Meta’s AI voice translation feature rolls out globally

On Tuesday, Meta rolled out its new voice dubbing feature globally. The Reels feature uses generative AI to translate your voice, with optional lip-syncing. Mark Zuckerberg first previewed the feature at Meta Connect 2024. At launch, the translations are only available for English to Spanish (and vice versa). The company says more languages will arrive later. At least at first, it’s restricted to Facebook creators with 1,000+ followers. However, anyone with a public Instagram account can use it. The tool trains on your original voice and generates a translated audio track to match your tone. The lip-syncing add-on then matches your mouth’s movements to the translated speech. The demo clip the company showed last year was spot-on — eerily so. Meta To use the feature, choose the “Translate your voice with Meta AI” option before publishing a reel. That’s also where you can choose to add lip syncing. There’s an option to review the AI-translated version before publishing. Viewers will see a pop-up noting that it’s an AI translation. Meta says the feature works best for face-to-camera videos. The company recommends avoiding covering your mouth or including excessive background music. It works for up to two speakers, but it’s best to avoid overlapping your speech. The company frames the feature as a way for creators to expand their audiences beyond their native tongues. As such, it included a by-language performance tracker, so you can see how well it’s doing in each language. YouTube launched a similar feature last year. Apple has gotten in on the action, too: Messages, Phone and FaceTime apps have live translation tools in iOS 26. This article originally appeared on Engadget at https://www.engadget.com/ai/metas-ai-voice-translation-feature-rolls-out-globally-200945034.html?src=rss

Google to pay $30 million to settle class-action suit over children’s privacy

Google has reached a settlement over a lawsuit that claimed it illegally collected data from child users without parental consent through its YouTube video platform and then sent them targeted ads. The tech giant will shell out $30 million to settle the proposed class-action suit. According to Reuters, the plaintiffs’ lawyers said there could be 35 million to 45 million class members. Children aged 13 or younger who watched YouTube between July 1, 2013 and April 1, 2020 could be covered. The proposed settlement was filed last night and now awaits judge approval. This settlement amounts to a slap on the wrist compared to the $170 million fine Google faced in 2019 following a similar suit brought by the Federal Trade Commission for alleged violations of the Children’s Online Privacy Protection Act. Under the terms of that case, YouTube had agreed to stop collecting data on videos aimed at children, and both YouTube and Google were prohibited from future COPPA violations. This article originally appeared on Engadget at https://www.engadget.com/entertainment/youtube/google-to-pay-30-million-to-settle-class-action-suit-over-childrens-privacy-193903510.html?src=rss

Beyerdynamic launches two new wireless headsets at Gamescom

Beyerdynamic has announced two new wireless gaming headsets at Gamescom 2025. The MMX 150 and MMX 230 are the latest entries in the company’s MMX gaming lineup. The new headsets will be available exclusively in Europe and Canada, and are displayed in Cologne for gamescom attendees. The MMX 150 wireless is intended for casual gaming as well as everyday listening. It carries up to 50 hours of battery life and offers an EQ via the beyerdynamic app. It comes with a detachable voice microphone with sidetone, letting users hear themselves while gaming. The headset is powered by 40mm drivers. The MMX 150 features plug-and-play compatibility so gamers can use it seamlessly across console, mobile or PC. The MMX 230 wireless is the new flagship model, and it’s the first Beyerdynamic gaming headset with a user-replaceable battery. The battery pack offers up to 60 hours of listening between charges. The 230 features Bluetooth 6.0 for low-latency connections, as well as a microphone with environmental noise cancellation for clear communications. The headset’s 40mm drivers are tuned for spatial sound, helping gamers hear directional cues. Both the MMX 150 and MMX 230 will be available in black or white. Each model will ship with a low-latency USB-C dongle, a USB-A adapter and a 1.8-meter USB-C to 3.5mm cable. The MMX 150 will sell for $250 CAD while the MMX 230 comes in at $350 CAD. The headsets will be for sale via Beyerdynamic’s online store in Q4 of 2025. It’s not entirely clear at this point if they will be available in the United States. This article originally appeared on Engadget at https://www.engadget.com/audio/headphones/beyerdynamic-launches-two-new-wireless-headsets-at-gamescom-191011123.html?src=rss

