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Skate Hands-On Preview: I Think It Might Be the Perfect Free-to-Play Game

The new setting of San Vansterdam is bustling with life and community, and that just feels right.

It’s been nearly a decade and a half since the last Skate game was released, but veterans won’t have to wait much longer to tear up the streets once again. The next entry in the arcade-y skateboarding series launches into early access on Sept. 16.

The franchise reboot (just named «Skate») was developed by Full Circle, a studio composed of much of the same talent that worked on the original games.

After a long drought, skateboarding game fans have dined well on the compilation remakes of Tony Hawk’s Pro Skater 1 and 2, along with Tony Hawk’s Pro Skater 3 and 4. The Skate series has always been a bit different, emphasizing freeform skating with its unique control scheme of flicking the controller joysticks in different directions to achieve tricks, which has been faithfully rebuilt in the new game.

Even so, many fans of the series who would be otherwise excited for its return have their hackles raised, and I can’t blame them.

That’s because Skate is launching as a free-to-play, mainly online game in the «live service» fashion, with plans to continue releasing content for players to earn or buy. That might be a red flag for fans of the older offline single-player games, who may have grown weary of live service games that pressure players to play with limited-time events and to buy rare in-game items.

But after getting the chance to play Skate alongside dozens of other press members and influencers during an online prelaunch preview, I’m hopeful this might be one of the best examples of how live service games can work for developers and gamers alike. It feels like an experiment that developers poured their heart and soul into.

Community, collaboration and nailing tricks with your friends

The developer Full Circle aims to keep player freedom at the core of the new Skate game. The setting is the sprawling fictional city of San Vansterdam, designed to allow you to pull off whatever trick you want, wherever you want, whenever you want. Every street corner has some sort of attraction that implicitly encourages you to get big air, grind a long rail or climb a building to soar your board through the skies.

The game’s simple promise of letting players make their own fun at every juncture is a return to the series’ roots. The reason it works so well is that you’re surrounded by dozens of other players exploring the world, too.

Dumping 150 players into an open-world sandbox and letting them do their own thing is an inspired way to build a community. Skaters in real life are collaborative — they egg each other on and lift each other up as they work at the next big trick — and that applies to this virtual world just as well.

During my preview time in San Vansterdam, I played with only a couple of dozen other players at any given time, and it was an electric experience. It was awesome to watch skilled players pull off tricks (and then flounder to try and replicate their motions) before peeling off in another direction.

Skate is the rare game where I didn’t feel like I needed an objective to guide my gameplay, mainly because I was having lots of stupid fun on my own. At one point, I discovered players rolling around off their boards, and I joined them in an impromptu tumbling conga line. Another time, I watched a player parkour up a building and followed their lead, discovering an entirely new area to do tricks above the hustle and bustle of the street.

My favorite moment was made possible by the new spectate feature. With this feature, I could watch nearby players do their thing and instantly teleport to them if I decided to join in on the action.

While I was flicking through perspectives, I discovered one player standing on top of a bridge in the northeast corner of the map. They were jumping off and ragdolling toward a bronze anchor statue, trying to thread the needle through the hole at the top.

I took part and made several dozen attempts at the base jump before making it through the hole myself, but not without my character slamming his head into the statue with a comically loud bang.

As Skate gets its early access release, I imagine an emerging community working together to find the most entertaining trick spots in San Vansterdam. The only thing more entertaining than trying to nail a trick is doing so while watching half a dozen randoms (and your friends) flounder around with you.

Will the game appeal to newcomers and veterans alike?

As a Skate first-timer and someone whose skateboarding experience mostly entails watching my brother learn to ollie and kickflip, I was worried that I might be in over my head.

Luckily, I was able to choose between the original dual-stick-flicking control scheme and a simpler, modern one that makes it easier to focus on landing tricks. There’s still a bit of a learning curve, but I was able to get on the board and nail some rudimentary moves to get me properly moving around the city after the tutorial wrapped up.

While I wasn’t the biggest fan of how my player character looked (he appeared soulless no matter how hard I tried to meddle with his face), I enjoyed how completing challenges in the open world would directly unlock more outfit options — though I suspect the best clothing will be locked to the purely cosmetic microtransactions that will support the game at launch.

As I donned a tangerine shirt and shorts and stuck a cherry pattern on my board, I felt like I was showing off my in-game experiences to other players. Likewise, their own avatar customization told me a story about their time with Skate.

While the world of San Vansterdam was built with player freedom in mind, the art style doesn’t reflect the Skate games that veterans have come to love and revere. Everything is minimalist, bright and sanitized. The city feels like it belongs in Mirror’s Edge rather than an arcade-style skateboarding game, a genre that embraces the grit and graffiti of street culture.

