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Sony Lowers Price of DualSense Edge Controller, Making Elite Gaming Affordably Accessible for Casual Players
Sony Lowers Price of DualSense Edge Controller, Making Elite Gaming Affordably Accessible for Casual Players
12:23 am

Professional gaming requires accuracy and personalization that typical controllers fall short of, and the DualSense Edge meets these demands with hardware-level modifications that competitive gamers have sought for years. This high-end controller enhances all the great features of the standard DualSense by incorporating swappable parts, remappable buttons, and adjustable sensitivity curves that permit fine-tuning performance for particular games or play styles.

The Midnight Black version is currently available for $169 on Amazon, reduced from its usual price of $199, representing an all-time low for Sony’s professional-grade controller just in time for Christmas with assured holiday delivery. This 15% price cut makes advanced gaming hardware more approachable for dedicated players seeking every conceivable edge without breaking the bank like they would with an Xbox Elite controller.

## Customization That Suits Your Play Style

You can now assign back buttons to the underside of the controller, significantly altering your gaming experience. You can designate frequently used actions to these buttons, such as jump, crouch, or reload. This feature allows you to maintain your thumbs on the analog sticks while simultaneously pressing face buttons, enhancing aim in shooters and camera control in fast-paced action titles.

The interchangeable stick modules address the common problem of analog stick drift that often affects controllers after prolonged use. Instead of buying an entirely new controller when the sticks wear out, you can simply swap out the worn components at a lower expense. These modules can be replaced easily without tools, and Sony offers separate replacements, ensuring ongoing usability.

You can modify stick sensitivity and dead zones, enabling you to customize response curves to meet your gaming requirements. Higher sensitivity settings are advantageous in fast-paced shooters that demand rapid camera movements, while lower settings benefit long-range shooting that requires greater precision. Adjusting the dead zone eliminates unwanted movements from looser sticks, improving control in competitive environments.

The stick caps included with the Edge come in three heights and two shapes, letting you select the ones that best accommodate your hand size and grip preferences. Taller sticks offer enhanced control by increasing the thumb’s travel distance for the same input, ideal for precise aiming in tactical shooters. Conversely, shorter sticks enable quicker movements with minimal thumb travel, ideal for aggressive play styles.

The trigger stops on the DualSense Edge reduce the distance that L2 and R2 can move, allowing for a faster firing response in shooters. The adjustable stops click into place at various points, enabling you to tailor each trigger according to the game—full travel is preferable for racing games, while minimal travel is suitable for fast-paced shooters.

The Midnight Black finish lends the Edge a distinct look while upholding PlayStation’s elegant design. The matte texture resists fingerprints better than glossy plastics, and the overall construction feels sturdy. However, due to the additional electronics implemented for customization, the battery life is shorter compared to standard DualSense controllers, generally lasting 5 to 7 hours depending on the features in use. Therefore, it’s wise to keep the charging cable handy for extended gaming sessions.

Securing the DualSense Edge for $169 is an outstanding bargain as it represents the lowest price this controller has ever been offered on Amazon, allowing for customization that meets professional gaming benchmarks. This competitive pricing makes premium gaming features attainable for serious gamers looking to enhance their performance.

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Anker SOLIX C1000 Now on Amazon at Christmas's Lowest Price: 2,000W Power Output for Charging as Many as 10 Devices at Once
Anker SOLIX C1000 Now on Amazon at Christmas’s Lowest Price: 2,000W Power Output for Charging as Many as 10 Devices at Once
11:23 pm

### The Significance of Portable Power Stations During Winter Storms

As winter storms arrive, the risk of power outages becomes a major concern. Portable power stations are vital tools for maintaining heating, supporting medical equipment, and ensuring connectivity in emergencies. The **Anker Solix C1000 (Gen 2)** corrects important flaws found in previous portable power stations by providing faster charging and enhanced power output.

Presently, this model can be purchased for **$371 on Amazon**, a notable reduction from its standard price of **$549**, making it a compelling choice just before the winter season when power outages frequently happen. This **32% discount** makes reliable backup power accessible without the complications and costs of installing whole-home generators.

#### Rapid Charging: A Revolutionary Feature

The Anker Solix C1000 (Gen 2) incorporates **HyperFlash technology**, enabling it to fully recharge its **1,024Wh battery in only 49 minutes**. This significantly changes how portable power stations are utilized during extended outages, where older models may require **6 to 8 hours** for a full recharge. The swift recharge capability allows users to refresh their power supply during short interruptions, ensuring vital devices stay functional in crucial moments.

