It's time for Game Freak to finally give Pokémon some proper voice acting

It's time for Game Freak to finally give Pokémon some proper voice acting

Ever since making the jump to the Nintendo Switch, there's something that's bugged me about practically every modern Pokémon game, a feeling that has only intensified after spending countless hours in Pokopia . For titles based in big, open worlds and filled with adorable polygonal characters and lovely music, why is nearly every pokémon still saddled with a call that sounds like a dial-up internet connection? As someone who played Pokémon Red and Blue at launch, I'm very aware that the origin of these sounds is tied directly back to those original titles on Game Boy , which was powered by an 8-bit SM83 processor from Sharp. Back then, it was a herculean challenge to fit the entire game into a single 512KB cartridge . So as a way to save space, the voice (or cry as they are more commonly known) of each of the original 151 Pokémon came from just 38 base cries , which then had their pitch or duration modified to create more unique sounds. Naturally, this tradition of lo-fi cries continued throughout Pokémon's run on the Game Boy and Game Boy Advance and onto the Nintendo DS and 3DS. And despite the higher-res graphics we got in subsequent titles, the use of sprite-based icons and other nostalgic touches made those bitcrushed calls sound right at home. However, when the series moved to the Switch and Switch 2 and embraced larger 3D worlds, those cries began to feel disconnected, especially for newer players without years of nostalgia to draw from. The first issue is one of identifiability. They all kind of sound the same, especially in earlier titles like Red and Blue or Gold and Silver, where around one hundred new Pokémon are represented by just 30 base cries. Ideally, a monster's voice would be just as recognizable as its silhouette. Unfortunately, the current lo-fi cries just don't fit the bill. The second problem is that the continued use of the old-school cries feels out of place in the grand scheme of Pokémon. When you watch the Pokémon anime , monsters don't use the same crunchy screams. Same goes for the movies, including big theatrical releases like Detective Pikachu . At this point, pretty much every new piece of Pokémon media except the games (and the TCG for obvious reasons) features proper voice acting, which sort of brings us to the biggest reasons to ditch the audio clips from the Game Boy era: Pokémon that actually say their name is just super fun and easy to understand. Sure, it's a bit of a gimmick, but it works. Plus, it kind of resonates with the philosophy that many vexillologists hold that says flags should be simple enough for a child to draw. Kids can say "Charmander," "Greninja" and even " Alomolola ." But there ain't no way they are pronouncing this . For a game that's intended to be played by younger audiences, having the reinforcement of hearing a pokémon say its name while also seeing it written out in text isn't just easier to comprehend, it can also be a learning exercise. Also, just ask yourself, when you think of Squirtle, what do you hear in your head: this or this ? Now, there are several reasons why Game Freak hasn't made this leap already. The first is obviously money. Granted, localization costs only make up a fraction of the budget for a Pokémon game, but it's still a lot of work to translate things for various regions across the world, especially with modern titles available in at least nine different languages. This includes adjusting the names of specific monsters to better suit a specific market. For example, in Japanese, Hitmonchan and Hitmonlee are named Ebiwalar and Sawamular as a tribute to some of the country's most famous boxers. So when you consider the need to get different voice actors across the world to perform all of these variations, things get expensive. Furthermore, there's an argument that creating a canonical voice for a main character like Victor or Gloria from Sword and Shield takes away from players' ability to imagine their own. Pokémon is an RPG after all. However, I don't think that reasoning flies when it comes to each monster's individual cry, even though many of them have been upgraded or refined in recent years . Same goes for the idea that a Pokémon that says its name sounds less natural than whatever this is . At the end of the day, these monster calls are iconic, and the Pokémon devs know this, because they've given proper cries to characters like Pikachu and Eevee in certain situations. Regardless, for a franchise that's one of, if not the most valuable media property on the planet , I really hope that one day we can get proper vocal performances in Pokémon games, even if it costs Game Freak and Nintendo a little extra money. To be clear, I don't hate the old 8-bit cries and I don't think Game Freak needs to delete them entirely. They can simply be an alternate choice for anyone who prefers them over their actual voices. I just feel like after recently celebrating its 30th birthday, it's time for Pokémon to move on and celebrate some of the voice acting that helped make the franchise so popular in the first place. This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/its-time-for-game-freak-to-finally-give-pokemon-some-proper-voice-acting-130000851.html?src=rss

