Metaverse, but this city will bring a part of the Metaverse to the real world instead.

AR, VR, cryptocurrencies, NFTs, and the lot are the usual culprits cited when talking about the Metaverse. Built on already existing and slightly unrelated technologies, this concept and buzzword is supposed to meld physical and virtual worlds together in an almost seamless fashion. In most cases, it involves recreating many physical things in a digital form, from avatars of ourselves to real-world cities and locations. There’s also a part that will bring digital artifacts into our world, mostly as overlays that can only be seen through screens or headsets. The Metaverse and its friends are already influencing changes in the real world, but perhaps none more daring and a teeny bit bewildering than an entire city founded upon the concept and the “image” of Bitcoin.

Designer: Fernando Romero


It’s not hard to imagine walking into a virtual city whose layout happens to be inspired by the design of a coin. After all, it’s pretty trivial to mold 3D spaces to one’s liking, whether or not they actually conform to the laws of physics. But doing it the other way around and building a real-world city patterned after a digital currency sounds a tad “out of this world,” to put it mildly. And yet that is what El Salvador is embarking on if the construction of this vision actually begins.


Announced late last year by El Salvadorian president Nayib Bukele, the “Bitcoin City” will be built on the side of the Conchagua volcano, which has thankfully never erupted in a very long time. The general layout of the city will be in the shape of a coin, as much as the terrain would allow it to be round, with a central plaza that bears the Bitcoin logo. At least based on the model that was recently unveiled, even the pattern of buildings and roads will give the city a remote semblance to the digital bits that make up all of the digital world as we know it.

Of course, Bitcoin and other cryptocurrencies don’t exactly have a defined form, despite the “coin” in their names, so this is pretty much an artist’s interpretation of what a city built on it should look like. The designer also opted to paint the model in gold, almost giving it a Game of Thrones opening sequence vibe, but President Bukele assures that the actual city won’t look so pretentious. It will be a mix of greens from trees and blues from the nearby sea, so its associations with Bitcoin can really only be seen from high above. Fortunately, there are also plans to have a viewing deck over the volcano for that very purpose.

Bitcoin City, which might be its actual name, isn’t just a tribute to the first cryptocurrency that made it big. The whole city will be built on Bitcoin, or rather its construction will be funded by the sale of Bitcoin bonds. The city will also be powered by geothermal energy from its neighboring volcano. Of course, that energy will also be used to mine bitcoins, which became El Salvador’s official currency last year, the first and so far only country to adopt a cryptocurrency in this manner.

The city’s design is admittedly enthralling, but its concept and execution will most likely leave many scratching their heads. Basing an economy and an entire city on cryptocurrency is a huge leap of faith, and there have already been signs of trouble even before sales of those bonds have started. Bitcoin City wouldn’t be the first bold enterprise to capitalize on new technological trends, but it is definitely one of the more ambitious ones. One could almost say it is Bitcoin-crazy, and it wouldn’t be an exaggeration, especially considering how the city is designed around a Bitcoin.

https://www.yankodesign.com/images/design_news/2022/05/el-salvador-bitcoin-city-takes-the-metaverse-in-the-opposite-direction/bitcoin-city-1.jpg

PlayStation Plus relaunch games lineup and release date revealed

PlayStation Plus relaunch games lineup and release date revealed

Sony has announced the initial lineup of games for its revamped, multi-tier PlayStation Plus subscription service, and firmed up its launch dates over the next five weeks.

The service will launch in Asia on May 24, Japan on June 2, North and South America on June 13, and Europe, Australia, and New Zealand on June 23.

Games coming to the subscription service include Assassin’s Creed: Valhalla, the Demon’s Souls remake, Insomniac’s Spider-Man games, and Red Dead Redemption 2. But the structure of the deal is confusing, there’s nothing more recent than the director’s cut editions of Ghosts of Tsushima and Death Stranding (both released in mid-2021), and the classic games offering for the service’s top tier appears extremely thin at present — even lacking any PlayStation 2 games under emulation. The number of titles from third-party developers and publishers is dwarfed by the offering from internal studios.

It’s important to note, however, that Sony characterized this list as “an early look at some of the games that will be included during the launch time frame.” So there is room for the offering to improve in the coming weeks.

