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Source: Lightspeed Studios / Undawn / Will Smith
Even Will Smith wasn’t enough to prevent this video game from flopping like his film Wild Wild West.
Undawn, the zombie survival game featuring Will Smith, bombed epically, according to a report from Reuters. The website reported that the game was a “key” in-house project at Tencent and “flopped spectacularly” even with Smith’s involvement and the game’s closet to 1 billion yuan (around $140 million).
We first reported on the game’s existence in May 2023. Before its June launch, 2.3 million people pre-registered to play it. That didn’t matter, as the game didn’t meet expectations.
In the game, which eerily resembles Smith’s film I Am Legend, the actor plays Trey Jones and serves as your guide in the game.
It was billed as a free-to-play mobile and PC game, as well as these other features:

Base construction and survival mechanics
An expansive open-world
Vehicular combat
Customization elements
PvPvE platform

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Per Reuters, through research firm Appmagic reporting, Undawn only brought in $287,000. The game’s poor performance resulted in Tencent shifting strategy in its mobile division, canceling a mobile game based on Square Enix’s Nier franchise and delaying the Assassin’s Creed: Jade mobile game.
News of the game’s flopping has taken many by surprise, with many people saying they didn’t even know it existed.
One person on X, formerly Twitter, wrote, “…there was a Will Smith-fronted zombie survival game called Undawn?”

“I’m not shocked as someone who’s only just hearing about The Will Smith-fronted zombie survival game Undawn,” another X user wrote. 

Well, we knew. We just thought people didn’t care.
In the gallery below, you can see more reactions to Will Smith’s game, Undawn, flopping.

3. Apparently you and everyone else

BandLab, the free social music creation platform, now reaches 100 million users.
There’s not trumpet-blowing for the mobile app’s major milestone. The news is shared by way of a report written by Bloomberg’s Ashley Carman, who caught up with BandLab’s Singapore-based CEO Meng Ru Kuok for a chat on growth and its future.

The U.S. accounts for around 30% of BandLab’s users, he said, and is its largest market.

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“It’s funny when you get to these large milestones, especially something like 100 million, which is slightly hard to fathom in terms of the scale of the number,” he tells the news title. “It was also something that really felt like nothing really special. It sort of crossed, and I think we all realized, like, ‘Oh, that’s great.’ But I think that’s just the result of how fast things have grown.”

Trending on Billboard

Just last year, the platform boasted over 60 million-plus registered users, nearly 40% of whom were women, up from 50 million-plus in 2022.

BandLab’s music-making software includes an arsenal of virtual instruments, as well as the ability to automatically generate multipart vocal harmonies, record, sample and manipulate sound in myriad ways. The service can also distribute music to streaming services, and it incorporates components of a social network: Musicians can create individual profiles, chat with one another, comment on their peers’ releases, solicit advice or break up a song into its component pieces and share those to crowdsource remixes.

A major commercial breakthrough was delivered with d4vd’s “Romantic Homicide,” which the then 17-year-old Houston native created in July 2022 using BandLab. The brooding, guitar-hooked track caught fire on TikTok, d4vd (pronounced “David”) signed to Interscope, the song peaked at No. 45 on the Billboard Hot 100, and he landed on the bill for Coachella 2023.

“Seeing artists go on to major labels and independent labels is a great, great joy and success for us,” Meng continues. “Our relationship with an artist doesn’t end when they progress in the industry.”

BandLab was founded in 2015, and doesn’t receive royalties from music made on its platform. Instead, the company makes money on artist services (which include distribution, livestreaming and BandLab Boost) that allow acts to turn their profiles or postings into ads on the platform to better reach users.