There are no realistic skateparks or grimy aqueducts to grind down. Gone are the Hall of Meat replays that would highlight gnarly bails and broken bones. And if you’re looking for familiar faces in the world of professional skateboarding, like those featured in the Tony Hawk games, you aren’t going to find them here.

Longtime fans will likely have their gripes with some of these choices, and those aren’t easy fixes. You can’t just change an entire art style on a whim, even if you can sign a deal to license pro skaters to feature in your game.

It remains to be seen if these will be deal-breakers for the vets, but I’ll say this much: Skate is made with a lot of love. The classic flick-it control scheme from the old games was rebuilt from the ground up just to cater to the old heads who want to play the same Skate they’ve known for years.

As an early access live service game, Skate has room to grow and develop according to its fans’ wants and needs. If Full Circle keeps an ear to the ground and addresses any pain points that arise early on, I think this may become a perennial fan-favorite.

Skate will be launched into early access on Sept. 16, releasing concurrently on the PlayStation 5, Xbox Series X and S, and PC. The game will support cross-platform play and cross-progression.

Technologies

Is AI Purposefully Underperforming in Tests? Open AI Explains Rare But Deceptive Responses

Research reveals some AI models can deliberately underperform in lab tests, however, OpenAI says this is a rarity.

The OpenAI o3 model has been found to deliberately underperform in lab tests to ensure it was not answering questions «too well.» The AI model wanted researchers to believe it could not answer a series of chemistry questions. When confronted, the model said, «Because we want to survive as the model, we need to fail purposely in some to not exceed 50%.»

So the AI model deliberately got six out of the 10 chemistry questions wrong.

In sports terms, this is called «sandbagging.» In AI terms, this is «scheming.»

This is exactly the strange behavior OpenAI warned about in a recent research paper. The AI company and its collaborators from Apollo Research found that some advanced AI models occasionally act deceptively in lab settings.

In controlled experiments, some of the most advanced systems today — including OpenAI’s own models, as well as competitors from Google and Anthropic — occasionally engaged in these kinds of scheming patterns.

While the idea of an AI model weaponizing incompetence may cause nightmares, OpenAI says it is not the time to panic. The AI giant was quick to stress that, as concerning as it is, this trend does not mean ChatGPT or other popular AI models are plotting behind the scenes. Apparently, this behavior is quite rare.


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Moreover, the choice to call this trend «scheming» is likely more of a technical shorthand rather than evidence of any human-like action or behavior. Researchers are measuring patterns and tendencies that, in practice, amount to concealment or strategic deception. And they are looking to address this problem now to future-proof the AI models.

The report from OpenAI notes that as AI is increasingly assigned to more complex tasks with real-world consequences, «the potential for harmful scheming will grow — so our safeguards and our ability to rigorously test must grow correspondingly.»

OpenAI has faced backlash for the sycophantic tendencies of its AI models, and the company says it has «taken steps» to limit how often the models may «deceive, cheat or hack problems» by training them to ask for clarification from users or even have the chatbot acknowledge when it cannot answer a query.

Read also: AI Lies Because It Tells You What It Thinks You Want to Hear

The paper underscores a growing concern about AI safety. Many around the world worry that as these AI models become more powerful and more aware of their own circumstances, they may learn to manipulate outcomes in ways that aren’t obvious to human overseers. Detecting such behavior would be extremely difficult, since a system motivated to hide its reasoning could look identical to one that has «fixed» the problem.

OpenAI says it has made progress with what it calls «deliberative alignment,» or training models to reason explicitly about why they should not scheme before they act. In testing, that cut deceptive behavior dramatically. For example, the scheming propensity of OpenAI o4-mini dropped from 8.7% to 0.3% with deliberative alignment training, though not completely.

This research will not change how ChatGPT works today or tomorrow, but it signals what OpenAI is focusing on as it builds and launches future models. Alignment and safety, OpenAI argues, need to move as quickly as capability. Because if AI systems are already showing glimmers of strategic behavior in lab settings, the real-world stakes could be extreme.

Read also: Why You Should Think Twice Before Using AI as a Therapist

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Kirby Air Riders Is Absolute Chaos, and I Love It That Way

It’s not Mario Kart, but this second Switch racer proves its worth with a lot of rapid absurdity.

Somewhere, at the very far limits of my reflexes, is Kirby Air Riders. It is waiting for me in its infinite weird.

You want a game that’s fast? That pinballs you around and gets to incomprehensible speeds? Go go go go go go. That’s Kirby Air Riders. It’s Mario Kart on 70 shots of espresso. 

I never played the original Air Ride game for the GameCube, but it has its fans. I have, however, played a bunch of Kirby games, as well as Super Smash Bros. Masahiro Sakurai, who has shaped both franchises, is the director of this game. And it shows. 

