9581 stories
·
98 followers

Detection Firm Finds 82% of Herbal Remedy Books on Amazon 'Likely Written' By AI

1 Share
An anonymous reader shares a report: With gingko "memory-boost tinctures," fennel "tummy-soothing syrups" and "citrus-immune gummies," AI "slop" has come for herbalism, a study published by a leading AI-detection company has found. Originality.ai, which offers its tools to universities and businesses, says it scanned 558 titles published in Amazon's herbal remedies subcategory between January and September this year, and found 82% of the books "were likely written" by AI. "This is a damning revelation of the sheer scope of unlabelled, unverified, unchecked, likely AI content that has completely invaded [Amazon's] platform," wrote Michael Fraiman, author of the study. "There's a huge amount of herbal research out there right now that's absolutely rubbish," said Sue Sprung, a medical herbalist in Liverpool. "AI won't know how to sift through all the dross, all the rubbish, that's of absolutely no consequence. It would lead people astray."

Read more of this story at Slashdot.

Read the whole story
InShaneee
5 hours ago
reply
Chicago, IL
Share this story
Delete

Microsoft Demands 30% Profit Margins from Struggling Xbox Division

1 Share
Microsoft has set a 30% profit margin goal for its Xbox gaming division, Bloomberg reported Thursday, well above the video game industry's average of 17% to 22%. The target, implemented in fall 2023 by CFO Amy Hood, represents a sharp departure from Xbox's previous approach of allowing developers to focus on making quality games without specific financial constraints. Xbox historically maintained profit margins between 10% and 20% and reported a 12% margin for the first nine months of Microsoft's 2022 fiscal year. The division has responded by canceling several projects that had been in development for more than seven years, including Everwild, Perfect Dark and Project Blackbird. It has also eliminated thousands of jobs and raised prices. In 2024, Xbox began releasing most of its games on rival Nintendo and Sony platforms. The heightened scrutiny comes as Microsoft prioritizes investment in generative AI while overseeing a gaming division that has struggled despite spending $76.5 billion on acquisitions.

Read more of this story at Slashdot.

Read the whole story
InShaneee
5 hours ago
reply
Chicago, IL
Share this story
Delete

Video Game Preservationist Saves Resident Evil Mobile Spin-Off Once Considered “Lost To Time”

2 Shares

The video game preservationist known as Yuvi has managed to successfully preserve a copy of Biohazard: The Episodes, a spin-off of the Resident Evil franchise originally released for Japanese feature phones in 2007. Once considered lost, this mobile game now joins the ranks of other Resident Evil titles created for feature phones, Biohazard: The Stories (a trial version) and Biohazard: The Operations (partial), which have been preserved by members of the online Japanese feature phone community. 

Feature phones were pre-smartphone devices primarily sold in Japan during the Y2K era of the 2000s, and featured a group of providers that all had their own specific mobile gaming platforms. During this era, many famous video game franchises received games designed for Japanese keitai phones. Capcom’s Resident Evil, which is known as Biohazard in Japan, was among these franchises. 

Capcom released four scenario-based titles for these mobile platforms: Biohazard: The Missions, Biohazard: The Stories, Biohazard: The Episodes, and Biohazard: The Operations. Of these four titles, only one (Biohazard: The Missions) was ever ported and released outside of Japan, with the other remaining titles being considered completely “lost to time” until feature phone preservationists began slowly rescuing these games a few years ago. This now means that at least a partial version of all four titles have been successfully preserved. 

Biohazard: The Episodes was originally released in 2007 on i-mode compatible phones, and was downloadable at the time through the now-shuttered Capcom Park website. The Episodes featured Resident Evil character Jill Valentine as the protagonist, and had 3D gameplay similar to that seen in the PS1 title Resident Evil 3: Nemesis. The version of The Episodes preserved by Yuvi includes the full game, but doesn’t currently include the additional characters that players could unlock. 

As technology advances, video game preservation and archiving continues to be a difficult and thankless job with little to no support from major game companies themselves. Those who are interested in learning more about the grassroots effort to preserve games and media made for Japanese feature phones can visit keitaiarchive.org.