The lowest-priced Essential tier remains the same as the current PlayStation Plus, offering a handful of free PS4 and PS5 games every month alongside access to multiplayer online gaming. Sony has yet to announce the Essential tier games for the service’s relaunch in June.

The middle Extra tier will get a library of PS4 and PS5 hits, including those mentioned above. Other notable inclusions from in-house studios are Bloodborne, God of War, Horizon Zero Dawn, Returnal, The Last of Us Remastered, and the complete Uncharted series. The Last of Us Part 2 is a notable omission. Other third-party offerings include Control, Final Fantasy 15, Marvel’s Guardians of the Galaxy, Hollow Knight, and Outer Wilds.

The classic games catalog available to top-tier Premium and Deluxe subscribers will feature original PlayStation games Ape Escape, Tekken 2, and Syphon Filter, plus Super Stardust Portable from the PSP. Surprisingly, a number of PS4 remasters of PlayStation 2 games will be included in this tier, including some of the Jak and Daxter series, Siren, the Dark Cloud games, and even some third-party remasters of PS3 games, like BioShock. But no original versions of PS2 games running under emulation were announced.

Depending on your region, you may also get access to PS3 games via streaming in the top Premium tier. (If not, the tier is called Deluxe instead.) These will include the original Demon’s Souls, some Infamous and Ratchet & Clank games, and the magnificent Tokyo Jungle and Asura’s Wrath.

A final benefit of the top Premium and Deluxe tiers is time-limited trials for newer releases, including Horizon Forbidden West, Cyberpunk 2077, and Farming Simulator 22.

New games will be added on a monthly basis to all tiers.

You can find the full lists of games announced for each tier below.


PS4 and PS5 Game Catalog (Extra and Premium/Deluxe Plans)

PlayStation Studios

  • Alienation | Housemarque, PS4
  • Bloodborne | FromSoftware, PS4
  • Concrete Genie | Pixelopus, PS4
  • Days Gone | Bend Studio, PS4
  • Dead Nation Apocalypse Edition | Housemarque, PS4
  • Death Stranding and Death Stranding Director’s Cut | Kojima Productions, PS4/PS5
  • Demon’s Souls | Bluepoint Games, PS5
  • Destruction AllStars | Lucid Games, PS5
  • Everybody’s Golf | Japan Studio, PS4
  • Ghost Of Tsushima Director’s Cut | Sucker Punch, PS4/ PS5
  • God of War | Santa Monica Studio, PS4
  • Gravity Rush 2 | Japan Studio, PS4
  • Gravity Rush Remastered | Japan Studio, PS4
  • Horizon Zero Dawn | Guerrilla Games, PS4
  • Infamous First Light | Sucker Punch, PS4
  • Infamous Second Son | Sucker Punch, PS4
  • Knack | Japan Studio, PS4
  • LittleBigPlanet 3 | Sumo Digital, PS4
  • LocoRoco Remastered | Japan Studio, PS4
  • LocoRoco 2 Remastered | Japan Studio, PS4
  • Marvel’s Spider-Man | Insomniac Games, PS4
  • Marvel’s Spider-Man: Miles Morales | Insomniac Games, PS4/PS5
  • Matterfall |Housemarque, PS4
  • MediEvil | Other Ocean, PS4
  • Patapon Remastered | Japan Studio, PS4
  • Patapon 2 Remastered | Japan Studio, PS4
  • Resogun | Housemarque, PS4
  • Returnal | Housemarque, PS5
  • Shadow of the Colossus | Japan Studio, PS4
  • Tearaway Unfolded |Media Molecule, PS4
  • The Last Guardian | Japan Studio, PS4
  • The Last of Us Remastered | Naughty Dog, PS4
  • The Last of Us: Left Behind | Naughty Dog, PS4
  • Until Dawn | Supermassive Games, PS4
  • Uncharted The Nathan Drake Collection |Naughty Dog, PS4
  • Uncharted 4: A Thief’s End | Naughty Dog, PS4
  • Uncharted: The Lost Legacy | Naughty Dog, PS4
  • WipEout Omega Collection | Clever Beans & Creative Vault Studios, PS4

