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HipHopWired Featured Video

Source: Emanuele Cremaschi / Getty / Nintendo Switch 2
Nintendo fans will reportedly have to wait a bit longer to get their hands on a Nintendo Switch 2.
The video game streets were talking after word got out that Nintendo showed a bunch of lucky game developers at Gamescom last year the Nintendo Switch 2, fueling the fire that the follow-up to the Nintendo Switch is coming in 2024.

Welp, unfortunately, according to sources close to the matter speaking with VGC, the Nintendo Switch 2 will be dropping in Q1 2025.

A Brazilian journalist also said the same in a video, plus “similar whispers” from sources speaking with Eurogamer also claim the Nintendo Switch 2 is coming in 2025.
If the reports are accurate, the next Switch console could launch around the same time as its predecessor did in March 2017.
Two sources confirmed to VGC that they were developing two titles for the Nintendo Switch 2: Switch Pro or whatever name it will go by when Nintendo finally unveils it.
The Verge reports the later date could allow developers to get launch titles like Metroid Prime 4 ready. That game was first announced in 2017, and its development was restarted in 2019.
It’s been five years since we heard anything about Metroid Prime 4, but according to Polygon, Nintendo could have decided to hold the game for the console’s launch.
In Other Nintendo News
This latest news comes after reports indicated that the new Switch will not have an OLED screen, which is honestly a bummer, but understandable to keep the price down, and it will still use physical cartridges.
In other Nintendo news, a Nintendo Direct: Partner Showcase is going down on Wednesday, Feb 21, focusing on games coming to the Nintendo Switch from the company’s publishing and development partners.
We will report on any big news that comes from it.

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. There aren’t too many day jobs that don’t require typing or clicking away on a computer, which makes having a solid […]

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. It’s time to get “Jamming” as Paramount Pictures’ inspiring film Bob Marley: One Love finally premiered in theaters Wednesday (Feb. 14). […]

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Source: The Sims 4 / Winnie Harlow
Representation matters, and that’s why the latest update for The Sims 4 is very important.
The Sims 4 announced a partnership with supermodel and beauty entrepreneur Winnie Harlow to bring Vitiligo skin detail to the Create-A-Sim feature.
Harlow suffers from an autoimmune disorder that causes patches of skin to lose pigmentation, so partnership and announcement of the highly requested feature makes all the sense in the world.
Winnie was an avid The Sims player in her youth, so it is a dream come true to see her likeness and a Simified version of her home in the video game.
“It’s magical to see The Sims 4 team introduce this new Vitiligo feature,” Winnie said. “As a child, I spent a lot of time playing The Sims, and I think it’s so beautiful to be able to represent your true self in-game. This partnership is a powerful statement encouraging players to embrace what makes them unique – both in-game and in real life.”
[embedded content]
“Skin details are an important area of focus for the dev team as we remain committed to expanding representation in The Sims 4. Birthmarks, stretch marks, scars, and freckles have empowered our players to tell diverse and authentic stories, and today’s update continues with these efforts. We have known for a while we wanted to add VitiVitiligothe game, and we spent a lot of time learning about it and considering how to authentically provide it to players,” a statement from The Sims 4 development team read.
The update featuring the vitiligo skin feature is now live. Hit the gallery below for more photos.

1. The Sims 4 x Winnie Harlow

Source:Winnie Harlow
The Sims 4 x Winnie Harlow winnie harlow,the sims 4

2. The Sims 4 x Winnie Harlow

Source:Winnie Harlow
The Sims 4 x Winnie Harlow winnie harlow,the sims 4

3. The Sims 4 x Winnie Harlow

Source:Winnie Harlow
The Sims 4 x Winnie Harlow winnie harlow,the sims 4

4. The Sims 4 x Winnie Harlow

Source:Winnie Harlow
The Sims 4 x Winnie Harlow winnie harlow,the sims 4

5. The Sims 4 x Winnie Harlow

Source:Winnie Harlow
The Sims 4 x Winnie Harlow winnie harlow,the sims 4

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.
Putting a portable charger or cable into your backpack can sometimes feel like throwing the device into a black hole — you’re usually left spending an unnecessary amount of time digging around for your charger as you race to juice your smartphone up before the battery dies. And it’s not just chargers that get lost either; the same goes for most compact tech, including your Bluetooth earbuds.