Call of Duty: Black Ops 7 arrives on November 14

Call of Duty: Black Ops 7 will launch on November 14. Microsoft revealed the release date for the upcoming shooter sequel alongside a new trailer during Opening Night Live at Gamescom 2025. Notably, while Black Ops 7 will be on PC, PlayStation and Xbox at launch, it’ll skip the Switch 2, despite a binding legal agreement between Microsoft and Nintendo that requires that the company’s consoles receive the same access to Call of Duty as Xbox. Similar to past games in the series, Call of Duty: Black Ops 7 is leaning into a trippy narrative and a futuristic setting. The sequel is set 40 years after the events of Call of Duty: Black Ops 6, and follows David Mason (as played by Milo Ventimiglia) and his squad of Black Ops operatives as they take on “a manipulative enemy who weaponizes fear above all else,” according to publisher Activision.  Microsoft, who owns the Call of Duty franchise following the completion of its acquisition of Activision Blizzard King in 2023, originally signed on for a 10-year pact with Nintendo to bring Call of Duty games to the Switch. The company made the commitment — and another, vaguer one with PlayStation — in an attempt to smooth over any opposition to gobbling up another large publisher. The acquisition was ultimately allowed to move forward, and Microsoft has so far ended up bringing even more of what could have been exclusive games to other consoles. Black Ops 7 has name recognition and a devoted fan base on its side, but it’ll face some healthy competition this fall. Battlefield 6 is set to be released on October 10, and based on the response to the beta alone, it seems like time away has made EA’ shooter franchise all the more popular. Call of Duty: Black Ops 7 will be available on PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Steam and Battle.net. Xbox Game Pass subscribers will get the game at launch. The game will come to Switch later in 2025. This article originally appeared on Engadget at https://www.engadget.com/gaming/call-of-duty-black-ops-7-arrives-on-november-14-180834596.html?src=rss

Absolum is awesome and I can’t wait to play it on October 9

Absolum, the fantasy beat-’em-up from the team behind Streets of Rage 4 will arrive on October 9, Dotemu shared today. Ahead of the announcement, the publisher hosted a new preview of the game, giving the gaming press a chance to check out a new playable character and zone (more on those in a moment). I didn’t get a chance to play Absolum when it was first announced back in March, so going into this latest demo I didn’t know what to expect. Now, after playing Absolum through most of the weekend, I can’t wait for the final version in October. In fact, I think it might end up being a surprise game of the year contender for a lot of people. I’ve never been a fan of beat-’em-ups; most haven’t had enough depth to keep me interested. Absolum solves that issue by smartly borrowing from modern roguelikes, with Supergiant’s Hades standing as an obvious influence. Each run in Absolum starts with you selecting a “Ritual” for your character. Like Boons in Hades, these modify your character’s abilities with special properties. For example, one Ritual I encountered in my second playthrough caused throwable rose daggers to spawn whenever I timed a dodge perfectly. In turn, these allowed me to quickly dispatch dangerous enemies at a distance. The further into a run you get, the more likely you are to encounter additional Rituals. And, once again borrowing from Hades and its idea of Duo Boons, some Rituals are designed to synergize with one another. Combined with the game’s Arcana system, which allows you to select up to two special attacks for your character, there’s great combat variety in Absolum. Dotemu In fact, it never feels like you’re simply button mashing. Combat is very Souls-like in that there are many different enemies for the player to take on, and each one requires its own approach. What’s more, dodging attacks is often more important than dishing out damage. Healing items in Absolum are few and far between, but to balance this, the game gives you a few different ways to avoid getting hurt. You can either side step away from an attack, dash directly into an enemy to block them or use your character’s Skill attack to perform what the game calls a “Clash.” If timed correctly, all three options allow you to punish an enemy for trying to get the jump on you. Of the three, however, Clashes — acting as Absolum’s version of a parry — are the hardest to pull off, but can turn a boss fight in your favor, allowing you to deflect an attack that would have otherwise been devastating. With this preview, Dotemu let everyone try the game’s full roster of four characters. Over the five hours I played the demo, I had the most fun with Galandra, a necromantic warrior with a sword on her back that would be big enough even for Guts. Each character feels distinct from their counterparts. Brome, for instance, who wasn’t in the recent Steam Next Fest demo Dotemu released, is the game’s only mage-like character. His playstyle centers around zoning your enemies with beams of power. Oh, and did I mention that he’s a frog? Meanwhile, the new zone, Jaroba, did a great job of mixing things up just as I was getting used to ebb and flow of Absolum’s combat. Enemies here employ much more devious attacks that are harder to dodge and counter.    If rougelike fans didn’t have Hades 2 to look forward to this year, I think Absolum would easily be in the running for one of the best indie releases of 2025. As it stands, the game has tough competition, but if you’re a fan of challenging and mechanically complex but fun combat systems, I think you owe it to yourself to check out Absolum come October when it arrives on Steam, Nintendo Switch, PlayStation 4 and PS5.  This article originally appeared on Engadget at https://www.engadget.com/gaming/absolum-is-awesome-and-i-cant-wait-to-play-it-on-october-9-180037272.html?src=rss