Third-Party Partners

  • Ashen | Annapurna Interactive,PS4
  • Assassin’s Creed Valhalla | Ubisoft, PS4/PS5
  • Celeste | Maddy Makes Games, PS4
  • Cities: Skylines | Paradox Interactive, PS4
  • Control: Ultimate Edition | 505 Games, PS4/PS5
  • Dead Cells| Motion Twin, PS4
  • Final Fantasy XV Royal Edition | Square Enix Co. LTD, PS4
  • Hollow Knight | Team Cherry, PS4
  • Marvel’s Guardians of the Galaxy | Square Enix Co. LTD., PS4/PS5
  • Mortal Kombat 11 | WB Games, PS4/PS5
  • Narutoshippuden: Ultimate Ninja Storm 4 | Bandai Namco Entertainment Inc., PS4
  • NBA 2K22 | 2K Games, PS4/PS5
  • Outer Wilds | Annapurna Interactive, PS4
  • Red Dead Redemption 2 | Rockstar Games, PS4
  • Resident Evil | Capcom Co., Ltd, PS4
  • Soulcalibur VI | Bandai Namco Entertainment Inc., PS4
  • The Artful Escape | Annapurna Interactive, PS4/PS5
  • The Crew 2 | Ubisoft, PS4

Classic Games Catalog (Premium/Deluxe Plan)

Original PlayStation and PSP: PlayStation Studios

  • Ape Escape | Japan Studio, Original Playstation
  • Hot Shots Golf | Japan Studio, Original Playstation
  • I.Q. Intelligent Qube | Japan Studio, Original PlayStation
  • Jumping Flash! | Japan Studio, Original PlayStation
  • Syphon Filter | Bend Studio, Original PlayStation
  • Super Stardust Portable | Housemarque, PSP

Original PlayStation: Third-Party Partners

  • Mr. Driller | Bandai Namco Entertainment Inc., Original PlayStation
  • Tekken 2 | Bandai Namco Entertainment Inc., Original PlayStation
  • Worms World Party | Team 17, Original PlayStation
  • Worms Armageddon | Team17, Original PlayStation

Remasters: PlayStation Studios

  • Ape Escape 2 | Japan Studio, PS4
  • Arc The Lad: Twilight of the Spirits | Japan Studio, PS4
  • Dark Cloud | Japan Studio, PS4
  • Dark Cloud 2 | Japan Studio, PS4
  • FantaVision | SIE, PS4
  • Hot Shots Tennis | Japan Studio, PS4
  • Jak II | Naughty Dog, PS4
  • Jak 3| Naughty Dog, PS4
  • Jak X: Combat Racing | Naughty Dog, PS4
  • Jak and Daxter: The Precursor Legacy | Naughty Dog, PS4
  • Rogue Galaxy | Japan Studio, PS4
  • Siren | Japan Studio, PS4
  • Wild Arms 3 | SIE, PS4

Remasters: Third-Party Partners

  • Baja: Edge of Control HD | THQ Nordic, PS4
  • Bioshock Remastered | 2K Games, PS4
  • Borderlands The Handsome Collection | 2K Games, PS4
  • Bulletstorm: Full Clip Edition | Gearbox Publishing, PS4
  • Kingdoms of Amalur: Re-Reckoning | THQ Nordic, PS4
  • Lego Harry Potter Collection | WB Games, PS4

Original PS3 Games via streaming (Premium Plan)

PlayStation Studios

  • Crash Commando | Creative Vault Studios, PS3
  • Demon’s Souls | From Software, PS3
  • echochrome | Japan Studio, PS3
  • Hot Shots Golf: Out of Bounds | Japan Studio, PS3
  • Hot Shots Golf: World Invitational | Japan Studio, PS3
  • Ico | Japan Studio, PS3
  • Infamous | Sucker Punch, PS3
  • Infamous 2 | Sucker Punch, PS3
  • Infamous: Festival of Blood | Sucker Punch, PS3
  • LocoRoco Cocoreccho! | Japan Studio, PS3
  • MotorStorm Apocalypse | Evolution Studios, PS3
  • MotorStorm RC | Evolution Studios, PS3
  • Puppeteer | Japan Studio, PS3
  • rain | Japan Studio, PS3
  • Ratchet & Clank: Quest For Booty | Insomniac Games, PS3
  • Ratchet & Clank: A Crack in Time |Insomniac Games, PS3
  • Ratchet & Clank: Into the Nexus | Insomniac Games, PS3
  • Resistance 3 | Insomniac Games, PS3
  • Super Stardust HD | Housemarque, PS3
  • Tokyo Jungle | Japan Studio, PS3
  • When Vikings Attack | Clever Beans, PS3