If the DOJ’s lawsuit is successful, it could force the Tim Cook-run company to make significant changes to its highly successful business model.
In a press conference announcing the lawsuit, U.S. Attorney General Merrick Garland said, “As set out in our complaint, Apple has that power in the smartphone market. If left unchallenged. Apple will only continue to strengthen its smartphone monopoly.”
Per The Verge, the DOJ’s lawsuit accuses Apple of:

Disrupting “super apps” that encompass many different programs and could degrade “iOS stickiness” by making it easier for iPhone users to switch to competing devices
Blocking cloud-streaming apps for things like video games that would lower the need for more expensive hardware
Suppressing the quality of messaging between the iPhone and competing platforms like Android
Limiting the functionality of third-party smartwatches with its iPhones and making it harder for Apple Watch users to switch from the iPhone due to compatibility issues
Blocking third-party developers from creating competing digital wallets with tap-to-pay functionality for the iPhone

In a statement to CNBC, Apple did not agree with the lawsuit and said it would fight it.
A spokesperson for the tech giant told CNBC, “This lawsuit threatens who we are and the principles that set Apple products apart in fiercely competitive markets. If successful, it would hinder our ability to create the kind of technology people expect from Apple—where hardware, software, and services intersect. It would also set a dangerous precedent, empowering government to take a heavy hand in designing people’s technology.”
Android users have been eating this all up because of the claims they have accused Apple of for years.
You can see more reactions in the gallery below.

All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Walmart is here to blow you away with savings and a tower fan that not only has 4.7 stars, but is […]

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Source: Marvel / Skydance / 1943: Rise of Hydra
Marvel video game fans, we might have a banger! The first trailer for the Black Panther and Captain America game, now titled 1943: Rise of Hydra, is here and looks absolutely amazing.
We didn’t see what the Amy Hennig-led game looked like until now, as it was first unveiled during the Disney and Marvel Games Showcase during the D23 Convention in 2022 that was until now.
During the State of Unreal keynote, Marvel and Skydance New Media delivered an epic story trailer showcasing the power of Unreal Engine 5, and it’s f***ing awesome.
Per Kotaku via Marvel, the game’s narrative reads as follows:
As the game’s narrative unfolds, players will assume the role of four central characters: a young Steve Rogers, AKA Captain America; Azzuri, T’Challa’s grandfather and the WWII-era Black Panther; Gabriel Jones, a US soldier and member of the Howling Commandos; and Nanali, a Wakandan spy embedded in Occupied Paris.
In the gorgeous cinematic trailer for 1943: Rise of Hydra, we follow both Captain America and Black Panther as they take down Nazis in Paris. At the same time, Captain America is hunting Black Panther, and the two heroes eventually bump heads on a bridge, but we all know they will eventually team up at some point in the game.
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We have no idea how this game will play, but the trailer has already hooked us.
Gamers Are H Y P E D
Gamers on X, formerly Twitter, have been sharing their reactions, specifically showing love to actor Khary Payton (The Walking Dead), who plays T’Challa’s grandfather Azuri, who carries the Black Panther mantle in the game.
We also have to salute the fact that we have not one, not two, but three lead Black protagonists in a AAA video game.

What a time to be alive.
Marvel 1943: Rise of Hydra will be released in 2025 on PS5, Xbox Series X/S, and PC. Sorry, Nintendo Switch owners, you cannot take this ride.
You can see more reactions to the game in the gallery below.

2. SAY LESS!

3. We do too.

4. Yes, yes it is.

5. Video games have come a loooooonnnnnngggggg way.

6. He’s incredible

There is no shortage of AI voice synthesis companies on the market today, but Voice-Swap, founded and led by Dan “DJ Fresh” Stein, is trying to reimagine what these companies can be. 
The music producer and technologist intends Voice-Swap to act as not just a simple conversion tool but an “agency” for artists’ AI likenesses. He’s also looking to solve the ongoing question of how to monetize these voice models in a way that gets the most money back to the artists — a hotly contested topic since anonymous TikTok user Ghostwriter employed AI renderings of Drake and The Weeknd‘s voices without their permission on the viral song “Heart On My Sleeve.”

