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Hogwarts Legacy”: the video game of the Harry Potter saga reaches a billion dollars in revenues

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Hogwarts Legacy”: the video game of the Harry Potter saga reaches a billion dollars in revenues, Magnate Daily
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Steph Deschamps / May 7, 2023

The Hogwarts Legacy video game from the Harry Potter universe has sold more than 15 million units and generated more than $1 billion worldwide since its Feb. 10launch, its publisher announced.
 
Developed by the studio Avalanche Software and published by the label Portkey Games of the giant Warner Bros., “Hogwarts Legacy” proposes to embody a student of the Hogwarts School of Witchcraft and Wizardry in the early 19th century, with courses of magic and multiple quests to achieve.
 
Globally acclaimed by critics and fans, the title had sparked, even before its release, heated debates in the video game community and beyond because of the controversial stance taken by J.K. Rowling, the author of the Harry Potter saga, on the rights of transgender people.
 
It had been the subject of calls for a boycott by some players and streamers, without the controversies having any particular impact on the popularity and sales of the game.
 
The official “Hogwarts Legacy” website states that Ms. Rowling was not involved in the creation of the game.
 
First released on the next-generation consoles PlayStation 5, Xbox Series and PC, the game is available since Friday on PlayStation 4 and Xbox One, before its release in the summer on Nintendo Switch.
 
Another highly anticipated game dedicated to quidditch, the favorite sport of wizards, “will arrive next year,” according to a representative of Warner Bros. who owns the rights to the saga.
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How Apple Vision Pro is Revolutionizing the Digital Experience

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How Apple Vision Pro is Revolutionizing the Digital Experience, Magnate Daily
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Let us venture forth into the burgeoning realm of spatial computing, where man and machine grow ever closer in their synchronous dance. Apple Vision Pro offers us glimpses of a magnificent future, one where the rigid boundaries between virtual and visceral dissolve before our very eyes. Through its intuitiveness and profound understanding of how humans perceive and interact with the world, it seamlessly blends digital content into physical space.

With but a glance, users may navigate this nascent frontier. Eye, hand, and voice alike serve as conduits, allowing unfettered exploration where before there were limitations. Doors long closed swing open, revealing untold possibilities for play, productivity, and presence. No longer tethered to static planes, applications leap beyond screens to occupy the infinite canvas of reality itself. Notes, webpages, and conversations materialize as if conjured, ready for scaling and rearrangement at a thought.

What place cannot become a theater with but a word? Apple Vision Pro transforms any room into a veritable Odeon, projecting entertainment onto vast vistas visible only to the solitary viewer. Greater than any mere television, its displays offer pixel densities to shame the highest resolutions, immersing the observer in visual and aural splendor. And through the magic of spatial computing, users watch not from a remove but as active participants, present yet voyaging far. Flickering images speak in wraithlike 3D, while sounds emerge naturally from all sides as if from an unfolding dream.

Yet its vision peers not only outwards but inwards as well, capturing fleeting moments in exquisite photonic sculpture. Spatial photos resurrect cherished memories in intimate detail, allowing the beholder to relive and explore them anew through novel modalities. Time folds in on itself as virtual reality rejoins actuality, granting novel modes of emotional succor and nostalgic release. Likewise, seamless integration with iPhone ushers in novel avenues of artistic expression and personal chronicle across platforms.

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Distance too melts before its visage. Through platforms like FaceTime, Apple Vision Pro annihilates bounds of land and cyber, transporting dispersed colleagues or cherished ones together in shared virtual space. Spatial Audio places each conversant as if physically present while large-scale video ports dissolve the peripheries. Apps then complement discourse, enabling synchronous collaboration as though in the same room. Work thus ceases being something done and becomes a fellowship experienced, elevating productivity through heightened sociality, presence, and care for fellow travelers along this technological path.

In every exquisite detail, Apple Vision Pro attests to generations of refinement in balancing form and function. Three-dimensionally sculpted glass flows as a topological manifold into gracefully curving metal, contoured for comfort yet empowered to perceive. Digital optics transport visual splendors while discrete arrays track motion with machine precision. An intimate light seal cuts stray radiance, and speakers spatialize soundwaves into a private surround, maintaining perceptual richness even as we interface. It stands as a triumph of patience, expertise, and insight into the human condition – a beacon showing the glorious heights attainable through responsible innovation.