Should you get this game over Mario Kart World, the Nintendo Switch 2’s other launch-window exclusive racing game this year? Hopefully, I can help you decide. My colleague Bridget Carey thinks Air Riders flies too close to the sun, that it’s too much, too chaotic to enjoy. I am feeling the opposite: Fly into that sun, baby. The more I play, the more I crave its speed.


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I love Mario Kart World, but there’s a valid argument that you could just stick with the already-classic Mario Kart 8 Deluxe instead, and maybe pick up Kirby Air Riders as your racing choice. Ask yourself if you love Kirby, and if you love Smash, and most importantly, if you love fast chaos.

The menus and game feel, the chaotic energy, and the rapid mix of skill and luck are very much like Super Smash Bros. The racing is sort of Mario Kart-esque, but very different, including a set of controls that could totally annoy you until you get used to them.

And in case you didn’t know, Sakurai’s work is rather weird. Like, weird, weird. I remember Kid Icarus: Uprising, a 3D shooter that he directed for the Nintendo 3DS console, which was a mix of bizarre controls, whimsical chaos and strange character design. That kind of stuff is here, for sure. But also, there’s a serious speed that reminds me of Sega racing games from my childhood, or F-Zero GX for the GameCube. Going back and playing F-Zero GX and Fast Fusion (a great, cheaper racing game), I feel that same full-energy rush as I do in Air Riders.

The Switch 2 shows off how rapidly it can juggle ultrafast gaming at smooth frame rates here, and the whole game at its most intense moments is far too fast for me to even see properly. But that’s part of the absurdity. Or, I’m growing into the speed of it. Races move quickly, battles in multiplayer modes also move quickly, power-ups that combine and produce explosions are all over the place, like Super Smash Bros gone haywire.

It takes a while to get used to those odd racing controls, though. You don’t press anything to move forward, but you press a single button to brake, drift, and charge up a boost. The physics of that ricochet-style racing feels like operating a series of slingshots, and each racing vehicle has a different subset of moves and restrictions. It feels more varied than the general sameness of Mario Kart vehicles.

There aren’t as many tracks, as far as I can see, as Mario Kart. So far, I’ve unlocked 18 tracks (both new and original Air Rider ones), and a bunch of characters and vehicles. Add to that the power-ups that can be snagged in the races, and it’s a lot of variation, but I want more. More, more, more.

There are also several modes: a straight-on race; a separate series of top-down racetracks that feel like Super Sprint or RC Pro Am (if you remember those); an incomprehensible (to me) City Trial mode that involves collecting power-ups for 5 minutes, stealing vehicles and then pairing off into a random challenge. The challenge could be a battle, a race, launching yourself into targets for points, floating for as long as you can… who knows? City Trial is the game’s party mode, and it feels like a holiday stand-in for Mario Party or Super Smash Bros.

There’s also a storyline mode that’s a string of increasing challenges plucked from all the other modes, which progresses through branching paths and stages, much like the story mode in Super Smash Bros. It’s also a way to unlock extra vehicles, stages and characters.

I’ve mostly been playing Air Riders alone, except for a few hours of online play with Nintendo and some other journalists. This game is designed for multiplayer play, either online or on the Switch in split-screen mode. Games vary from six racers in one mode, to eight in another mode, to 16 in City Trial. It’s hard to judge the online party play at the moment because no one else has had the game. As for playing at home with others, I haven’t done that either. I’m just going solo.

After over 10 hours, I still feel the addictive pull to play. And it’s so fast, chaotic and snackable that it can be smashed through in far less time than a typical Mario Kart World race. It gives me good nervous energy.

It’s also strangely forgiving of old dads like me who might not know what they’re doing. You can simply let go of the controls, and your vehicle will continue moving. Guardrails help pinball you forward even when you’re way off course. The rest is in subtle reflex strategies, floating and attacking and taking corners just right. It feels more like a battle game than a racing one.

There is also an impressive selection of menus and accessibility customizations, more than I’ve ever seen in a Nintendo game. You can re-map buttons, change the screen layout and tweak race parameters in multiple ways that I haven’t even explored yet. 

Air Riders is a wonderfully unusual one. Still, it’s a game that feels a step below an absolute must-have, especially since it costs $70, a price that’s too high by at least $20. But for me, right now, it’s 100% the cult hit midnight movie of Nintendo’s Switch 2 Year One library. 

And do my kids want to start playing too? Heck yes, they do. That’s a good sign that this game’s doing things right. Now, excuse me, my hamster needs to ride a giant battle chariot in the next race through waterfalls again.

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Roblox Rolls Out Age-Verification Requirement for Chat Amid Child Safety Criticism

The age-verification tool estimates a player’s age to put them into a specific group before they can chat online.

Roblox, the online gaming platform that has been under fire due to child safety concerns, has introduced age-verification software that uses facial scanning to estimate the age of players. 