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See latest videos, charts and news

See latest videos, charts and news

Calpak is ready to transform how you travel though with a stylish tech organizer that’s not only compact, but has enough room to store all your commuter gadgets. Its been rated a 4.9 out of five stars featuring plenty of admiration from reviewers, who write that the organizer is “the best thing I never knew I needed,” and that it’s “the perfect travel and daily companion.”

Instead of relying on your purse’s pockets to keep yourself organized, this travel pouch includes multiple interior and exterior pockets to store cables, SD cards, devices and more. The brand made sure to add padding to help keep your tech safe and secure. Plus, the built-in mesh panels will make finding your things much simpler.

Calpak

Calpack Tech Organizer

You won’t want to keep the tech organizer tucked away either as it comes in five classic shades and patterns as well as seven limited-edition colorways including daisies, pink grid, walnut, sky, polka dots and more. No matter what your aesthetic is, the brand has bold and classic shades that’ll infuse style with organization.

For added portability, the pouch includes a carrying handle for the days you’re not lugging around a heavy bag. And, if it gets dirty, the polyester-polyethylene mixed material can easily be wiped clean.

One stand out review also praised how spacious the design is for its small size.

“I travel with a lot of devices that need charging: travel-size Waterpik, iPad Air, iPhone, Apple Watch, iWalk phone charger, Bose noise cancelling wired earbuds and Apple AirPods. I was able to fit all of the related chargers into this organizer. Admittedly it is full but everything is in one place and most people won’t have nearly this many items! Love this organizer.”

For more product recommendations, check out our roundups of the best tablet deals, charging stations and the best portable speaker deals.

An advantage of being an aspiring artist in 2023, rather than 1983 or even 2003, is having near-instant access to millions of pre-made instrumentals — a club-wrecking drill track or soothing South African amapiano beat is just a few clicks away. For many acts today, the first step in the songwriting process is scouring sites like BeatStars, Soundee or YouTube for the right piece of music. “I just go on YouTube and look up ‘indie-pop-type beat’ or ‘R&B Daniel Caesar-type beat,’ ” Island Records artist Diego Gonzalez told Billboard last year. “I scroll through those until I find one I really like. Then I download it and start humming melodies.”

This approach has led to breakout singles and major-label deals for Muni Long, ThxSoMch, dv4d, Tai Verdes, Wisp and more. The affordability of the online beat economy, where an instrumental might cost as little as $2.99, makes it extremely convenient for young artists. But the casual nature of the business arrangements can come back to haunt them.

Acts typically license the instrumentals they want for cheap rather than buying them outright (which can cost significantly more). What they may not understand, however, is the agreements they accept to access these beats typically grant them limited rights by capping the number of streams a song can earn and allowing other acts to license the same piece of music. If a song built on a leased instrumental becomes a hit, the artist then has to circle back and try to buy out that beat. They have essentially built a highly desirable house on real estate they don’t own.

That’s when negotiations can become fraught and even lead to litigation, according to entertainment attorneys. “When we come on board and a song is starting to go, the first question is always: ‘Do you have paperwork with whoever did this track?’” says Todd Rubenstein, founder of Todd Rubenstein Law. “Licenses don’t give you exclusive rights, so there’s an opportunity for people to come back and leverage you when a record explodes.”

A producer may also be reluctant to assign exclusive rights to an instrumental they’ve already licensed hundreds of times. “If a song is going viral and a record company wants to enter into an agreement, the value of the track is impacted by the fact that you don’t have original materials and the beat exists elsewhere,” explains Leon Morabia, a partner at Mark Music & Media Law.

“These things happen all the time,” says David Fritz, co-founder of law firm Boyarski Fritz. “A baby act is doing well, and then they get a producer saying, ‘You’re over the streaming threshold on this track and we didn’t work out a deal; you have to take the song down’ ” — just at the point where artists and their teams need to slam the pedal to the metal by pouring money into marketing.

Not surprisingly, many producers like these nonexclusive agreements. “The leasing system allows the producer to be at the [negotiating] table if that beat turns into something bigger,” BeatStars president of music and publishing Greg Mateo says.