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GTA VI: return to Vice City, first female character… Rockstar Game unveils video game trailer

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GTA VI: return to Vice City, first female character&#8230; Rockstar Game unveils video game trailer, Magnate Daily
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Sylvie Claire / December 10, 2023

 

They’ve been waiting for it for ten years. On Monday evening, fans of the franchise were treated to the first trailer for GTA VI, ten years after the release of the last instalment of “Grand Theft Auto” (GTA).
 
Although it was due to be presented on Tuesday December 5, leaks forced Rockstar Games to release the trailer early on Monday evening. At the time of writing, it has already been viewed over 52 million times.
 
The video, posted on X (formerly Twitter) and YouTube, shows a Miami-inspired setting and, for the first time, a female lead character. The new opus, dubbed “GTA VI”, is scheduled for release in 2025.
The highly-anticipated video game will return to “Vice City”, a fictional city inspired by Miami, and once again promises fans the chance to play gangsters, from Florida villas to prison.
 
According to Rockstar Games’ parent company, US-based Take-Two, the entire franchise has sold 410 million copies worldwide, including 190 million for the latest opus, “GTA V”, released in 2013 and the industry’s best-selling title in the US in terms of both volume and value.
 
But its success has not been without controversy, not least because of the game’s sulphurous nature, which features individuals who behave criminally and, according to its many detractors, encourages players to reproduce their character’s actions themselves. The franchise has been banned or restricted in several countries.
 
In previous episodes, players were able to embody a member of the Italian mafia in New York (Liberty City), follow in the footsteps of Scarface hero Tony Montana in Miami (Vice City) or slip into the shoes of a former gang member in Los Angeles (Los Santos).
 
On the program: car thefts, hold-ups, car chases, drug deals and street battles, all set to a soundtrack adapted to the era and style of the city they pass through.
 
In the game, “I can behave in a way that would immediately get me into trouble in real life, even risking prison or death”, points out Wedbush analyst Nick McKay. An analysis that would be shared by all the franchise’s players, where violence is virtually unavoidable. 
 
The game is deliberately politically incorrect, offering players the freedom to act as they wish “with the devil on their shoulder”, adds Wedbush McKay. “In everyday life, our behavior is largely dictated by what society allows or forbids us to do. In GTA, everything is possible when you want it to be, and if it has consequences, all you have to do is restart the game,” he explains.
 
Beyond the question of violence, the series has been strongly criticized for its particularly misogynistic portrayal of women and caricatures of minorities, not to mention its depictions of torture.
 
This time, the trailer confirms rumors of a “Bonnie and Clyde”-style criminal duo, including a playable female character – a first for GTA.
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The Pros and Cons of Subscription-Based Services

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The Pros and Cons of Subscription-Based Services, Magnate Daily
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The emergence of subscription-based services refers to the rise of online platforms that offer recurring access to digital content, software, or other goods through monthly or annual subscription fees. These services have gained significant popularity in recent years, particularly in the domains of streaming media, cloud computing, and software as a service (SaaS).


Subscription-based services have several advantages worth considering. Firstly, they provide access to exclusive content that is often unavailable for free or through one-time purchases. This can include premium TV shows, movies, music, e-books, and more. Additionally, these services offer convenience by automatically renewing subscriptions and providing continuous access to content, eliminating the need for individual purchases or subscriptions. From a financial perspective, subscription-based models can be cost-effective, especially when compared to purchasing individual items or software licenses. For instance, streaming services like Netflix and Spotify offer a wide range of content for a low monthly fee. Furthermore, many subscription-based services provide regular updates and support, ensuring users have access to the latest features and improvements.


However, it is important to consider the potential drawbacks of subscription-based services. One significant concern is the ongoing costs associated with multiple subscriptions or higher-tier plans, which can accumulate quickly and strain tight budgets. Additionally, some services may lack flexibility when it comes to canceling or pausing subscriptions, which can be frustrating if users need to take a break or discontinue the service temporarily or permanently. Dependence on the provider is another consideration, as technical issues or other factors beyond the user’s control may result in service downtime or unavailability. Lastly, subscription-based services do not grant ownership of the content or software being accessed. If a provider discontinues the service or significantly raises prices, users may be compelled to seek alternative options.

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