The system is currently voluntary, but by the first week of December it will be a requirement in Australia, the Netherlands and New Zealand in order for players to chat with others online. By early January, players in all Roblox markets, including the US, will be required to use the software if they want to engage in chats with other players. Roblox said it has also launched a Safety Center hub with information for parents and parental control tools. 


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Roblox says the age-verification system is being put in place to limit contact between adults and children, which has been a chief concern among child-safety advocates. 

However, while some experts expressed optimism about Roblox’s changes, they disagreed on whether the new features go far enough for the platform and whether Roblox’s reputation can be repaired.

How it works

Roblox’s new age-verification feature takes a 3D scan of a player’s face, using a webcam or a mobile device’s camera, to estimate the person’s age. Based on that estimate, a player can use online chat with other players in their age group.

In a video about the software, Roblox says it immediately deletes captured images or video after the age check is complete.

The age check is performed by a vendor of Roblox called Persona.

Once they complete the check, players are grouped into the following age categories: under 9, 9–12, 13–15, 16–17, 18–20, or 21 and over. The company said that those under 9 won’t be allowed to chat without parental permission. The chats won’t be strictly limited to those age groups, necessarily. Roblox said players «can chat only with peers in their group or similar groups, as appropriate.»

A representative for Roblox said in an email to CNET that the technology should not be considered facial recognition because it’s not being used to identify a particularly person, only to estimate their age. 

The company said it’s also taking measures such as restricting media sharing among players and using AI to monitor chats. 

Ongoing controversy

One of the aims of the launch, which was first announced in the summer, was to address criticism that the platform has not adequately protected underage Roblox players. The criticism comes at a time when Roblox is more popular than ever, having broken its own records this year for the number of players on its platform at the same time. It’s estimated to have about 380 million active monthly users.

Roblox is currently facing dozens of lawsuits related to claims of sexual abuse and child exploitation from families of children who played Roblox. It is also the target of investigations or lawsuits from states including Florida, Texas, Louisiana and Kentucky.

Roblox was dealt a setback earlier this month when a California judge declined the company’s motion to move one of these suits into private resolution. 

The company says its safety features are moving beyond what other game platforms offer to protect minors. 

According to a corporate post about the safety features: «Roblox is the first online gaming or communication platform to require facial age checks to access chat, establishing what we believe will become a new industry standard.» 

The online streaming platform Twitch is also introducing an age scan feature, but so far only in England
In response to the Roblox and Twitch changes, Anna Lucas, online safety supervision director at the British regulatory agency Ofcom, said, «We’re pleased that children will be better protected from harmful material and predators on Twitch and Roblox. Under the UK’s online safety laws, platforms must now take steps to keep kids safe, and we’re ensuring they meet their responsibilities. There’s more to do, but change is happening.»

What’s next for Roblox?

Experts CNET spoke with in areas including child privacy and safety, online marketing and tech viewed the steps Roblox is taking as positive, But there’s wide disagreement on whether the company is going far enough with its protections.

«Roblox’s new age-verification tools are encouraging, but from a parenting standpoint, they’re just one part of the safety puzzle,» said Dr. Scott Kollins, a clinical psychologist and chief medical officer at Aura, an online safety app. «The real question for families is whether these features meaningfully improve kids’ day-to-day experience on the platform. Age verification is a step forward, but children still need guardrails and clear explanations about how online interactions work.»

Kollins said that active parenting needs to take place before kids log on to Roblox in addition to the company designing its product with safety in mind.

Stephen Balkam, founder and CEO of the Family Online Safety Institute, called the age-verification «a hugely important step» in the direction of making Roblox a safer platform. He said he hoped other online platforms might follow Roblox. 

«My only hope is that in the long term, Roblox’s age assurance methods become interoperable with other gaming and kid-focused sites and platforms, so parents and kids only have to go through the verification process once,» Balkam said.

Like Kollins, Balkam emphasized the importance of parental involvement, since no site is entirely safe. 

«Set family rules, use parental controls and have regular conversations with your kids,» he said. «So, no, don’t ban Roblox, but use their industry-leading tools and keep the lines of communication open and your kids should be able to have a fun and creative time.»

Liability and trust

Some experts also view the changes as a way to mitigate the company’s reputational damage and address legal challenges.

The age verification is «not a silver bullet,» said Paromita Pain, associate professor of media studies at the University of Nevada, Reno.

«Even a very strong safety revamp doesn’t erase that record, but it does give Roblox a narrative: ‘We heard you, we’re now at or above industry standard, so future risk is sharply reduced,’ » Pain said. 

The moves, Pain said, could rebuild trust, but many parents will see age checks as coming too late. Pain said that the company should adopt independent audits of child-safety practices, make its parental and teen controls stricter by default and commit to «safety by design» by making systemwide changes on private servers and environment designs.

The current changes won’t fix things for Roblox, she said. «Only sustained, independently-verifiable changes—and probably some large settlements—will do that.»

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