Boasting a **continuous output of 2,000W** and a **surge capacity of 3,000W**, the Solix C1000 can effortlessly power a diverse range of household appliances and tools. It includes **10 ports**, comprising AC outlets, USB-A ports, USB-C ports, and a car outlet, permitting the simultaneous use of multiple devices like refrigerators, space heaters, coffee makers, and phone chargers. The **3,000W surge capacity** adeptly handles the power needs of devices during startup.

#### Sturdiness and Dependability

Featuring **LiFePO4 battery technology**, the Solix C1000 can endure **4,000 charge cycles** before seeing a reduction to **80% capacity**. This durability supports regular use for around **10 years** with minimal decline in efficiency. Additionally, lithium iron phosphate batteries thrive in extreme conditions, delivering dependable performance even in the summer heat or winter chill—situations where typical lithium-ion batteries might struggle.

In a power outage scenario, the device’s **sub-10ms UPS switchover time** guarantees that sensitive electronics, including CPAP machines, computers, and networking gear, remain uninterrupted. Unlike conventional power stations that can take several hundred milliseconds to transition to battery power—potentially leading to disruptions such as computer restarts or medical alarms—the Solix C1000 ensures continuous operation.

### Conclusion

Purchasing the Anker Solix C1000 Gen 2 for **$371** presents a significant opportunity to obtain superior charging features and substantial power storage at nearly half the cost. This timely discount before the winter storm season makes it a cost-effective option for families in search of reliable backup power or off-grid alternatives. Take advantage of this remarkable holiday offer, aimed at ensuring your preparedness for winter emergencies.

[See at Amazon](https://shop.kotaku.com/go/4782/)

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Trailer Unveiled for Spielberg's Initial Alien Film in Twenty Years
Trailer Unveiled for Spielberg’s Initial Alien Film in Twenty Years
10:23 pm

**The Excitement Around Steven Spielberg’s *Disclosure Day***

The initial trailer for the renowned director Steven Spielberg’s forthcoming film, *Disclosure Day*, has arrived, heralding a noteworthy comeback to motifs that have enthralled viewers for years: UFOs and extraterrestrials. Slated for a theatrical release in Summer 2026, this film is set to be a significant cinematic occasion, rekindling Spielberg’s journey into alien phenomena.

Featuring Emily Blunt, celebrated for her performance in *Oppenheimer*, alongside Josh O’Connor from *Wake Up Dead Man*, the film’s preview offers a sneak peek into a storyline rich with quintessential Spielberg visuals. Yet, it deliberately avoids presenting overt depictions of aliens or UFOs, retaining an element of enigma. Still, reports from 2024 assert that *Disclosure Day* indeed delves into alien themes, connecting it with Spielberg’s esteemed history in the realm of science fiction.

The script is crafted by David Koepp, a long-time associate of Spielberg, who boasts a prolific background in writing for landmark films like *Jurassic Park*, *The Lost World*, *War of the Worlds*, and *Indiana Jones and the Kingdom of the Crystal Skull*. While the latter strayed from conventional alien tales by featuring interdimensional entities, *Disclosure Day* seems poised to revert to traditional sci-fi foundations. It has been twenty years since Spielberg’s last direct investigation of UFOs in *War of the Worlds*, underscoring the importance of this upcoming project.

Information regarding the storyline remains limited, with the teaser generating curiosity without delivering significant insights. When Koepp was asked by *Hollywood Reporter* about possible links to Spielberg’s past creations, specifically *Close Encounters of the Third Kind*, he deftly evaded the question, hinting that the film may exist within the same universe as that iconic title. This potential link could enrich *Disclosure Day*, offering Spielberg the opportunity to revisit the subjects that shaped his early career without necessitating a direct sequel.

Notably, the film might include scenes set in Kansas City, inviting a personal connection from local enthusiasts as they take pride in their involvement in this prestigious endeavor. The buzz surrounding the film is tangible, raising inquiries about local cultural portrayals and the possibility of unexpected appearances, such as cameos from prominent figures.

As Spielberg returns to the realm of high-budget sci-fi, there is revitalized optimism for a feature that encapsulates the enchantment of his earlier masterpieces. Fans are keen to see how *Disclosure Day* unfolds, wishing for a return to excellence following mixed reviews of his last effort, *Ready Player One*. With its combination of nostalgic elements and modern storytelling, *Disclosure Day* positions itself as a potentially significant success for Spielberg, indicating that the intrigue with UFOs and aliens continues to flourish in mainstream cinema.