Third-Party Partners

  • Asura’s Wrath | Capcom Co., Ltd., PS3
  • Castlevania: Lords of Shadow 2 | Konami, PS3
  • Devil May Cry HD Collection | Capcom Co., Ltd., PS3
  • Enslaved: Odyssey to the West | Bandai Namco Entertainment America Inc., PS3
  • F.E.A.R. | WB Games, PS3
  • Lost Planet 2 | Capcom Co., Ltd., PS3
  • Ninja Gaiden Sigma 2 | Koei Tecmo, PS3
  • Red Dead Redemption: Undead Nightmare |Rockstar Games, PS3

Time-Limited Game Trials (Premium/Deluxe Plan)

PlayStation Studios

  • Uncharted: Legacy of Thieves Collection | Naughty Dog, PS5
  • Horizon Forbidden West | Guerrilla Games, PS4/PS5

Third-Party Partners

  • Cyberpunk 2077 | CD Projekt, PS5
  • Farming Simulator 22 | Giants Software GmBH, PS4/PS5
  • Tiny Tina’s Wonderland | 2K Games, PS4/PS5
  • WWE 2K22 | 2K Games, PS4/PS5
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Oppo Reno8 Pro render showcases camera setup and official colors

Oppo Reno8 Pro render showcases camera setup and official colors

Earlier today we got confirmation that Oppo is releasing its Reno8 series in China on May 23 and now we get an official render of the Reno8 showcasing its four color options. The image details the back of the Reno8 featuring four cameras – two big sensors and two small ones integrated in the top right corner under the same lens.

Oppo Reno8 renderOppo Reno8 render

The camera island features a slight curvature similar to the Oppo Find X5 series. We can also observe the black, blue, green, and gold colors for the phone. Reno8 is expected to debut Qualcomm’s yet to be released Snapdragon 7 Gen 1 chipset alongside a 50MP main camera and 80W fast charging. We’re also expecting a Reno8 Pro with MediaTek’s Dimensity 8100 and the same main cam and charging speeds.


Oppo Reno8 Pro display render

Oppo Reno8 Pro display render

Source

https://fdn.gsmarena.com/imgroot/news/22/05/oppo-reno8-render/-952x498w6/gsmarena_00.jpg

vivo teases S15 with official images

vivo teases S15 with official images

vivo posted press images of its upcoming S15 smartphone on Weibo, revealing its color options. The vivo S15, S15 Pro, and TWS Air earbuds are all coming to China on May 19.

The vivo S15 will have a 6.62-inch AMOLED of 120Hz refresh rate and 1080p resolution. It’s powered by a Snapdragon 870 with either 8GB or 12GB of RAM, and a 4,700mAh battery with 80W charging.

Camera-wise the S15 has a 64MP main camera, 8MP ultrawide, and 2MP macro. There’s a 16MP selfie camera.

The vivo S15 Pro will get a bigger 6.56-inch 120Hz AMOLED with curved glass on top of it. It could be powered by a Dimensity 8100 chipset and swaps the 64MP camera for a 50MP one.


Vivo S15 and S15 Pro teasers
Vivo S15 and S15 Pro teasers
Vivo S15 and S15 Pro teasers
Vivo S15 and S15 Pro teasers

Vivo S15 and S15 Pro teasers

The vivo S15 will offer three colors – Blue, Gold, and Black.


The three colorways of the vivo S15
The three colorways of the vivo S15
The three colorways of the vivo S15

The three colorways of the vivo S15

Vivo’s TWS Air will be very light at 3.5g each, all the while potent thanks to a 14.2mm driver.