The music industry is “skewed toward artists and labels having the power,” adds Tiffany Almy, an entertainment attorney. “Producers are part of this, too,” she continues, “and [the licensing economy] gives them a voice, a platform and, potentially, a way to have more opportunities going forward.”

Fritz says the risks involved with beat-licensing deals are one of the reasons he co-founded Creative Intell, a subscription-based educational platform that dissects music contracts, among other business topics, across 18 different courses. Steven Ship, who co-founded the company with Fritz, says they hope to “revolutionize the way dealmaking is conducted in the business.” The first step toward that goal, he adds, is education “so people can understand what they’re signing and how to protect themselves.”

Creative Intell relies on animated modules to take users through beat-licensing agreements paragraph by paragraph, focusing in particular on BeatStars. (Fritz says his company is in negotiations with several music distributors, including Vydia, UnitedMasters and ONErpm, to make Creative Intell available to their clients.) The courses warn artists to look out for streaming limits and clauses that let the beat-makers end a lease at their sole discretion. Creative Intell also offers users an alternative licensing agreement that Fritz and Ship say is more artist-friendly.

The platform advises acts to be especially wary of “beat trolls” — people with mercenary motives who target viral songs built on licensed beats and try to acquire the underlying instrumental. If the trolls succeed in this effort, they own a piece of the artist’s most important track and acquire substantial power to influence — and extract money from — any subsequent label negotiations, Rubenstein says.

If a song explodes “and you don’t have perfect title to all your work, then you’re going to be a target for people, guaranteed,” adds Nicolas Tevez, founder of Tevez Law.

Mateo says he’s aware that the licensing system can create issues and has personally helped some artist lawyers get contentious deals done. BeatStars also has started to provide some major labels, including Atlantic Records and Island Records, with an assortment of instrumentals where terms of use have been agreed upon ahead of time. That way, if an act likes a beat and it turns into a hit, there aren’t any additional complications. “The last thing we want is for a placement to die,” Mateo says.

Despite the potential pitfalls of beat marketplaces, they remain popular with artists and serve as a lifeline for some beat-makers.

Even if producers secure prominent placement on a major-label album — a dream scenario — their future is hardly secure; they might not see any money for more than a year. But in online beat marketplaces, producers can earn a good living through a steady stream of leasing transactions. “A bunch of my clients are crushing it on BeatStars, making $100,000 a year,” says Adam Freedman, an entertainment attorney.

Still, for unsigned artists, learning the ins and outs of the licensing agreements remains paramount. While Ship from Creative Intell and Mateo from BeatStars have conflicting ideas about the best way to draft a beat license, both agree that there needs to be more education about how these deals work.

“Read through the terms and conditions,” says Jason Berger, a partner at Lewis Brisbois. “There’s nothing worse than you not understanding how something is going to play out based on an agreement you’ve already entered.”

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Source: Xbox / Dune: Part Two
Despite the Xbox community being in shambles following rumors of exclusives possibly landing on the PS5 and Nintendo Switch, the company continues to deliver exclusive Xbox Series S consoles and controllers.
On Tuesday, Xbox announced another partnership with Warner Bros. Pictures for the studio’s latest film, Dune: Part Two.
Like its previous collaboration with Wonka, which saw a custom Series X console inspired by a Wonka chocolate bar, a controller taking its cues from the character’s jacket, and an edible chocolate controller, Xbox gamers can get their hands on custom hardware inspired by the highly anticipated follow-up to 2021’s Dune.
While not being “sweet” or featuring any edible components, the Dune: Part Two does feature what Xbox describes as the “first-ever floating controller.”
The controller comes in a seemingly marble finish with the Dune: Part Two logo written on it. The controller also has a stand with the same finish that looks like it is magically floating over a sand base.
That’s not at all; a custom Series S console rests in a “specially designed console holder inspired by the Ornithopter,” making it a “true collector’s item for fans.”
Source: Xbox / Dune: Part Two
But wait, there’s more. Microsoft Flight Simulator fans can also boot up the game and pilot the Royal Atreides Ornithopter over the deserts of Arrakis in the latest expansion for the game.
Xbox is also bringing two life-size Royal Atreides Ornithopter gaming simulators to the London Microsoft Experience Center on Oxford Circus starting February 16 and the New York Microsoft Experience Center on Fifth Avenue starting February 26.
[embedded content]
How Do You Get The Dune Series S & Controller?
Unfortunately, you can’t buy these items. Still, you can enter a free contest to win the custom hardware by following Xbox on X (formerly Twitter) and retweeting the official Xbox sweepstakes tweet.
The contest will run from February 13, 2024, through March 25, 2024.
Good luck.