In an exclusive interview with Billboard, Stein and Michael Pelczynski, a member of the company’s advisory board and former vp at SoundCloud, explain their business goals as well as their new monetization plan, which includes providing a dividend for participating artists and payment to artists every time a user employs their AI voice — not just when the resulting song is released commercially and streamed on DSPs. The company also reveals that it’s working on a new partnership with Imogen Heap to create her voice model, which will arrive this summer.

Trending on Billboard

Voice-Swap sees the voice as the “new real estate of IP,” as Pelczynski puts it — just another form of ownership that can allow a participating artist to make passive income. (The voice, along with one’s name and likeness, is considered a “right of publicity” which is currently regulated differently state-to-state.)

In addition to seeing AI voice technology as a useful tool to engage fans of notable artists like Heap and make translations of songs, the Voice-Swap team also believes AI voices represent a major opportunity for session vocalists with distinct timbres but lower public profiles to earn additional income. On its platform now, the company has a number of session vocalists of varying vocal styles available for use; Voice-Swap sees session vocalists’ AI voice models as potentially valuable to songwriters and producers who may want to shape-shift those voices during writing and recording sessions. (As Billboard reported in August, using AI voice models to better tailor pitch records to artists has become a common use-case for the emerging technology.)

“We like to think that, much like a record label, we have a brand that we want to build with the style of artists and the quality we represent at Voice-Swap,” says Stein. “It doesn’t have to be a specific genre, but it’s about hosting unique and incredible voices as opposed to [just popular artists].”

Last year, we saw a lot of fear and excitement surrounding this technology as Ghostwriter appeared on social media and Grimes introduced her own voice model soon after. How does your approach compare to these examples?

Pelczynski: This technology did stoke a lot of fear at first. This is because people see it as a magic trick. When you don’t know what’s behind it and you just see the end result and wonder how it just did that, there is wonder and fear that comes. [There is now the risk] that if you don’t work with someone you trust on your vocal rights, someone is going to pick up that magic trick and do it without you. That’s what happened with Ghostwriter and many others.

The one real main thing to emphasize is the magic trick of swapping a voice isn’t where the story ends, it’s where it begins. And I think Grimes in particular is approaching it with an intent to empower artists. We are, too. But I think where we differentiate is the revenue stream part. With the Grimes model, you create what you want to create and then the song goes into the traditional ecosystem of streaming and other ways of consuming music. That’s where the royalties are made off of that.

We are focused on the inference. Our voice artists get paid on the actual conversion of the voice. Not all of these uses of AI voices end up on streaming, so this is important to us. Of course, if the song is released, additional money for the voice can be made then, too. As far as we know, we are the first platform to pay royalties on the inference, the first conversion.

Stein: We also allow artists the right to release their results through any distributor they want. [Grimes’ model is partnered exclusively with TuneCore.] We see ourselves a bit like an agency for artists’ voices.

What do you mean by an “agency” for artists’ voices?

Stein: When we work with an artist at Voice-Swap we intend to represent them and license their voice models created with us to other platforms to increase their opportunities to earn income. It’s like working with an agent to manage your live bookings. We want to be the agent for the artists’ AI presence and help them monetize it on multiple platforms but always with their personal preferences and concerns in mind.

What kinds of platforms would be interested in licensing an AI voice model from Voice-Swap?

Stein: It is early days for all of the possible use cases, but we think the most obvious example at the moment is music production platforms [or DAWs, short for digital audio workstation] that want to use voice models in their products.

There are two approaches you can take [as an AI voice company.] We could say we are a SaaS platform, and the artist can do deals with other platforms themselves. But the way we approach this is we put a lot of focus into the quality of our models and working with artists directly to keep improving it. We want to be the one-stop solution for creating a model the artist is proud of.

I think the whole thing with AI and where this technology is going is that none of us know what it’s going to be doing 10 years from now. So for us, this was also about getting into a place where we can build that credibility in those relationships and not just with the artists. We want to work with labels, too. 

Do you have any partnerships with DAWs or other music-making platforms in place already?