Vivo teases S15 through press renders

Source | Via

https://fdn.gsmarena.com/imgroot/news/22/05/vivo-s15/-952x498w6/gsmarena_000.jpg

High-profile former Apple employees helping unionization efforts, as Deirdre O’Brien ‘listening’

High-profile former Apple employees helping unionization efforts, as Deirdre O’Brien ‘listening’

At least two high-profile former Apple employees are assisting the unionization efforts of retail store employees, with additional advice from Google walkout organizers.

Former Apple software engineer Cher Scarlett, who organized a pay survey when she worked for the company, played a key role in the formation of Fruit Stand Workers United at the Grand Central Apple Store …

Background

We first learned of retail staff plans to unionize back in February.

Groups at two stores are reportedly preparing paperwork to file with the National Labor Relations Board, with about six more locations at earlier stages of planning.

The Post says the main source of unrest is due to wages. Apple pays retail employees in the range of $20-$30 per hour, depending on role and seniority. However, the workers say these rates have not kept up with inflation. 

Inspired by recent successful union votes at more than 90 Starbucks stores, the report says that efforts to unionize have recently accelerated.

Things got real last month, with a formal start to the process at Apple’s flagship Grand Central Terminal store in New York, with a number of goals for a better deal for staff.

Along with seeking improved working conditions, more vacation time, and better retirement options, the group is looking to secure a minimum wage of $30/hour.

This was followed by similar moves in Atlanta and Maryland.

Former Apple employees helping unionization efforts

Wired reports that both Scarlett and Janneke Parrish are helping store staff to organize. Scarlett reached a settlement with Apple to leave the company after running an employee pay survey and speaking up against the company’s return to office policy. Parrish was fired from Apple after working with Scarlett on the #AppleToo campaign, which drew attention to an apparent pay gap between men and women at the company.

Earlier this year, former Apple software engineer Cher Scarlett received a distraught DM from an Apple retail employee at New York’s Grand Central Station. The employee had been working with a union to organize her store, but the partnership dissolved. Adrift, she messaged Scarlett to vent. The employee knew Scarlett as a founder of #AppleToo, a campaign that emerged last summer to shed light on alleged workplace discrimination and harassment. Scarlett was an outspoken worker’s rights advocate, and she knew just who to call.

Scarlett had recently met an organizer with Workers United at a rally for the unionizing employees at Starbucks, where she used to work. “I was like, wait a minute. You’re in New York. Workers United started in New York. I have a connection.” She made an introduction, and the Grand Central campaign was revived. In April, they went public with their organizing drive, dubbing themselves Fruit Stand Workers United […]

After leaving the company, Parrish toured every retail store in her home state of Texas. She knows of at least five other corporate employees who have done similar outreach. She recalls one conversation in which employees recognized her from her organizing work. “They were thrilled that somebody had come to their space and listened to their experiences. It was an incredibly fruitful conversation that, in my understanding, is leading to organizing within that store.” (Since Scarlett and Parrish no longer work at Apple, they participate in Apple Together in advisory roles) […]

The organizers have drawn guidance from experienced groups. Scarlett, for her part, has consulted with the Google walkout organizers and Timnit Gebru, a former ethical AI researcher and diversity advocate who was fired from Google in 2020.

Deirdre O’Brien visits unionizing store ‘to listen’

Verge reporter Zoë Schiffer tweeted that Apple’s retail head visiting a Maryland Apple Store, where employees are unionizing – and that store managers have been posting a summary of the company’s staff benefits.

Apple VP of retail Deirdre O’Brien made a surprise appearance today at the store in Maryland that recently filed for a union election. She told employees she was there to “listen.”

Other Apple store workers say managers have been posting a two-pager on the company’s “strong and competitive pay and benefits” 2/ pic.twitter.com/s4GwHIw0DM

— Zoë Schiffer (@ZoeSchiffer) May 13, 2022

Store employees who responded to the tweets didn’t seem overly impressed, noting that Apple has recently granted additional sick time – but penalizes staff who use it.

When I got my COVID shot and had some side affects a day after, I called in because they said they would totally excuse it. Yeah, that didn’t happen. “You calling in still negatively impacts the business, so this is counted against you…” like ok. Thx. Bye.