Read the whole story
InShaneee
1 day ago
reply
Chicago, IL
Share this story
Delete

32-Year Old Mario Game Finally Makes Worldwide Debut On Nintendo Classics

1 Share

Yesterday Nintendo announced that it had added three additional SNES games to Nintendo Classics (its library of old games included in Nintendo Switch Online’s $20 a year subscription tier), and among this trio is a 32-year-old Mario game never released outside of Japan: Mario & Wario.

Originally released on the Super Famicom in 1993, it’s a puzzle game that required the Super Famicom Mouse accessory to play. Despite having a Japan-only release, the game is entirely in English, which, when combined with the Switch 2’s pseudo-mouse support, is probably why Nintendo decided to finally put it out worldwide.

To quote the game’s description from the Nintendo store, “Wario has dropped a buck on poor Mario’s head, and now he can’t see! So it’s up to you to lead Mario safely to Luigi. Use the forest fairy’s magic wand to create platforms, change the direction Mario walks, and defeat enemies. You can clear a total of 100 screens full of unique challenges using simple controls—just move the mouse to move the fairy and click the left button once to perform actions.”

The description also notes you need a compatible mouse to play the game, with the Switch 2’s Joy-Con 2 controllers being listed as an option. Honestly, the game looks kind of interesting, and between its clean sprite work, novel premise, and baseline absurdity of Mario stumbling through levels with an eggshell on his head, it seems kind of neat.

Beyond Mario & Wario, the latest Nintendo Classics update also includes the 2D platformer BUBSY in: Claws Encounters of the Furred Kind (which has one too many puns in the title) and Fatal Fury: Special, an updated version of the beloved fighting game Fatal Fury 2.

Nintendo has been methodically adding games to its emulation service for over seven years now, starting with only NES games before adding SNES and Game Boy titles that were included as part of Nintendo Switch Online. Then the company created an additional subscription tier with the “Expansion Pack,” which includes a library of N64, Sega Genesis, GBA, and Virtual Boy games. On top of this, the Switch 2 also has a GameCube library for Expansion Pack subscribers.

While I will personally never forgive Nintendo for discontinuing the Wii’s Virtual Console, which let you buy classic games directly instead of having you subscribe to another service you’ll forget is charging your credit card, at least they’re still regularly updating their library with some funky games. Maybe add some TurboGrafx games next, like the Virtual Console did back in the day?

Read the whole story
InShaneee
1 day ago
reply
Chicago, IL
Share this story
Delete

Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload

1 Share

When it came out over 10 years ago, Spec Ops: The Line was one of those games that got people talking, inspiring essays, books, research papers, and more, thanks to a storytelling approach that subverted the jingoistic tropes found in most military shooters. And now, that game’s director, Cory Davis, is co-directing a new project, a psychological horror experience called Sleep Awake. It’s being developed by Eyes Out, a studio Davis co-founded with Nine Inch Nails guitarist (and video game composer) Robin Finck, and published by Blumhouse’s nascent gaming brand.

And at least based on the demo that recently launched on Steam, it lives up to the promise of that artistic collaboration, delivering an assault on the senses that jolts us between sleep-deprivation-induced hallucinations and the unpleasant details of a post-apocalyptic world. While the game is a bit lacking when it comes to the act of actually playing it, so far, it has strong imagery and some degree of vision.

As for what it is, put simply, this is a first-person narrative-focused experience that calls to mind games like Gone Home and What Remains of Edith Finch—what I mean by this is that the gameplay mostly consists of walking. You play as Katja, a young woman looking for her loved ones in a world where sleep means death: if you lose consciousness, there’s a chance you’ll blink out of existence and never come back. This mysterious affliction, called The Hush, has completely destroyed human society, resulting in a pandemic of self-induced insomnia as cults with varying interpretations and solutions to this problem vie for power.

The premise taps into sleep-related fears, and anyone who has struggled with insomnia or any number of sleep-related conditions will likely relate to the stop-and-start pull of tiredness as Kat fights back severe exhaustion to concoct the elixir she needs to stay up. The process of finding what she needs to brew this potion is mostly an excuse to get the player to explore Kat’s apartment, a messy collection of cables, grow operations, and haphazard messages carved into walls that capture the lived-in qualities of this space. Inscriptions like “NO SLEEP” are found in every room, and while at first it comes across as an overly on-the-nose bit of environmental storytelling in that Dead Space-ish “Cut Off Their Limbs” sort of way, the specific details of these surroundings help ground the story’s psychodrama framing.