Pelczynski: We are in discussions and under NDA pending an announcement. Every creator’s workflow is different — we want our users to have access to our roster of voices wherever they feel most comfortable, be that via the website, in a DAW or elsewhere. That’s why we’re exploring these partnerships, and why we’ve designed our upcoming VST [virtual studio technology] to make that experience even more seamless. We also recently announced a partnership with SoundCloud, with deeper integrations aimed at creators forthcoming.

Ultimately, the more places our voices are available, the more opportunities there are for new revenue for the artists, and that’s our priority.

Can some music editing take place on the Voice-Swap website, or do these converted voices need to be exported?

Pelczynski: Yes, Dan has always wanted to architect a VST so that it can act like a plug-in in someone’s DAW, but we also have the capability of letting users edit and do the voice conversion and some music editing on our website using our product Stem-Swap. That’s an amazing playground for people that are just coming up. It is similar to how BandLab and others are a good quick way to experiment with music creation.

How many users does Voice-Swap have?

Pelczynski: We have 140,000 verified unique users, and counting.

Can you break down the specifics of how much your site costs for users?

Pelczynski: We run a subscription and top-up pricing system. Users pay a monthly or one-off fee and receive audio credits. Credits are then used for voice conversion and stem separation, with more creator tools on the way.

How did your team get connected with Imogen Heap, and given all the competitors in the AI voice space today, why do you think she picked Voice-Swap? 

Pelczynski: We’re very excited to be working with her. She’s one of many established artists that we’re working on currently in the pipeline, and I think our partnership comes down to our ethos of trust and consent. I know it sounds trite, but I think it’s absolutely one of the cornerstones to our success. 

As artificial intelligence and its potential effects on creativity, copyright and a host of other sectors continues to dominate conversation, the Universal Music Group and electronic instruments maker Roland Corporation have teamed up to create a set of guidelines that the companies published under the heading “Principles for Music Creation With AI.”
The seven principles, or “clarifying statements,” as the companies put it, are an acknowledgment that AI is certainly here to stay, but that it should be used in a responsible and transparent way that protects and respects human creators. The companies say that they hope additional organizations will sign on to support the framework. The seven principles, which can be found with slightly more detail at this site, are as follows:

— We believe music is central to humanity.

Trending on Billboard

— We believe humanity and music are inseparable.

— We believe that technology has long supported human artistic expression, and applied sustainably, AI will amplify human creativity.

— We believe that human-created works must be respected and protected.

— We believe that transparency is essential to responsible and trustworthy AI.

— We believe the perspectives of music artists, songwriters, and other creators must be sought after and respected.

— We are proud to help bring music to life.

The creation of the principles is part of a partnership between UMG and Roland that will also involve research projects, including one designed to create “methods for confirming the origin and ownership of music,” according to a press release.

“As companies who share a mutual history of technology innovation, both Roland and UMG believe that AI can play an important role in the creative process of producing music,” Roland’s chief innovation officer Masahiro Minowa said in a statement. “We also have a deep belief that human creativity is irreplaceable, and it is our responsibility to protect artists’ rights. The Principles for Music Creation with AI establishes a framework for our ongoing collaboration to explore opportunities that converge at the intersection of technology and human creativity.”

Universal has been proactive around the issue of AI in music over the past several months, partnering with YouTube last summer on a series of AI principles and an AI Music Incubator to help artists use AI responsibly, forming a strategic partnership with BandLab to create a set of ethical practices around music creation, and partnering with Endel on functional music, among other initiatives. But UMG has also taken stands to protect against what it sees as harmful uses of AI, including suing AI platform Anthropic for allegedly using its copyrights to train its software in creating new works, and cited AI concerns as part of its rationale for allowing its licensing agreement with TikTok to expire earlier this year.

“At UMG, we have long recognized and embraced the potential of AI to enhance and amplify human creativity, advance musical innovation, and expand the realms of audio production and sound technology,” UMG’s executive vp and chief digital officer Michael Nash said in a statement. “This can only happen if it is applied ethically and responsibly across the entire industry. We are delighted to collaborate with Roland, to explore new opportunities in this area together, while helping to galvanize consensus among key stakeholders across music’s creative community to promote adoption of these core principles with the goal of ensuring human creativity continues to thrive alongside the evolution of new technology.”