1. Xbox x Dune: Part Two Collaboration

Source:Dune: Part Two
Xbox x Dune: Part Two Collaboration xbox,dune: part two

2. Xbox x Dune: Part Two Collaboration

Source:Dune: Part Two
Xbox x Dune: Part Two Collaboration xbox,dune: part two

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. Beyoncé’s skill set goes beyond hypnotic vocals, jaw-dropping dance moves and turning disco cowboy hats into a fashion essential. The “Cuff […]

When Apple launched its new $3,500 Vision Pro virtual reality headset this past week, the implication was clear: The future, whether people like it or not, is no longer knocking on the door but inside the living room. (If you can afford one, that is.) The immersive, three-dimensional experience that the headsets — and those from other companies, like Meta — offer is a test of where technology can go, and how humanity may interact through technology moving forward.

But while early reviews focused on the Vision Pro’s relative clunkiness, the quality of the graphics and how it all functions, the possibilities of VR technology are fascinating when applied to music — particularly the idea of 3D, immersive concert experiences. While those types of experiences have been around conceptually for a few years, now — with the company AmazeVR being one of the launch apps on Vision Pro (and also available on the Meta headset) — they are in people’s homes. 

AmazeVR was founded in 2015 by Korean company Kakao and first made waves in 2021 after partnering with Roc Nation to produce a virtual reality Megan Thee Stallion concert tour, which was shown in AMC theaters in a dozen cities around the country. It also partnered with K-pop company SM Entertainment for a similar 3D concert experience with the group aespa. But for the past two and a half years, AmazeVR has been working on its app to launch with the Vision Pro headset — and later this month, on Feb. 28, it will unveil a new immersive concert experience with the band Avenged Sevenfold that will, according to AmazeVR creative director Lance Drake, be “our most dynamic and trippy, incredible show to date.” The new launch helps Drake earn the title of Billboard’s Executive of the Week.

Drake has been a music video director for over a decade, having worked with the likes of Miike Snow, Steve Angello and Muse. He also directed Muse’s IMAX concert film Simulation Theory, which came out in 2020 amid the pandemic and which led to what he called a bit of an existential crisis as a director, leading him to virtual reality.

“The reason why I decided to do VR was, the Muse videos that I did were adapted by Microsoft into VR games, and they took those adaptations on tour as a VIP experience, and I got to see the fans of our videos actually interact with the music videos I had made, the worlds we had built and the storylines, and I was like, ‘Wait a second, there’s something here,’” Drake says. “So when this opportunity with Amaze happened everything aligned: It’s music-driven, it’s artist-driven, and what we do is like a hybrid between a live concert, a music video and a game.”

Here, Drake discusses AmazeVR’s work in virtual reality and spatial video, the music tie-ins that are beginning to make the technology viable for artists, and the possibilities that exist moving forward. “I think just having spent a decade in music videos and feeling like 2D has hit the ceiling of what people expect, and how it’s kind of just this promotional tool, I see what we’re doing now — and spatial and VR content in general — as a new medium for musicians and visual creatives to go beyond the two dimensional,” he says. “Once you’re seeing content in 3D and it’s in your room and it’s a part of your life in a physical manifestation, it becomes way more meaningful and there’s more value to that.”

This week, Apple released its new Vision Pro VR headset, and AmazeVR Concerts launched as one of the headset’s music-centric apps. What can you do with the Amaze app?

We’re a day one launch on the Vision Pro, having been working in spatial for the past two and a half years. We create VR concerts — we’re shooting the biggest musicians in the world on stereo video and putting them in fully-immersible CG environments and giving users and fans the closest performance they will ever get. The artists are photo-real, performing to you in the most insane CG-driven world imaginable. There’s interactive moments. And over the past two and a half years we’ve been building the VR concert, which is typically four songs from an artist and an interlude in the middle, and it plays out a bit like a standard concert, but it’s 3D, the user is fully in the world with the artist, and it’s the closest performance you’ll ever get in your life. When they’re performing, they’re looking at you and they’re speaking to you.