Battlestar Galactica might finally get the video game adaption it deserves

In the 16 years since Ronald D. Moore’s take on Battlestar Galactica ended its official TV run in 2009, the most surprising thing about the series is that it hasn’t inspired many great games. Sure, more than a few releases have carried the Battlestar Galactica name, but none of those have managed to capture what made the 2003 miniseries and later 2004 show so special. That might change early next year when Battlestar Galactica: Scattered Hopes arrives. Ahead of today’s announcement of the game, publisher Dotemu gave the gaming press a chance to play an early build of Scattered Hopes. The first thing you need to know about the game is that it’s made by Alt Shift, the studio behind 2019’s Crying Suns. Alt Shift doesn’t shy away from the fact Crying Suns was inspired by Battlestar Galactica, and the studio’s love for the source material shows in its new project. Even in the version I played, which was missing gameplay features and had yet to be properly balanced, Scattered Hopes feels like BSG’s three-hour pilot episode recreated in game form. Alt Shift / Dotemu In Scattered Hopes, you’re tasked with leading a fleet of ships fleeing the destruction of Caprica. Like Crying Suns, the game is a roguelike, meaning gameplay revolves around randomized runs and you’re expected to fail your mission multiple times before you get anywhere close to success. At the start of each run, you pick a fleet, with each one offering a different mix of military and civilian ships for you to command. Once you’re underway, gameplay is a mix of turn-based and real-time strategy as your fleet jumps from system to system to try and outrun the Cylons. When you first arrive in a sector, you have a handful of turns to carry out scavenging missions, repairs to your fleet and research that will enhance your combat abilities. During this time, situations can develop among the survivors of the Twelve Colonies. For example, on my first run, a group of thieves started stealing supplies from the fleet. What’s interesting about these scenarios is that you’ll frequently be forced to choose between different factions among your survivors, representing the interests of workers, military personnel and other more shady elements. Often, these groups will come forward on their own to offer you something, but those gifts never come free, and you need to balance the influence of each group, lest one become too powerful.  Alt Shift / Dotemu After a few turns of this, the Cylons will arrive and will always do so with overwhelming force. These battles play out in real-time, though there’s a tactical pause in case things get too hectic. At the start of my first run, I only had one Battlestar and two fighter squadrons to fight off everything that came my way.  The goal of these encounters is not to defeat the Cylons, but rather to stay alive as long as it takes for the faster than light drives on your ships to spin up. These battles are the most fun part of the experience. They’re absolutely hectic, and I found making it out with minimal damage to my fleet required prioritizing the right targets. That’s easier said than done. The Cylons often sent a homing missile or tactical nuke my way that forced me to redirect my fighter squadrons to intercept those, leaving the rest of my fleet vulnerable.   Even in its early state, with seemingly a lot of work left for Alt Shift to do before the game ships early next year, Scattered Hopes is an incredibly fun exercise in crisis management, and I’m hopeful the studio can stick the landing. In the meantime, you can wish list the game on Steam. This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/battlestar-galactica-might-finally-get-the-video-game-adaption-it-deserves-180032698.html?src=rss

Denshattack! is a blend of Tony Hawk, trains and shonen anime

Denshattack! is what happens when Tony Hawk trades in his skateboard for a high-speed Japanese train. Yes, you read that correctly. Denshattack! is the latest game from Barcelona indie studio Undercoders, and it’s a delirious, high-speed action experience complete with flow states, a banging original soundtrack, flamboyant characters and coming-of-age drama. Players attempt to keep their train moving while jumping, wall riding, spinning, landing tricks and nailing combos. Between the rail-hopping action, there’s a fully voice-acted story (in English and Japanese) about overcoming oppression and finding your true friends. It’s a wacky mix of ideas, but it all comes together in a Jet Set Radio type of world that looks like a real thrill. Undercoders is based in Spain, but the studio founders have spent a lot of time backpacking through Japan, visiting the trains specifically. In a virtual briefing ahead of Denshattack!‘s reveal at Gamescom Opening Night Live 2025, director David Jaumandreu and his team couldn’t stop giggling about how much they loved trains, and it was all fairly adorable. Denshattack! is due out in early 2026 for PC, PlayStation 5 and Xbox Series X/S, and it’ll be available day-one on Game Pass. It features music from lead composer Tee Lopes, who’s best known for Sonic Mania, Sonic Frontiers and Teenage Mutant Ninja Turtles: Shredder’s Revenge, and additional artists from video game music label Kid Katana will contribute to the soundtrack. This article originally appeared on Engadget at https://www.engadget.com/gaming/denshattack-is-a-blend-of-tony-hawk-trains-and-shonen-anime-174106792.html?src=rss

