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When Wuthering Waves launched about half a year ago on iOS, Android and Windows, there were serious issues on day one. While some can be forgiving when a game launches, especially a live-service game that will get lots of updates, the errors that many experienced were catastrophic. However, developer Kuro Games didnt give up on the title, and it has more than recovered from its launch, even becoming a nominee at The Games Awards last year. For those who arent familiar with Wuthering Waves, its an open-world, free-to-play action RPG similar to Genshin Impact in many ways. However, its combat is more focused on spectacular combos, perfectly-timed parries and dodge counters after avoiding attacks at the right moment. Some players say that the combat is inspired by Devil May Cry games. Heck, there's even a reference to Vergil's (modded) chair in the game. Screenshot by @deviltakoyaki on X Wuthering Waves suffered from a disastrous launch. Many people had performance issues, experienced crashes and dialog text was often cut off. It wasnt uncommon to see people complaining that they couldnt play at all despite being excited about its graphics. Some also criticized the voice acting, which reminded me of ASMR-style vocals and didn't fit the usual video game voice acting direction. Fortunately, Kuro Games apologized quickly and promised to make things right. In fact, someone took a picture of Kuro Games Guangdong, China office between 10 and 11PM. The lights were on, and the company seemed to be taking its vow to improve the game seriously. Over the next few months, Kuro Games would work hard at fixing the most pressing issues while also introducing much-needed quality-of-life fixes. The first highlight of this improvement process was giving all players another free standard banner 5-star character and 5-star standard banner weapon box. After that, they even let users get a limited 5-star character, Xiangli Yao, for free when they played an event to a certain point. The game even has 120FPS mode on PC, something all other games made by direct competitor miHoYo dont have, except Zenless Zone Zero. Plus, as of the 2.0 update, it has come to PS5. Limited character Camellya finally became playable during November, much to the delight of many after months of waiting. Wuthering Waves made it to the final rounds of The Game Awards' best mobile game category but didnt win, losing to Balatro. Kuro Games Kuro Games also released the drip marketing for a new area Rinascita early on to build hype, and many gamers were excited to visit it. Kuro Games early efforts to fix things paid off, as even the latest character teasers looked better and even provided crucial information like character roles, playstyles and materials. These teasers allowed players to farm resources ahead of time if they wanted, instead of relying on leaks. I play the game in Mandarin Chinese dub and text, so I didnt catch this detail. But an upcoming character, Zani, actually speaks in an Italian accent (with some Spanish and Greek influence, apparently) if you choose the English dub. When the game first launched, the English voices sounded incredibly forced since some of the voice actors were British but were forced to adopt American accents. Zanis Italian accent is a major improvement in voice acting direction, and now Im more willing to give the English dub another chance. (Zani also recommends you eat pineapple pizza, though. But dont judge me, because I like that stuff. Sorry, not sorry.) Now that the 2.0 update is out, I saw some players calling it a wonderful experience. As for me, Im definitely enjoying the update and have been farming for my characters. I havent finished the available story missions yet, but I do think Kuro Games has improved its writing compared to the first chapters. I noticed the tendency to show more than what Ive experienced playing Genshin Impact and Honkai: Star Rail, both games that often utilize black screens with text. Wuthering Waves tends to stay away from those. I admit that the story isnt completely riveting, but Im still having fun exploring Solaris-3. The word salad from the first chapters has been reduced, allowing me to take in the story without being overloaded by too many new terms. Kuro Games I also play Genshin Impact and can appreciate the differences between them, as Wuthering Wavess combat system satisfies an itch Genshin Impacts doesnt. Farming is quick, and the story is improving. The events are fun, except for the Tower of Adversity endgame mode and the Pincer Maneuver event series that comes back once in a while. Maybe its a skill issue, but I find these modes rather challenging if you dont have the latest featured character or a featured recommended element. The Depths of Illusive Realm roguelike mode needs some more variety, but I suspect thats in the works as it rotates back in soon. Despite any faults, I still play Wuthering Waves daily on Windows and look forward to future content; Its good enough that Im taking any faults in stride. Earlier this month, Kuro Games CEO Solon Lee released a letter in Chinese thanking fans and revealing that Wuthering Waves reached its highest single-day revenue when version 2.0 was released. I felt encouraged by the letter, and I can confidently say Im glad I gave the game a chance last year. Whatever the company has in store, Im all for it.This article originall appeared on Engadget at https://www.engadget.com/gaming/pc/im-glad-i-gave-wuthering-waves-a-chance-even-with-a-disastrous-launch-150051043.html?src=rss