How long have you been working on this?

I’ve been working with AmazeVR for two and a half years. We started with the HottieVerse with Megan Thee Stallion, which was our launch. We partnered with AMC and we took her show on the road to movie theaters, and fans could get a taste of the future and buy tickets. We played 12 different cities, it sold out at most locations, and then from there we grew. We’ve done five shows since, and we’ve been working on the technology, bringing the budget down. The Megan Thee Stallion project was about a year-long life cycle from creation to premiering, and since then we’ve done shows in two-month life cycles.

What was your experience like working on the Megan project, and what did you learn from it?

I think the big learning lesson was that the market was just not at the point it is right now. We’re at a real precipice with the Vision Pro launch. At the time Megan came out, which was two years ago, we had to come to the fans, we had to create a space in which fans could go to a movie theater, and oftentimes — and this was the blessing of that show — for a lot of people, their first time trying VR was with our experience, because they were fans of Megan and they had this unique chance to do something different within VR. But now we’re at a point where Meta headset sales have been growing exponentially since, and now Apple has entered the ring, and since then we’ve been hyper-focused on launching our own app, so we have our own app on Meta and now on Vision Pro. So we’re now kind of ahead of the game because we’ve been shooting spatial content and building these worlds for what people want to see in VR for over two years.

You guys also have a partnership with K-pop company SM Entertainment, right?

The founders of our company are Korean, they’re engineering geniuses, and they’ve been working in VR for nearly a decade. So we have deep ties in the K-pop industry and have a partnership with SM. And the first show we launched with was aespa; similarly, we did a theatrical run in South Korea, which did really well, and our second show [with] Kai just happened through SM [and will be out in South Korea Feb. 14]. And we’re going to continue to expand and grow in the K-pop market, especially in the theatrical market because fans are very hungry and eager there for this kind of content.

You also have a new project with Avenged Sevenfold coming out later this month. What can you tell me about that?

Avenged Sevenfold is definitely our most dynamic and trippy, incredible show to date. What sets it apart is that we were able to shoot all five members of the band truly live performing. We took their entire touring team, their back line, and they were on the stage with us and we did a full recording of them performing live on a sound stage, which to my knowledge has not been done in spatial, 3D video. We’re really excited because it’s really putting the musicianship at the forefront. Brian [Synster Gates] and Zackey [Vengeance] playing guitar, you’re seeing every note they play, you’re seeing the vocal performance, and it’s what makes spatial video so special — it gives the user permission to look wherever they want. So you can really focus on the drum fills, you can really see that particular guitar solo, and it’s really bringing that performance element and the musicianship back to the forefront with this show.

What are some of the complications that still need to be worked out with music and this technology?

It’s more just getting the word out and getting people on board. The artists that we’ve worked with — from T-Pain, who is heavily involved in Twitch and the digital world; Zara Larsson, who had a huge Roblox show; and Avenged Sevenfold, who are very involved in crypto and NFTs and Web3 — it’s taken these kinds of artists to invest in us and understand and want to be at the frontier of this. But now that we’ve entered a world where Apple is in the game, I think it’s going to be a lot easier for artists to understand what we’re trying to make, and also we’ve had to do a version of every genre of music to then show to artists for them to see how it applies to them. It was hard for us to take a Megan Thee Stallion show to rock acts and say, “We want to do this for you.” It’s really taken us to fulfill every genre and what that VR concert would look like. But now we’ve done pop, K-pop, hip-hop and now rock; I think it’s going to be a lot easier for bigger artists to see how this applies to them. 

Where do you see it going from here?

What’s most exciting with the Apple launch is that it’s not only a viewer, it’s a creative tool. There’s cameras built into it, it’s gonna be a lot easier to be social with this headset, and for users to create this content. I really see this as a new medium, a new genre. For years, especially in the music space, music videos have been a dying art; they’re becoming less and less popular, and a lot more visual focus has been on TikTok. I see this as a new ceiling for creativity and a new bar for fans to invest in and get closer to their favorite artists.

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. Pictures and videos give us the ability to instantly relive some of our favorite moments, including from music tours and festivals. […]