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Source: NurPhoto / Getty / Sony / PS5 Pro
The video game section of the internet was talking after specs for the PS5 Pro were “leaked” and then confirmed to be true. Sony is reportedly putting on its detective hat to find out who did it.

According to Insider Gaming’s Tom Henderson, Sony is reportedly launching an internal investigation to determine how leaked documents about “Project Trinity,” aka the PS5 Pro, hit the internet.

The leak occurred over the weekend during a third-party developer rollout. It could lead to more security measures being implemented for additional third-party developer Push Square reports.
In a post on X, formerly Twitter, Henderson wrote:
As expected, Sony has launched an internal investigation into the leaked documents on Trinity as it leaked during a third-party rollout.
Not sure on the implications yet as I don’t think they can catch one individual, but Sony could reduce its third-party developer pool for new tech as a result.
According to the leaked documents shared by YouTuber Moore’s Law is Dead over the weekend, the PS5 Pro boasts some impressive specs that could put it on par with powerful gaming PCs. Some say that on paper, it sounds like the PS5 6.
It could also set Sony up to push out more consoles when Grand Theft Auto 6 finally arrives.
The PS5 Pro Specs:

Rendering 45% faster than PS5
2-3x Ray-tracing (x4 in some cases)
33.5 Teraflops
PSSR (PlayStation Spectral Super Resolution Upscaling) upscaling/antialiasing solution
Support for resolutions up to 8K is planned for future SDK version
Custom machine learning architecture
AI Accelerator, supporting 300 TOPS of 8-bit computation / 67 TFLOPS of 16-bit floating point

We will continue to monitor this situation as it develops.

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Source: NurPhoto / Getty / PlayStation VR2
According to reports, the PlayStation VR2 is looking like a flop.
Spotted on IGN via Bloomberg’s reporting, Sony has hit the pause button on the production of the PlayStation VR2 headsets.
The website claims the tech giant is trying to clear the backlog of unsold units, signaling what many have been saying about the PSVR2: it’s a flop.
Per IGN:
Bloomberg reported sales of the $550 virtual reality headset have “slowed progressively” since its launch in February 2023, causing a buildup of stock. According to the site, Sony produced “well over” two million PSVR2 units.
The relative success of the PSVR2 was called into question earlier this year when Sony announced a number of upcoming games for the device, none of which were from its first-party studios. Then, as part of a wave of devastating layoffs affecting 900 staff, Sony’s VR-focused London studio was earmarked for closure.
According to Sony, the PSVR2 sold nearly 600,000 units six weeks after its launch, and according to analysts, just over one million units in its first year.
Giving the impression that PlayStation VR2 did not sell well over the holiday season, SIE’s head of global business, Eric Lempel, told The Financial Times that the peripheral was a “bit of a challenging category right now,’ adding he believed “there was a higher expectation generally for what VR would do to gaming.”
Welp.
Meta Is Killing The VR Game
Sales of the PSVR2 were well behind Meta’s Quest 2 and 3 headsets during the holiday season.
The PlayStation VR2’s future is uncertain, but maybe its reported compatibility with PCs, a feature that Sony is currently testing, will help get it in the heads of more gamers.
Until then, the gallery below shows more reactions to the unsurprising news that PSVR2 is not selling well.