Another interesting element is that while Kat is living in a hell nightmare world where everyone is suffering from some degree of sleep deprivation-induced psychosis, her narration and the specifics of her home help these elements avoid beating you over the head with how “messed up” she is. For starters, like her family, she’s more or less a scientist, and while her handwritten notes hint at her severe lack of rest, there’s the clear mark of scientific rigor in her diagrams and jottings. In the opening, we get narration of her dad describing how he’s looking for a medical cure to this whole situation, with this family’s more rational view of the world contrasting against the various cult-factions you discover when you’re eventually forced to leave the safety of your home.

However, more than just more or less copying Gone Home and What Remains of Edith Finch’s schtick of having you work through a dense home with lots of history, the most unique aspect of the experience is the nightmare imagery that kicks in as Kat begins to drift off. Here, there’s a sudden cut to live-action footage of a writhing, wet eyeball and paranoid, out-of-focus faces against a flush of red, this jarring montage coming across like someone spliced it in from an Ingmar Bergman film.

Once at least partially submerged in dreams, we get truly hallucinatory sights, not just delivering strange surrealist images, like a boat in a sea of dunes, but also bending, refracting, and overlapping them with double exposure and optical illusions. Some of the most fascinating things that the game is doing are around its editing, with it cutting between in-game graphics and sudden bursts of FMV, as one scene bleeds into the next.

It’s trippy (and the game does reference psychedelics quite a bit), but less in the standard kaleidoscopic, neon tie-die sort of way, and more like an uncomfortable mixture of raw human, tactile details, and nonsense dream logic. In these moments, it starts to resemble a different “walking game”-style experience: an art exhibition. Specifically, it calls to mind Radiohead’s interactive album, the Kid A Mnesia Exhibition, which feels fitting since both projects were created under the guidance of famous musicians, and mix audioscapes with odd sights to provoke a reaction.

However, while these segments had me quite interested to see more of these daydreams, I was a little less enthused when I was forced to explore the rusted remains of human society in the back half of the demo. Frankly, this is where some of the game’s limitations began to creep up, and between the “puzzles,” if you can call them that, and a very uninteresting attempt at stealth, this stretch was a lot weaker because it tried to be a more traditional game in some sense and largely failed at it. Even something like What Remains of Edith Finch’s limited, but novel gameplay bits would have been much more interesting than what’s here, which largely lacks the eye-popping visuals that make this game stand out.

Still, even though there’s not much going on with Sleep Awake mechanically, it brings enough to the table in terms of its audiovisual oddities to make me quite interested in how the full experience turns out: there just aren’t very many games that will deliver a disturbing scene of a Tetsuo: The Iron Man-looking self-flagellator before switching to unhinged live-action footage of someone running panicked through a desert as if they’re being chased by something horrible just out of sight. Only time will tell if this all shrinks into the equivalent of a first-year film student’s weirdo art project or something truly memorable, but thankfully, what I’ve seen leans further towards the latter.


Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.

Read the whole story
InShaneee
1 day ago
reply
Chicago, IL
Share this story
Delete

TikTok's New Policies Remove Promise To Notify Users Before Government Data Disclosure

1 Share
TikTok changed its policies earlier this year on sharing user data with governments as the company negotiated with the Trump Administration to continue operating in the United States. The company added language allowing data sharing with "regulatory authorities, where relevant" beyond law enforcement. Until April 25, 2025, TikTok's website stated the company would notify users before disclosing their data to law enforcement. The policy now says TikTok will inform users only where required by law and changed the timing from before disclosure to if disclosure occurs. The company also softened its language from stating it "rejects data requests from law enforcement authorities" to saying it "may reject" such requests. TikTok declined to answer repeated questions from Forbes about whether it has shared or is sharing private user information with the Department of Homeland Security or Immigration and Customs Enforcement. The timing difference prevents users from challenging subpoenas before their data is handed over.

Read more of this story at Slashdot.

Read the whole story
InShaneee
2 days ago
reply
Chicago, IL
Share this story
Delete
Next Page of Stories