Anker’s Soundcore Sleep A30 earbuds include ANC and a snore-detection algorithm

The Anker Soundcore Sleep A30 earbuds are now available to purchase. These are some of the only sleep earbuds with ANC, which could be a boon for light sleepers that live in busy metropolitan areas. The company says they “effectively block out snoring, pet sounds, appliance hum and outside traffic noise.” There are other techy additions here, beyond ANC. Anker’s proprietary Ear Canal Adaptation algorithm adjusts to unique ear shapes for “deeper noise reduction.” The charging case also includes a microphone that monitors and analyzes ambient noise for snoring. Once snores are detected, it optimizes the ANC to mask that specific noise. This could end up saving some relationships. The earbuds can also deliver binaural frequencies to each ear, which the company says helps “sync your brainwaves with calming patterns to promote relaxation and restful sleep.” Users can make adjustments to any of these systems via the Soundcore app, which also lets people set alarms, create sleep reminders and more. Not everyone can handle clunky earbuds when trying to fall asleep, so the company tried to increase the comfort with this latest release. The Sleep A30 earbuds include a silicone exterior, short nozzles and a slim profile. The developers created 3D maps of “thousands of ear canals” to make sure it would fit most users comfortably. We haven’t gotten a chance to try these yet, but the reviews so far are mostly positive. I’m a bit wary of ANC masking all ambient noise during sleep in case of an emergency, but maybe that’s just me. In any event, the Soundcore Sleep A30 earbuds are available right now in two colorways. This article originally appeared on Engadget at https://www.engadget.com/home/smart-home/ankers-soundcore-sleep-a30-earbuds-include-anc-and-a-snore-detection-algorithm-173057404.html?src=rss

Kirby Air Riders launches November 20 exclusively on Switch 2

Nintendo has confirmed that Kirby Air Riders, a modern revival of the 2003 GameCube cult classic Kirby Air Ride, will be released exclusively on Switch 2 on November 20. The announcement came during a marathon 45-minute Nintendo Direct devoted entirely to the new game, hosted by Kirby’s creator Masahiro Sakurai. Sakurai said he was asked to create Air Riders while still working on DLC for Super Smash Bros. Ultimate, and drafted a written proposal for the game at the request of Shinya Takahashi, head of software development for Nintendo. The Direct showed a roster of playable characters, including King Dedede, Meta Knight, Bandana Waddle Dee, Knuckle Joe and others. Each rider has distinct traits and special attacks that influence how their machines perform. The ride mechanics will be fairly simple, with players able to boost, drift, glide and rail-grind their way around. Players will be able to customize and upgrade their vehicles throughout the game, which includes two major modes. Air Ride is the straightforward racing mode, with players competing on themed tracks. City Trial lets players explore a floating island called Skyah, where they can find power-ups and encounter random events like Dustup Derby, where they battle opponents to knock them out and earn more power-ups. Once players feel their machine is sufficiently powered up, they can head to the Stadium to complete different challenges against opponents. Local multiplayer supports up to eight players, while online lobbies can hold 16. A demo version of Kirby Air Riders will be playable by reservation for attendees of PAX West 2025 in Seattle at the end of the month. Masahiro Sakurai said a similar demo will be available to play at Gamescom in Cologne this week. Kirby Air Riders will release on November 20 and marks yet another Switch 2 exclusive coming early in the life cycle of the hit console. Nintendo has already found success with Donkey Kong Bananza and Mario Kart World. This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/kirby-air-riders-launches-november-20-exclusively-on-switch-2-171054821.html?src=rss

There’s a Hollow Knight: Silksong livestream on August 21 at 10:30AM ET

Is it finally happening? Team Cherry just announced a livestream for the long-anticipated sequel Hollow Knight: Silksong. It takes place on August 21 at 10:30AM ET. The company says it will be making a “special announcement” about the game. We don’t exactly know what this announcement will be, but it’s starting to feel like a release date or at least a release window. Rumors have been swirling that the title would finally be getting a release date during this week’s Gamescom festivities, with Geoff Keighley offering a tease a couple of days ago. This is all happening more than six years after the game was first announced. It’s possible that the special announcement won’t involve the release date at all, but will instead offer new game modes or a deeper dive into the story. It’s worth noting that reports have indicated that the game would finally see the light of day this year, though we’ve been fooled by that kind of thing before. For the uninitiated, Hollow Knight: Silksong is the followup to Hollow Knight, which was an indie Metroidvania that absolutely took the world by storm. It actually started as DLC for the original game before the developers realized the scope of their ambitions would take nearly seven years to see through. Correction, August 19, 2025, 12:55PM ET: This story originally stated that the livestream was set for April 21. That was a mistake, as the actual date is August 21.  This article originally appeared on Engadget at https://www.engadget.com/gaming/theres-a-hollow-knight-silksong-livestream-on-august-21-at-1030am-et-153220026.html?src=rss