1. Fair point

2. More excellent points

3. Sounds about right

5. Sony listen to Nicholas

10. Do they?

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Source: Konami / WayForward / Contra: Operation Galuga
During my young gaming years, Contra on the NES was one of those games that had me and other gamers screaming at their televisions. The franchise is back, and WayForward and Konami put a fresh spin on the game, giving folks like myself a different take on the beloved classic and the opportunity to finally conquer this digital demon.
Forget Contra: Rogue Corps; that game didn’t happen. WayForward got that bad taste out of our mouths with a remix of the original NES classic Contra, with Operation Galuga, a proper love letter to the 1988 game that many still have not beat unless you used the cheat code.
Contra Operation Galuga doesn’t just reinvent the wheel. It brings back all of the nostalgia and feel of the original brutally hard run-and-gun shooter, but this time, it makes it more tolerable. Don’t worry, purists; the challenge is still there.
The main game, which you can beat in hours, features eight chapters and tries to deliver a remix of the 88 game’s original story. But when did people ever play this game for its narrative? The answer is never.
Like the original, you take on the roles of elite Contra commandos Bill Rizer and Lance Bean. They now get some help from other playable warriors to take on the Red Falcon army, which is after a mysterious otherworldly power on the island of Galuga to push their agenda of world domination.
Like a great B-action movie, the game’s plot won’t blow you away. The voice acting is fine, and the cut scenes are gorgeous, but in the end, this ride is all about the action—or, in this sense, the gameplay.
Operation Galuga Adds New Features & Stays Faithful To The Orignal Contra 
Source: Konami / WayForward / Contra: Operation Galuga
Contra: Operation Galuga isn’t just the 1988 game with a fresh coat of paint on it. Yes, WayForward did a fantastic job with Operation Galuga, reimagining the original game while paying homage to those games before it.
As soon as the first level begins, you are taken back to those NES days because the jungle location is very familiar. Other areas, like the waterfall and inside the giant alien (if you made it that far), will tug on your nostalgia pearls.
The enemies, who are not the most innovative AI-controlled bots in the world, still pose a challenge even though they carry out simple commands and come at you from all angles, forcing you to take out challenges quickly.
Those “floating footballs” filled with your favorite weapon power-ups like the spread shot, flamethrower, homing rockets, laser, grenade launcher, or machine gun return. You will find yourself landing on a favorite; for me, it was the homing rockets and spread gun.
What’s new with the weapons is that if you collect two of the same type, they become even more powerful. An added boost is the addition of an overcharge feature that introduces a secondary effect like a shield, floating turrets, or slowing down time.
Contra was also known for its epic boss battles, and that continues to be the case here with challenging bosses and sub-bosses that you might find familiar from the previous games.
New Features Make It More Accessible, But It’s Still Challenging
Source: Konami / WayForward / Contra: Operation Galuga
In Operation Galuga, I was thrilled to learn that WayForward also included a life meter, giving your player three hits instead of the classic one-shot death from the original game.
For the purists, the one-shot death is still available if you want to keep the challenging feeling of the 1988 game.
Source: Konami / WayForward / Contra: Operation Galuga
Also introduced into the game is a new perk system, giving the game a roguelike feel and allowing you to begin levels with certain advantages like an extra life bar or starting with a weapon power-up. You can purchase perks after completing each mission using the currency you acquire during missions.
Other welcome features include not having to start from the first level after you run out of lives, starting from mid-points if you get deep into a level, and a 4-player coop that adds a new dimension to Contra.
Plus, being able to play with different characters also adds a unique experience to each playthrough because no character is the same.
Final Thoughts
Source: Konami / WayForward / Contra: Operation Galuga
Contra: Operation Galuga isn’t a perfect game, but it checks all the boxes for a solid remake. It’s the definitive experience for gamers who have never experienced the original game, Operation C, or Super Contra on the Super Nintendo.
For those who played those games listed above and even the awful spinoffs, this is a refreshing reboot of Contra that introduces many new features, a rebooted story, and tons of new characters added to the Contra lore.
The replay value isn’t extremely high, but different modes will keep you entertained during road trips or flights while playing on your Nintendo Switch, Steam Deck, or PlayStation Portable.
Contra: Operation Galuga took me back to my childhood and allowed me to put the finishing touch on a game my five-year-old self thought I would never finish.
Operation Galuga is available now on Nintendo Switch, PS4, PS5, Xbox, and Steam.
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*Steam code for Contra: Operation Galuga provided by Konami.*

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