9to5Mac’s Take

We’ve noted that while things are at a very early stage right now, the process is clearly going to snowball.

So far, just a handful of stores have actively begun the unionization process – but there seems little doubt that this will cascade across the Apple Store network. If Apple leaves things too long, the default management-union model of confrontation and disruption is pretty much guaranteed to apply.

We’ve also suggested that Apple treat this as an opportunity, rather than a threat – by adopting something akin to the German works councils approach.

The result – as demonstrated by the German model – is that everybody wins. Apple gets a happier workforce, which inevitably shows in their interactions with customers. Staff get better working conditions than they would by unionizing.

So far, however, Apple’s position appears to be that if it talks up existing benefits, and mutters vague threats, the whole thing will go away.

https://i0.wp.com/9to5mac.com/wp-content/uploads/sites/6/2022/05/Former-Apple-employees-helping-unionization-efforts.jpg?resize=1200%2C628&quality=82&strip=all&ssl=1

Samsung Galaxy Watch5 Pro to have a titanium body and sapphire glass

Samsung Galaxy Watch5 Pro to have a titanium body and sapphire glass

Samsung smartwatches have come in various denominations – Classic, Active, Frontier – but there hasn’t been a Pro yet. The first one is coming this year, according to several leaks, including some new details from reliable leakster Ice Universe.

The Samsung Galaxy Watch5 Pro will allegedly have a lightweight titanium casing and scratch-resistant sapphire glass. This isn’t the first time that Samsung has used titanium, some versions of the Watch3 were clad in the pricey metal. But this will be the first time it uses sapphire.

Anyway, last month we heard that the Watch5 Pro will have a large battery, 572mAh. Well, large for a watch. For comparison, the 46mm Watch4 Classic and 44mm Watch only have 361mAh batteries. Certification docs by Safety Korea revealed that the 44mm Watch5 will have a slightly larger 397mAh battery. That still leaves the Pro with a 44% higher capacity.


Samsung Galaxy Watch5 batteries: 247 mAh for the 40 mm model
Samsung Galaxy Watch5 batteries: 397 mAh for the 44 mm model

Samsung Galaxy Watch5 batteries: 247 mAh for the 40 mm model • 397 mAh for the 44 mm model

It’s not entirely clear whether there will be a Classic model with the 5th generation. However, leaks suggest that Samsung is working on three devices, code named “Heart-S”, “Heart-L” and “Heart-Pro”. Presumably, those are the two sizes of the Watch5 and the Pro.

So far we haven’t heard of other upgrades for the Pro over the vanilla model, but info is still trickling out. There might be more to it than premium materials and a larger battery.

Source | Via

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The OnePlus Nord 2T will be the first phone with the Dimensity 1300

The OnePlus Nord 2T will be the first phone with the Dimensity 1300

Despite several leaks, the OnePlus Nord 2T is still not official – that will change on May 19 (Thursday). In the run-up to the event the company is confirming one new detail about the phone per day.

Yesterday, it confirmed support for 80W SuperVOOC charging, which can pump a day’s worth of power into the battery in just 15 minutes. The battery capacity wasn’t mentioned, but the leaks have it pegged at 4,500 mAh.

Anyway, today’s announcement confirms the use of the Dimensity 1300 chipset. Considering that the chip was unveiled a month ago and no one has called dibs yet, the Nord 2T will be the first to use it.

The OnePlus Nord 2T will be the first phone with the Dimensity 1300

The 1300 is a refresh of the 1200. It is still a 6nm chip (from TSMC’s foundries), it has four Cortex-A78 cores (one at 3.0GHz, three at 2.6GHz), four A55 cores (2.0GHz) and a Mali-G77 MC9 GPU.

Two more reveals remain. Tomorrow’s will detail the “flagship-level camera”. According to rumors, the setup will feature a main cam using a 50MP IMX766 sensor (with OIS), an 8MP ultra wide, plus a 2MP module on the back, along with a 32MP IMX615 on the front. The final reveal on the 19th, just before the event, will be about the screen (rumored to be 6.43” FHD+ 90Hz).

As part of the event, the Nord CE 2 Lite 5G and Nord Buds will launch globally (Europe, the US and other regions).

Source | Via

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