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We're so used to seeing virtual reality depicted nefariously in films like The Matrix, Virtuousity (a forgotten '90s classic) and The Lawnmower Man, it's genuinely surprising to see something that treats VR in a potentially positive way. In Flora Lau's Luz, which premiered at the Sundance Film Festival this week, theres no major downside to VR, its just another way for humans to connect. And in the case of the film's two lonely leads, art gallery worker Ren (Sandrine Pinna) and pseudo-gangster Wei (Xiaodong Guo), VR serves as a life raft of human connection, something that could help them find peace in a world where they both feel adrift. Set in modern-day Chongqing (a city so neon-filled and futuristic it seems more sci-fi than real) and Paris, the characters in Luz live alongside technology familiar to us. Smartphones and OnlyFans-esque livestreams featuring young girls are commonplace. But the virtual reality hardware in the film including ski mask-like goggles, pointed finger sensors that resemble a witch's nails is both a step ahead, and slightly behind, where we are today. Luz, both the name of the film and the VR world people visit, is a fascinating artifact of the immersive reality space from several years ago. That was before we knew finger tracking could be the main input mode in a VR/AR headset like Apple's Vision Pro. Ren and Wei experience the VR world of Luz as an escape from their real-world troubles, though that ultimately proves futile. Ren tries to connect with her stepmother Sabine (the legendary Isabelle Huppert), an emotionally distant Paris gallery owner who is avoiding any help for a potentially fatal illness. Wei, meanwhile, is trying to reconnect with his estranged daughter Fa, who he can only see anonymously via that aforementioned livestream. The lead's storylines intersect during an in-game hunting expedition for a mysterious neon deer, which appears to be the closest thing to "winning" Luz. Wei and Ren reluctantly bond, and eventually they start to find ways to heal their emotional wounds. It's an intriguing concept, though we don't spend enough time with both characters hanging out in VR to truly sell their relationship. Sundance Institute Luz doesn't attempt to deliver a fully CG VR world like Ready Player One (thank god), instead we see a hyper-stylized version of the real world with an abundance of neon lights, floating particles and characters dressed as if they're about to head to Comic-Con. Obviously, it's an easier way to convey VR, but the film is also portraying a version of the technology that's practically identical to the real world. If VR were truly so immersive, why even bother with real life connections? (Stylistically, it reminds me of Ghost in the Shell director Mamoru Oshiis forgotten Polish sci-fi film, Avalon, which also explored how people can redefine themselves in a VR simulation.) While Lau goes to great lengths to craft gorgeous VR imagery, what the film really needs is more time for its two leads to sit down and talk to each other, instead of having us infer emotion as they stare off into the distance. At just an hour and forty two minutes, theres plenty of room for more character exploration. But at least we get some intriguing conversations between Ren and Sabine, with Huppert being her typically charming self. (Perhaps the most unbelievable aspect of the film is that Sabine, a hip presence in the visual arts scene, hadnt tried VR until Ren convinced her. Weve been seeing artists adopt VR for installations since 2016, so its far from a new concept.) Luz is close to being a great film, with its strong performances and confidently composed cinematography. But through either restraint or weak screenwriting, we dont always have a sense of how the leads relate to the world, or even what they think of each other. The overall approach feels too cold and distant for a film that's ultimately about rediscovering human connection.This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/sundance-premiere-luz-explores-how-vr-can-help-us-find-connection-in-the-real-world-140005020.html?src=rss
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Google has given US employees in the Platforms and Devices team the option to exit voluntarily before it starts cutting jobs. The news was first reported by 9to5Google. Google's Platforms and Devices team has 25,000 employees and was formed when the company merged its Android and hardware teams last year. It's in charge of a bunch of Google products, including Android, Chrome, ChromeOS, Pixel, Nest and Fitbit. However, only employees based in the US who are directly reporting to the division's VP, Rick Osterloh, can leave voluntarily with a severance package. Osterloh reportedly told the team in a memo that the "voluntary exit plan" is for those struggling to meet the demands of their role or those unhappy with the company's hybrid work setup. People have until February 20 to sign up for the exit program, and since the memo says they'll find out if they've been accepted on March 25, some people may not be able to leave the company with the severance package it's offering. Google is scheduled to release its earnings report for the fourth quarter of 2024 in a few days, and it'll be interesting to see if it reveals a decline in revenue or any other weakness that could've led to the buyout and impending layoffs. "The Platforms & Devices team is offering a voluntary exit program that provides US-based Googlers working on this team the ability to voluntarily leave the company with a severance package," Google said in a statement. "This comes after we brought two large organizations together last year. There's tremendous momentum on this team and with so much important work ahead, we want everyone to be deeply committed to our mission and focused on building great products, with speed and efficiency." According to CNBC, employees were pleased with Google's decision to offer voluntary exits with severance instead of going straight to job cuts. They were apparently aware of Google's future cost-cutting efforts and asked for voluntary buyouts as an option. This article originally appeared on Engadget at https://www.engadget.com/big-tech/google-will-let-platforms-and-devices-employees-leave-voluntarily-prior-to-layoffs-130017394.html?src=rss
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