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Larian's Utilization of AI Technology Provokes Reaction from Baldur's Gate 3 Fans
Larian’s Utilization of AI Technology Provokes Reaction from Baldur’s Gate 3 Fans
9:13 pm

**Larian Studios and the Generative AI Controversy: Essentials to Understand**

Recently, Larian Studios’ CEO Swen Vincke participated in an interview with Bloomberg where he elaborated on the studio’s adoption of generative AI within its operations. Renowned for crafting critically lauded games like *Baldur’s Gate 3* and the *Divinity* franchise, Larian’s fresh strategy has incited considerable opposition from fans and the gaming community. Vincke noted that the AI technology is employed for the creation of PowerPoint presentations, placeholder text, and concept art, emphasizing that this integration is not designed to supplant human creativity in the end product.

In spite of Vincke’s reassurances, many fans have responded unfavorably to the announcement. The backlash primarily revolves around worries about the studio’s movement away from its earlier devotion to human creativity and artistry. Larian has built a reputation as a developer that values its employees and champions a humane approach to game development, a point highlighted during Vincke’s passionate address at the 2024 Game Awards. He conveyed his conviction that forthcoming Game of the Year winners would be produced by studios that respect their creators rather than treating them as mere statistics.

Vincke endeavored to clarify the studio’s position in a subsequent statement to IGN, characterizing the involvement of AI as “additive” to the creative process, insisting that no generated content would be included in any of Larian’s games—including their forthcoming title, *Divinity*. Nevertheless, concerns persist among fans and industry experts who are apprehensive about the broader consequences of AI use within the studio, especially given its prestigious history of human-driven game development.

On social media, responses have been rapid and critical. Many have questioned the reasoning behind employing generative AI for activities like concept art, contending that it diminishes the worth of visual artists and their contributions. Detractors voice worries that Larian might eventually extend AI use beyond auxiliary roles, potentially influencing the quality of future releases. Former employees of the studio have even indicated that the advent of AI adversely impacted morale during their time, raising issues about the internal feelings towards this new path.

Interestingly, some current employees at Larian have expressed their objections to AI integration. Their public statements contrast with Vincke’s assertions of widespread acceptance among the workforce, suggesting a rift between management viewpoints and employee opinions. The controversy has further sparked discussions about the ethics of AI in creative fields, with advocates for human artists stressing the necessity of preserving artistic integrity in game development.

Despite the pushback, Vincke stands firm in his advocacy for utilizing AI as a method to enhance creativity rather than replace it. The adoption of these tools is being portrayed as a way to boost efficiency, allowing creative teams additional time to concentrate on their primary skills. However, the skepticism surrounding Larian’s strategy has led many fans to reconsider their future involvement with the studio and its endeavors.

As conversations about the impact of generative AI in the gaming sector evolve, Larian Studios finds itself at a pivotal moment. The studio’s capability to sustain its identity as a pro-human game developer while embracing new technological innovations will likely influence its trajectory and reception in the years to come.

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Larian Studios CEO Addresses Concerns Over Generative AI Usage: Ongoing Internal Discussions Highlighted
Larian Studios CEO Addresses Concerns Over Generative AI Usage: Ongoing Internal Discussions Highlighted
8:23 pm

A few hours ago, reports surfaced that Larian are making use of generative AI during development of their new RPG Divinity – specifically, to come up with ideas, produce placeholder text, develop concept art, and create materials for PowerPoint presentations. In the same Bloomberg article, Larian CEO Swen Vincke sought to balance these revelations with the promise that Divinity won’t directly contain any AI-generated materials, commenting that “everything is human actors; we’re writing everything ourselves.”

As with generative AI in gamedev generally, the disclosure has sparked anger online – anger that is all the sharper for the love that has hitherto been directed at Larian, creators of amazing fantasy RPGs with sexy bears and demons. Inevitably, some of the outrage is from people who appear minimally familiar with game development, and in a few cases, haven’t read the report in full (unhelpfully, it’s behind Bloomberg’s paywall). Some of it, though, is from other game developers.

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Larian Studios Head Tackles Issues Regarding AI in Artistic Creation: "We Are Not Substituting Concept Artists with AI"
Larian Studios Head Tackles Issues Regarding AI in Artistic Creation: “We Are Not Substituting Concept Artists with AI”
8:13 pm

Larian Studios, the company famous for its highly praised RPG *Baldur’s Gate 3*, has lately found itself at the center of controversy concerning its use of generative AI technology. The studio’s founder, Swen Vincke, released a statement to clarify their position in light of escalating worries and pushback from both the gaming community and within the studio.

The uproar began after a *Bloomberg* interview indicated that Larian was adopting generative AI, sparking fears among employees and fans that it could threaten the creative process or result in job reductions. Vincke quickly responded to these concerns, stating that the use of generative AI is intended to complement, not substitute, the skills of their creative team. He pointed out that AI is being used for functions such as crafting placeholder text, generating presentations, and exploring initial concept art—none of which would appear in their forthcoming title, *Divinity*.

