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Although it was released for the Sony PlayStation VR2 and Meta Quest in Dec. 2023, Five Nights at Freddy’s: Help Wanted 2 gets a non-virtual reality version release for the PlayStation 5.

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Priced at $39.99, Five Nights at Freddy’s: Help Wanted 2 is available to purchase at Target.

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And if you’re a Target Circle member, you can order now and get Five Nights at Freddy’s: Help Wanted 2 delivered straight to your home in two days (with orders over $35).

Not a member? Sign up for a free membership to take advantage of all that Target Circle has to offer, including access to “deal of the day” products, instant savings on select items, three months of Apple TV+ to watch hit originals, access to exclusive shopping events — like Target’s Deal Days and early Black Friday deals — and other perks.

If you want to take it a step further, you can sign up for the Target Circle Card (with no annual fee), which offers an extra 5% discount on all purchases, two-day free shipping with no order minimums and more. Learn more about the Target Circle Card here.

Below, you’ll find all the different retailers, including Walmart, Amazon and others, to buy Five Nights at Freddy’s: Help Wanted 2 for PS5.

Steel Wool Games/Scott Cawthon

‘Five Nights at Freddy’s: Help Wanted 2’

In addition, even though it’s made for the PS5, the game is also compatible with PSVR2, as well.

Five Nights at Freddy’s: Help Wanted 2 is a survival horror game that follows a new employee at Freddy Fazbear’s Pizza, a Chuck E. Cheese-like family entertainment center with pizza, games and prizes. You navigate 40 minigames to survive the night from killer animatronic characters.

Available at Target, Walmart, Amazon Best Buy, Five Nights at Freddy’s: Help Wanted 2 is priced at $39.99.

In the meantime, watch the game’s trailer, below:

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Want more? For more product recommendations, check out our roundups of the best Xbox deals, studio headphones and Nintendo Switch accessories.

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.

HipHopWired Featured Video

Source: Apple / Vision Pro
Apple is making headway in the video game, sneakingly dropping a video game console with its iPhone 15 Pro and Pro Max phones. Now, the company that Jobs built is ready to jump into the VR world with its Apple Vision Pro headset this year.

Surprise, the Apple Vision Pro is dropping on February 2, which is much sooner than many people thought. Apple CEO Tim Cook announced on his X, formerly Twitter account, that the $3,500 headset is ready to launch.

Apple first revealed the headset during its Worldwide Developer Conference last June, and pre-orders for the ridiculously expensive device begin January 19 at 8 AM ET.
Along with the release date, Apple also shared the price of the Zeiss prescription lenses users can get with them. Readers will start at $99, while prescription lenses cost $149.
The base model, which will cost you an arm and leg, comes with 256GB of RAM and these other accessories:

Solo Knit Band and Dual Loop Band
A light seal and two light seal cushions
Apple Vision Pro cover
Polishing cloth
Battery
USB-C charging cable and USB-C power adapter

For $3,500, users will also get a 4K display for each eye, and a dedicated dial on the side of the headset will allow users to switch seamlessly from virtual to augmented reality.
A dual-chip setup comprised of Apple’s in-house M2 chip and the new R1 chip will power the Vision Pro, and thanks to some impressive eye, head, and hand tracking capabilities, users don’t need to use the controller to navigate the interface.
Can Apple Make Up Ground on Meta?
Apple is a bit late to the VR/AR game dominated by Meta, which is currently on its third headset, the Meta Quest 3, and it’s also a lot more affordable.
With the Vision Pro, Apple is pushing it to be used with apps like FaceTime, Photos, and Movies while allowing users to watch spatial videos recorded on the iPhone 15.
Apple also says users can access over 150 3D titles through the Apple TV app using the Vision Pro. This is all possible because Vision Pro runs visionOS, the company’s latest operating system.

So watching shows like Monarch: Legacy of Monsters on the Vision Pro will be one epic experience.
But is it worth $3,500? That’s the big question.
We know fans of the Apple brand are not scared to swipe their cards for the latest tech from the company, and we are intrigued to see if that continues to be the case with Vision Pro.
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Photo: Apple / Vision Pro

10-Year-Old Who Fatally Shot Mother Asks For Bail To Be Reduced The 10-year-old Wisconsin boy who has been charged as an adult for fatally shooting his mother has a holiday wish. As reported by PEOPLE, the boy is being held at a juvenile detention facility. And is asking for his $50,000 bail to be reduced […]

The Notorious B.I.G. will get virtually revived next month as an on-stage avatar in Meta Horizons World for a VR concert called “Sky’s the Limit” that will also feature his mentor/label boss, Sean “Diddy” Combs, as well as The Lox, Biggie’s Junior M.A.F.I.A. mate Lil Cease AND Latto, