Technologies
Hands-On With Spellcasters Chronicles: 3 Things I Hope They Change Before the Closed Beta
The game is an interesting spin on the classic push-lanes-with-minions formula, but the action doesn’t yet feel satisfying.
Quantic Dream, the studio known for rich storytelling games like Detroit: Become Human, announced something totally different last month. Spellcasters Chronicles is a competitive three-on-three action-strategy game that promises to have an element of ongoing storytelling. And the develop just announced that it’s entering a closed beta from Dec. 4 to 7.
Spellcasters Chronicles follows the general mold of a multiplayer online battle arena game like League of Legends: Your team battles along three lanes, with player-controlled characters helping waves of computer-controlled minions as they push toward objectives («lifestones») deep in enemy territory. Player characters have different classes and abilities, giving them defined strengths and weaknesses.
I got to play an early build of the game earlier this month to get a sense of the gameplay loop and the general vibe of Spellcasters Chronicles. The usual caveats apply: This is an early build of the game, so things were not optimized, features may change and so on. I should also be clear that one or two matches played is not a lot of material to judge by, so I’ll be focusing on the broad strokes.
Based on a quick match-and-a-half, here are the three things I’m hoping the game changes.
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Put more action in the action-strategy
The match I played, which came down to the last dying seconds, felt like it was primarily decided by the two teams’ strategic decisions more than individual plays. Our opponents summoned an early titan, a massive creature that helped them gain control of most of the map, but my team worked together to stop it before it could damage our lifestone (each team’s most precious structure). We used that momentum to flip one of the lanes and ultimately destroy one of our opponents’ lifestones.
At the end of the game, the other team made another push with a titan while one of our teammates was on a long wait to respawn. But we had stocked up on resources and were able to dump everything into eliminating the titan before it took out one of our lifestones, though we cut it pretty close.
Those big swings felt like they came down to our strategy, rather than relying on landing important shots or abilities, which is what I’d hoped to see in an action-strategy game like this. And deckbuilding elements of selecting ability cards to bring into the match, which were limited in our playtest, further swing the game toward rewarding strategy over moment-to-moment combat skill. That’s certainly not unheard of for MOBA games, but I’d like the balance to shift more toward the action side, or at least somewhere more in the middle to reward great plays.
The existing action elements need some help
To be clear, the game does have action elements, but they probably need a little tweaking if Quantic Dream wants them to stand out. Flying around the map with dash abilities and raining spells down upon enemy summons were fun, and by far the most dynamic parts of the game, but other pieces of action came up a bit short.
The biggest thing for me was that it felt impossible to hit other spellcasters with primary attacks and abilities due to the travel time of projectiles and the small hitbox of the spellcasters. Maybe the struggles were particular to the spellcaster I was playing (the swamp witch), but about halfway through the game, I kind of just gave up on shooting at enemy spellcasters because I felt like a Death Star stormtrooper firing at Luke Skywalker. The swamp witch is listed as a duelist class, so I had hoped to feel more useful in 1v1s against other spellcasters.
Unlike traditional MOBA games, players have to manually summon minions, rather than having them automatically spawn from their base. This gives you some element of control — you can pick which lane to spawn them in, and as you gain map control, you can spawn them further up the lane. But spending time summoning minions felt like a bit of a chore, even if it happens pretty quickly. There were times when I wanted to rotate to another lane, but I felt like I had to hold off in order to summon more minions in the area I was currently in. In fairness, the deck I selected was very heavy on minions rather than spells or other effects, so other builds might have a different experience, but that doesn’t change the fact that the hands-on summoning process really slowed the game down for me.
The art style is engaging and enjoyable, but visually, a bit hard to read
The game has a bright, vivid art style that makes spells and parts of the scenery pop. But sometimes, there was a little too much popping. I’m a veteran of Overwatch and Marvel Rivals, so I’m no stranger to a barrage of particle effects, but there were moments where I got totally lost in Spellcasters. Three casters barraging a titan with spells in front of a glowing lifestone can be pretty visually disorienting.
In the visual style of Spellcasters Chronicles, size is power. Ultimate abilities have enormous areas of effect, and the most powerful summons, titans, are kaiju-sized threats that stomp across the battlefield, demanding your attention. In general, I think that works, but when those large elements all cluster together, it’s challenging to decipher what’s happening.
What’s next for Spellcasters Chronicles?
Spellcasters offers an interesting twist on a popular game type, and it’s already doing some things right. Games run 25 minutes long, which helps dodge the classic MOBA pitfall of feeling trapped in unwinnable games or slowly grinding out a victory for 45 minutes to an hour. (Though 20 minutes might be an even sweeter spot.)
Seeing a titan lumbering toward your lifestone is appropriately thrilling, and summoning one feels nicely cataclysmic. It’s one of the game’s biggest strengths in the current state.
But I hope Quantic Dream spends some time tightening up the action elements and some of the visual clutter. The early state of the game probably wouldn’t be enough to break into my rotation of other competitive games, but if spellcaster-to-spellcaster combat felt more consistent, and if the game depended a little more on landing shots and spellcaster abilities, it would be a more serious contender.
Technologies
Google races to put Gemini at the center of Android before Apple’s AI reboot
Google is using its latest Android rollout to position Gemini as the AI layer across phones, Chrome, laptops and cars.
Google is using its latest Android rollout to make Gemini less of a chatbot and more of an operating layer across the phone, browser, car and laptop, just weeks before Apple is expected to show its own Gemini-powered Apple Intelligence reboot at WWDC.
Ahead of its Google I/O developer conference next week, the company previewed a number of Android updates, including AI-powered app automation, a smarter version of Chrome on Android, new tools for creators, a redesigned Android Auto experience, and a sweeping set of new security features.
Alphabet is counting on Gemini to help Google compete directly with OpenAI and Anthropic in the market for artificial intelligence models and services, while also serving as the AI backbone across its expansive portfolio of products, including Android. Meanwhile, Gemini is powering part of Apple’s new AI strategy, giving Google a role in the iPhone maker’s reset even as it races to prove its own version of personal AI on the phone is further along.
Sameer Samat, who oversees Google’s Android ecosystem, told CNBC that Google is rebuilding parts of Android around Gemini Intelligence to help users complete everyday tasks more easily.
“We’re transitioning from an operating system to an intelligence system,” he said.
As part of Tuesday’s announcements. Google said Gemini Intelligence will be able to move across apps, understand what’s on the screen and complete tasks that would normally require a user to jump between multiple services. That means Android is moving beyond the traditional assistant model, where users ask a question and get an answer, and acting more like an agent.
For instance, Google says Gemini can pull relevant information from Gmail, build shopping carts and book reservations. Samat gave the example of asking Gemini to look at the guest list for a barbecue, build a menu, add ingredients to an Instacart list and return for approval before checkout.
A big concern surrounding agentic AI involves software taking action on a user’s behalf without permissions. Samat said Gemini will come back to the user before completing a transaction, adding, “the human is always in the loop.”
Four months after announcing its Gemini deal with Google, Apple is under pressure to show a more capable version of Apple Intelligence, which has been a relative laggard on the market. Apple has long framed privacy, hardware integration and control of the user experience as its advantages.
Google’s Android push is designed to show it can bring AI deeper into the device experience while still giving users control over what Gemini can see, where it can act and when it needs confirmation.
The app automation features will roll out in waves, starting with the latest Samsung Galaxy and Google Pixel phones this summer, before expanding across more Android devices, including watches, cars, glasses and laptops later this year.
The company is also redesigning Android Auto around Gemini, turning the car into another major surface for its assistant. Android Auto is in more than 250 million cars, and Google says the new release includes its biggest maps update in a decade and Gemini-powered help with tasks like ordering dinner while driving.
Alphabet’s AI strategy has been embraced by Wall Street, which has pushed the company’s stock price up more than 140% in the past year, compared to Apple’s roughly 40% gain. Investors now want to see how Gemini can become more central to the products people use every day.
WATCH: Alphabet briefly tops Nvidia after report of $200 billion Anthropic cloud deal
Technologies
Waymo recalls 3,800 robotaxis after glitch allowed some vehicles to ‘drive into standing water’
Waymo issued a voluntary recall of about 3,800 of its robotaxis to fix software issues that could allow them to drive into flooded roadways.
Waymo is recalling about 3,800 robotaxis in the U.S. to fix software issues that could allow them to “drive onto a flooded roadway,” according to a letter on the National Highway Traffic Safety Administration’s website.
The voluntary recall is for Waymo vehicles that use the company’s fifth and sixth generation automated driving systems (or ADS), the U.S. auto safety regulator said in the letter posted Tuesday.
Waymo autonomous vehicles in Austin, Texas, were seen on camera driving onto a flooded street and stalling, requiring other drivers to navigate around them. It’s the latest example of a safety-related issue for the Alphabet-owned AV unit that’s rapidly bolstering its fleet of vehicles and entering new U.S. markets.
Waymo has drawn criticism for its vehicles failing to yield to school buses in Austin, and for the performance of its vehicles during widespread power outages in San Francisco in December, when robotaxis halted in traffic, causing gridlock.
The company said in a statement on Tuesday that it’s “identified an area of improvement regarding untraversable flooded lanes specific to higher-speed roadways,” and opted to file a “voluntary software recall” with the NHTSA.
“Waymo provides over half a million trips every week in some of the most challenging driving environments across the U.S., and safety is our primary priority,” the company said.
Waymo added that it’s working on “additional software safeguards” and has put “mitigations” in place, limiting where its robotaxis operate during extreme weather, so that they avoid “areas where flash flooding might occur” in periods of intense rain.
WATCH: Waymo launches new autonomous system in Chinese-made vehicle
Technologies
Qualcomm tumbles 13% as semiconductor stocks retreat from historic AI-fueled surge
Semiconductor equities reversed sharply after a broad AI-driven advance, with Qualcomm suffering its worst day since 2020 amid inflation concerns and rising oil prices.
Semiconductor stocks fell sharply on Tuesday, reversing course after an extensive rally that had expanded the artificial intelligence investment theme well past Nvidia and driven the industry to unprecedented levels.
Qualcomm plunged 13% and was on track for its steepest single-day decline since 2020. Intel shed 8%, while On Semiconductor and Skyworks Solutions each lost more than 6%. The iShares Semiconductor ETF, which benchmarks the overall sector, fell 5%.
The sell-off came after a key gauge of consumer prices came in above forecasts, and as conflict in Iran pushed crude oil higher—prompting investors to shift away from riskier assets.
The preceding advance had widened the AI opportunity set beyond longtime industry leader Nvidia, which for much of the past several years had largely carried the market to new peaks on its own.
Explosive appetite for central processing units, along with the graphics processing units that power large language models, has sent chipmakers to all-time highs.
Market participants are wagering that the shift from AI model training to autonomous agents will lift demand for additional AI hardware. Among the beneficiaries are memory chip producers, which are raising prices as supply remains tight.
Micron Technology slid 6%, and Sandisk cratered 8%. Sandisk’s stock has surged more than six times over since January.
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