Gamers Are "Completely Wrong" In Criticisms Of DLSS 5, Nvidia CEO Says

Gamers Are "Completely Wrong" In Criticisms Of DLSS 5, Nvidia CEO Says

Recently at GTC 2026, Nvidia announced DLSS 5 , a new AI-powered tool for developers. Aspects of DLSS 5--including the eerie-looking facial features--have been the subject of public ire. Now, billionaire Nvidia CEO Jensen Huang has responded, telling gamers they are "completely wrong." Tom's Hardware asked Huang at a Q&A at GTC for his thoughts on the criticism of DLSS 5 so far, and Huang said, "Well, first of all, they're completely wrong." "The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the of geometry and textures and everything about the game with generative AI," Huang said. Continue Reading at GameSpot

Marathon – Review In Progress

Marathon – Review In Progress

I didn’t expect Marathon to leave as large of an impact on me as it has. While I’ve loved Bungie games in the past, including hundreds of hours spent in Destiny 2, from the outside looking in I didn’t anticipate that the extraction-shooter loop of impermanent loot would be for me. Load into a map with a preset objective, loot everything not stapled to the ground and then some, all the while avoiding – or shooting – all of the enemies in your way. [Editor's Note: To ensure we are evaluating the full Marathon launch experience, we made the decision to hold our final verdict until our reviewer can experience the Cryo Archive, the culmination of the launch-window experience. Check back in the coming days for our full, scored review.] For anyone not already familiar with extraction shooters, Marathon is much like its peers in the genre wherein death means losing whatever equipment and items you choose to spawn into a map with. Marathon, like other extraction shooters, is a game about choice and consequence. It’s at its best when it pushes those ideals to the absolute limit. On the most basic level, Marathon’s core gameplay is best-in-class. Bungie has always excelled at gunplay, and the same rings true here. Each and every weapon currently in the game comes with a distinct feel and sound profile to accompany their unique characteristics. The same can be said for the game’s Runner shells; Marathon’s “hero-shooter” take on how a player opts to confront the mysteries of Tau Ceti IV. Marathon is a systems-heavy game that rewards players who can make the most out of everything it has to offer, and Runner's kits are no different. Thief’s kit feels like the perfect example of this; I liked using their drone to be a real nuisance to players. Maybe you mess with a group of enemy Runners by opening up a door to guide them into an ambush. If you’re feeling adventurous, wait at an exfiltration site and poke at a group right as they’re about to leave the match, helping yourself to their pilfered spoils. Much of Marathon’s gameplay focuses on understanding the world around you. Since sound travels far, picking fights with NPC enemies can be a risk. Maybe you run past some birds, startling them, or a UESC Turret spots you. Perhaps your contract forces the issue, and you have no choice but to make some noise – and prepare for the consequences. It didn’t take long for me to get into the mindset of using my gear when needed, because sooner or later, that favorite gun of yours will end up in another Runner’s backpack. Making too much noise will merely expedite matters if you aren’t prepared. The sounds and sights of Tau Ceti IV have captivated me in a way even beyond some of the most iconic areas in Destiny 2. Marathon is a strikingly beautiful game, but it's the synthesis of how gorgeous these areas look while danger is always lurking just below the surface that makes them stick with me. Before long, each landmark will have a story to tell - and stories you'll be able to tell about your experiences there. Outside of the stress of runs, the codex offers insights into the lives lost on Tau Ceti IV. Many times, these codex entries are locked behind successfully exfiltrating with a rare piece of loot multiple times, slowly unfolding a specific element of the story. It’s impossible to have seen and read everything at this point; many key codex entries are currently redacted, pointing to some major events aboard the Cryo Archive. If it wasn’t already clear, I think Marathon is something truly special. However, there are still a few lingering questions I have before settling on a final score. The escalation across the game’s currently accessible maps – Perimeter, Dire Marsh, and Outpost – leads me to believe that whatever awaits in Cryo Archive will be something compelling. It feels like the true scope of the story is still lurking just under the surface, and I can't help but wonder exactly what that will mean in the end.