Reactions on social media were varied, with numerous fans voicing their discontent. One Reddit user expressed, “Don’t mind me, currently living through my personal 9/11,” conveying a feeling of loss regarding the studio’s creativity approach. An artist who was once part of the *Baldur’s Gate 3* team urged the studio to rethink its course, advocating for respect for the abilities and creativity of their staff.

In a follow-up statement to *IGN*, Vincke elaborated on Larian’s strategy and their commitment to hiring additional creative talent. He emphasized the studio’s expansion in terms of personnel, mentioning they currently have 23 concept artists and are actively looking to hire more. Vincke reiterated that the purpose behind utilizing generative AI is to alleviate the routine tasks of artists, allowing them to concentrate on more imaginative work instead. He firmly declared that no AI-generated content would be featured in *Divinity*, and there are no intentions to downsize the team in favor of AI technology.

Vincke’s remarks addressed the wider concerns of generative AI in the gaming sector, recognizing the doubts surrounding its implementation. Critics have referred to AI tools as plagiarism machines, raising issues about their effect on artistic integrity and creativity. Former *Giant Bomb* host Jeff Gerstmann noted that Larian Studios had built goodwill with its community through openness and interaction during the development of *Baldur’s Gate 3*, questioning why the studio would jeopardize that trust by adopting potentially contentious technology like AI.

In reaction to ongoing criticism, Vincke took to social media to clarify misunderstandings regarding Larian’s utilization of AI. He strongly denied the accusations that the studio was aggressively pursuing AI integration or replacing human artists with technology. He emphasized that Larian hires human creatives for their specific talents, using AI simply as a tool to assist in the preliminary stages of idea development, similar to referencing Google or art books.

As Larian Studios continues to find the right balance between innovation and maintaining the artistic integrity of its games, the developing discussion on the role of generative AI in creative fields remains a key topic among developers and gamers alike. The company’s commitment to transparency with its audience and its resolve to uphold a robust workforce of creative professionals will be crucial as they adapt to an ever-changing technological environment.

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The Defect Mechanism in The Outer Worlds 2: An In-Depth Examination
The Defect Mechanism in The Outer Worlds 2: An In-Depth Examination
7:13 pm

### The Flaws System in The Outer Worlds 2: A Game-Changer for RPG Experiences

I found myself nearly 30 hours into *The Outer Worlds 2* when I encountered an intriguing situation during a character interaction: I decided to deceive. Moments later, a notification appeared on my screen, presenting a unique chance. Having lied frequently, I could gain a new secret trait that compelled me to lie whenever possible, but with perfect success. This feature, termed the Flaws System, swiftly became one of my favorite elements of the game.

Launched in 2023, *The Outer Worlds 2* stands as Obsidian Entertainment’s bold sequel to the acclaimed 2019 action RPG, *The Outer Worlds*. While the original aimed to encapsulate the essence of Bethesda’s *Fallout* series, the sequel thrives by refining its mechanics and narrative. With enhancements in writing, combat, and inventive features like the Flaws System, *The Outer Worlds 2* represents a significant advancement.

#### Understanding the Flaws System

The notion of Flaws was introduced in the first entry of *The Outer Worlds*, though in a less compelling manner. Players could opt to accept Flaws in return for extra perk points, which negatively impacted specific stats— for example, suffering excessive head damage would drastically hinder gun accuracy. This system often felt more punitive than rewarding, detracting from the overall enjoyment.

In contrast, *The Outer Worlds 2* rejuvenates the Flaws mechanic, allowing for a more unpredictable and entertaining gameplay experience. Flaws can now yield a combination of negative and positive results. For instance, if a player frequently engages in theft, they may be offered a Flaw that allows them to sell stolen items at double value but requires them to steal anything nearby, resulting in hilarious and sometimes awkward scenarios in shops or towns.

#### Revitalizing the RPG Experience

In numerous RPGs, there comes a time when players reach maximum levels, equip ideal weapons, and refine their skills, leading to a predictable and, at times, tedious gameplay experience. This often leads to players losing interest and leaving the game. However, the Flaws System in *The Outer Worlds 2* effectively addresses this issue, offering layers of unpredictability and excitement even in the latter parts of the game.

For instance, after trying to quickly rush through dialogue sequences, I received a Flaw that granted additional experience points but randomly selected dialogue options. Another Flaw increased the lethality of melee attacks at the expense of greater damage taken when blocking. These unexpected twists encouraged me to reconsider my strategies and choices, ultimately revitalizing the gameplay in the final hours of my journey.

