video game
IndyCar and iRacing Studios spill details on series' first video game in twenty years
Former college softball star is now an America-loving Giants WAG, Norway fan won't row & Spurs announcer fired Stacey Dales provides much-needed logic to ESPN's Caitlin Clark coverage, dismantles race-baiter on set Sandy Alcantara home dominance gives edge to Miami Marlins for tonight's betting card WNBA player who battered Caitlin Clark elbows another Fever star in the face, but there's a catch Fever coach Stephanie White dodges question on GOP letter about Caitlin Clark's treatment in WNBA LA Galaxy coach Greg Vanney says Team USA was'too naive,' explains Christian Pulisic's struggles Airplane passenger goes viral for streaming Argentina's miraculous World Cup comeback for the entire plane Vice admiral says he is surprised by Iran's sustained attacks in the region Why Graham Platner's withdrawal from Senate race could pour fuel on the progressive insurgence Charlie Kirk's mother weeps with Erika Kirk as surveillance video plays in courtroom Mamdani addresses top official's plan to meet with Iran Mamdani faces backlash over planned meeting with Iran's UN ambassador On this episode of Don't @ Me with Dan Dakich, we expose ESPN's broken, narrative-driven coverage of Indiana Fever superstar Caitlin Clark as the fading network hypocritically sabotages the WNBA's most popular asset. The NTT IndyCar series produces some of the best racing anywhere on the planet, and for years, fans have been clamoring for a standalone video game based on the series. It's been in the works for some time, but on Thursday, IndyCar and racing sim juggernaut iRacing announced details, including when to expect the game to debut. And when that happens, you'll know where to find me: in the upstairs guest bedroom where my wife is cool with me setting up my racing sim. The NTT IndyCar Series is getting the standalone video game treatment for the first time in over twenty years when IndyCar Racing The Game rolls out next year.
What if It's Not the Phones?
An evolutionary psychologist is challenging the popular understanding of kids and technology. W hen the 82-year-old psychologist Peter Gray describes the way he grew up, he punctuates the anecdotes by saying that modern parents would be arrested for letting a child have such fun. When he was 4 years old, he would walk to a store in Minneapolis to buy cigarettes for his grandmother. When he was 11, he would sometimes stay home from school in Hill City, Minnesota, to operate a newspaper printing press owned by his mother and stepfather. His parents were not arrested, and that's because the childhood they permitted him to have was basically normal at the time, even if his family did have a newspaper printing press in the house. As a boy, Peter was obsessed with fishing and baseball; neighborhood friends taught him how to ride his bike and catch grasshoppers. Although Gray's career as a scientist would begin with laboratory studies of rat hormones, he eventually found his way to writing about his childhood, in a fashion.
A Sad Kind of Convenience
The death of physical media is getting closer--and we may miss it when it's gone. When I was 16, I did something I'm embarrassed to admit: I waited in a long line to buy a video game called Assassin's Creed III . Over the past few days, though, that experience has become ever so slightly tinged with nostalgia. Last week, Sony announced that, starting in 2028, new PlayStation games will be available only as digital downloads rather than physical discs. Will kids ever get to embarrass themselves like this again?
Can video games help us better understand quantum mechanics?
Can video games help us better understand quantum mechanics? The world of quantum video games is vast - there are hundreds that are either inspired by quantum mechanics or use quantum computers in their development. A pale yellow square awkwardly lands on a green block shaped like the letter "z". Next to them stands a pillar made of smaller turquoise blocks. We've all seen, you can probably picture it.
Hold the onions – and see if they make you cry
Feedback could never be a professional chef. That's partly because there is no way we could stand the pressure of such a frantic work environment, to say nothing of the stress of potentially running into Gordon Ramsay. But mostly it's because we would tear up every time we had to chop an onion. The reason some of us cry when we chop onions is a chemical called syn-propanethial-S-oxide, which gets sprayed into the air . It triggers the trigeminal nerve, which, in turn, activates the tear ducts to wash away the irritating chemical.
The history of brilliantly terrible World Cup video games
Seekers then come and try to find the hiders and, this being an online video game, shoot them. It's frantic, silly and fiendishly creative: finding a spot on one of the maps that you feel confident to paint yourself into - whether it's a laundry room or a farm outbuilding - is a challenging artistic and perceptual task, as well as a neat game mechanic. Meccha Chameleon perfectly encapsulates two popular and interconnected indie genres - prop games (hide and seek, but people disguise themselves as everyday objects) and the slightly pejoratively named "friendslop" (accessible, crudely designed multiplayer titles). So no wonder it has sold 7m units in less than a month.
From pwned to kiting – an A to Z of the gaming terms you need to know
Our dictionary of gaming terms helping you make sense of video game'slopaganda'. Our dictionary of gaming terms helping you make sense of video game'slopaganda'. As phrases like easter eggs and looksmaxxing enter everyday language, what other words from the world of video games might soon be mainstream? T wenty years ago, video games were seen as a niche hobby dominated by hardcore enthusiasts, tucked away in obscure online forums and gaming meet-ups. Back then, the idea that governments would use footage from Call of Duty and gaming terms such as "killstreaks" as war propaganda would have been absurd.
Audio Flamingo 3: Advancing Audio Intelligence with Fully Open Large Audio Language Models
AF3 introduces: CMM (i) AF-Whisper, a unified audio encoder trainedPrevious SOTA (Closed Source) using a novel strategy for joint representation learning across all 3 modalities of speech, sound, and music; (ii) flexible, on-demand thinking, allowing the model to do chain-of-thought-type reasoning before answering; (iii) multi-turn, multiaudio chat; (iv) long audio understanding and reasoning (including speech) up MMSU to 10 minutes; and (v) voice-to-voice interaction. To enable these capabilities, (avg.)
The Creepshow video game is coming out this summer
The point-and-click adventure game based on the horror anthology series arrives in August. Though things have been quiet around the video game spin-off of Shudder's horror anthology series since it was announced a few years ago, the Steam page just went live with a release window that's surprisingly soon: August 2026. It's being published by publisher, DreadXP. In the game, Follow Danny and his friends as a bad day at the mall spirals into something much darker. Their search for the truth behind Danny's father leads them to The Reader, a mysterious fortune-teller with a taste for treacherous tales.
UK gaming icon Peter Molyneux on AI, his final creation and a changing industry
Peter Molyneux OBE is reflecting upon the future of the UK games industry in his office - and how he could soon be leaving it. The 66-year-old, who over the years has helped create iconic series such as Fable, Black & White and Theme Park, tells me Masters of Albion - his latest project as creative director of 22cans - will also be his final one. He sees it as a return to his roots - a reinvention of the god game - a genre he introduced with Populous in 1989, one where players play as a deity on high, controlling a population's inhabitants as they please. In this new iteration, players are able to build and manage settlements by day, before defending them from attacks at night, with the ability to take control of individual characters at any point. For Molyneux, once voted one of the top game creators of all time, the key idea is freedom - creating systems that respond to player curiosity rather than directing them down a fixed path.