BMW's i3 is reborn as a sporty 440 mile range EV sedan

BMW's i3 is reborn as a sporty 440 mile range EV sedan

After letting us drive a prototype around in the snow earlier this month, BMW has fully unveiled its all-new i3 electric vehicle. It's a far cry from the original funky hatch launched way back in 2013, offering more of everything including power, range and space. It also looks like you'd hope a 3-series EV would: a sporty sedan, minus the polarizing grille on the gas-powered M3. The i3 uses BMW's Neue Klasse platform and indeed borrows inspiration from the company's Vision Neue Klasse concept unveiled in 2023. With motors on the front and rear in the 50 xDrive configuration, along with the 800-volt electrical system, it delivers a combined 463 HP and 476 lb-ft of torque, just a touch less than BMW's G80 M3. BMW That will make the BMW quick (the automaker didn't say how quick yet), but it will also be efficient. BMW estimates that the i3 will go 440 miles on a charge according to EPA guidelines and offer quick energy replenishment as well via DC charging speeds up to 400kW — up to 30 percent faster than its previous Gen5 tech. The battery pack will also be directly integrated into the chassis to reduce weight and increase torsional rigidity, while allowing bidirectional charging so you'll be able to use it as a battery on wheels to power your home in a blackout. Styling-wise, the i3 is much simpler up front with the grille and headlights incorporated as a single unit. A recess down the center of the hood draws your eye to the badge, while giving the EV muscle car allure. The side intakes add to that impression, as do the bulgy fenders, "Le Catellet Blue" metallic paint and optional lighting animations (Relaxed, Excited and Balanced). Fabian Kirchbauer Photography On the tech side, the i3 supports BMW's Digital Key Plus so you can open the doors or trunk with a smartphone or smartwatch. The interior, meanwhile, looks as futuristic as I've seen in any recent EV thanks to the 17.9-inch Panoramic Vision display that's angled toward the driver, along with an optional 3D heads-up display. The system features a self-learning voice assistant with Amazon Alexa+ AI and supports customizable themes, colors and background images. It also includes a wireless charging pad for your smartphone or other devices. Inside, you can choose between multifunction and M Sport seats trimmed in different themes, including imitation leather in Agave Green, Digital White, Castanea or Black, or an M Design World theme in Black Veganza with M Performtex material. Alternatively, you can go for the BMW Individual scheme with real black Merino leather. For controls, BMW is using a hybrid system with physical buttons for the hazard lights and parking brake and "Shy Tech" buttons on the steering wheel that activate only when required. BMW will start i3 production in August 2026 and deliveries later in the fall, with pricing set to be revealed around that time. From what we've seen so far it's going to offer outstanding performance and range, but don't expect it to be cheap. Fabian Kirchbauer Photography This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/bmws-i3-is-reborn-as-a-sporty-440-mile-range-ev-sedan-124614369.html?src=rss

The EU unveils EU Inc., a single bloc-wide incorporation regime that it says takes 48 hours, to help European startups compete with US and Chinese rivals (Samuel Stolton/Bloomberg)

The EU unveils EU Inc., a single bloc-wide incorporation regime that it says takes 48 hours, to help European startups compete with US and Chinese rivals (Samuel Stolton/Bloomberg)

Samuel Stolton / Bloomberg : The EU unveils EU Inc., a single bloc-wide incorporation regime that it says takes 48 hours, to help European startups compete with US and Chinese rivals —  The European Union has unveiled a red-tape-cutting plan dubbed “EU Inc.” to boost the emergence of companies that could compete on the world stage with US and Chinese rivals.