The introduction of these quirky choices kept me engaged long after I had adapted to a comfortable routine. Each Flaw notification reinvigorated my interest, prompting me to reflect on how these traits could uniquely influence my playthrough. For example, I accepted a Flaw that instilled a fear of mechanical enemies while simultaneously boosting my damage output against them. This not only diversified my gameplay but also motivated me to adopt unconventional tactics.

#### A Call to RPG Developers

As I transitioned to other games after my experience with *The Outer Worlds 2*, I found myself longing for the whimsical and potentially game-altering Flaws that kept me invested. The thrill of the game adapting to my playstyle, coaxing me to embrace quirks or flaws for amusing consequences, highlighted the potential for deeper narrative engagement in RPGs.

In conclusion, I enthusiastically encourage other RPG developers to consider incorporating the Flaws System featured in *The Outer Worlds 2*. This innovative aspect adds a layer of complexity and excitement that significantly enriches the overall gaming experience, encouraging players to explore different dimensions of their characters while facing the unpredictable nature of their choices. The Flaws System exemplifies how thoughtful design can revolutionize the traditional RPG experience, creating memorable and dynamic gameplay that keeps players returning for more.

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Exploring a Billionaire's Abandoned Bunker for Hidden Adult Media Collection
Exploring a Billionaire’s Abandoned Bunker for Hidden Adult Media Collection
6:23 pm

Friends, it is time to break into Jeff Bezos’s bunker and steal his porn. Jeff Bezos – so sorry! I mean J### B#### – doesn’t need his porn anymore because he’s dead.

Unfortunately, the bunker is now full of “RICH MAN DEATH RADIATION”, making it unsafe for humans. Fortunately, the people’s pervert committee have supplied us with some remote-operated drones that are capable of firing clones of themselves in the direction of the camera. To secure the B#### smut, you must accordingly point and click-hurl yourself around the bunker’s surprisingly soft and hazy confines.

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Brian Fleming Leaving Sucker Punch Productions Following 28 Years at Ghost of Yōtei Studio
Brian Fleming Leaving Sucker Punch Productions Following 28 Years at Ghost of Yōtei Studio
6:03 pm

**Brian Fleming Resigning as Leader of Sucker Punch Productions**

After close to thirty years of impactful service in the gaming sector, Brian Fleming has declared his intention to resign as the leader of Sucker Punch Productions, the esteemed game development studio located in Washington. Renowned for developing legendary franchises like *Ghost*, *Infamous*, and *Sly Cooper*, Sucker Punch will hand over the reins to seasoned team members Jason Connell and Adrian Bentley, who will take on their new duties in January 2026.

Fleming, who co-established Sucker Punch in 1997 alongside other former Microsoft employees, conveyed his trust in the incoming leadership team via LinkedIn, asserting his belief that Connell and Bentley will thrive as studio heads. He plans to stay with the studio until April to aid in the transition before seeking his next endeavor.

Connell and Bentley bring a combined 37 years of expertise at Sucker Punch to their new leadership positions. Connell, who has played a key role as co-creative director, has significantly influenced the studio’s visual storytelling approach, particularly in the *Ghost* franchise. Bentley, in his role as technical director, has overseen engineering and production initiatives that have propelled the studio’s innovation and excellence.

Sony Interactive Entertainment recognized Fleming’s influence on the studio and the gaming community, emphasizing his role in fostering creativity and collaboration at Sucker Punch. Their press release mentioned that the new leadership will persist in the studio’s dedication to providing ambitious, character-focused experiences that embody PlayStation Studios.

Sucker Punch’s journey commenced with its debut game, *Rocket: Robot on Wheels*, launched for the Nintendo 64. Nevertheless, the studio solidified its place in PlayStation’s legacy after being acquired by Sony, introducing *Sly Cooper* on the PlayStation 2. As gaming technology progressed, Sucker Punch shifted towards the *Infamous* series on the PS3 and subsequently produced the critically acclaimed *Ghost of Tsushima* during the PS4 generation.

While numerous PlayStation studios have ventured into multiplayer and live service games, Sucker Punch has stayed true to its emphasis on single-player storytelling. However, the forthcoming *Ghost of Yotei* is expected to feature a standalone multiplayer segment, named Legends, planned for release in 2026.

Brian Fleming’s exit signifies the conclusion of a significant phase for Sucker Punch Productions, a studio that has continuously expanded the horizons of gaming through its dedication to narrative, character growth, and immersive gameplay. With Connell and Bentley at the helm, the studio is poised to preserve its legacy while embarking on new journeys that are set to captivate and inspire players around the globe.

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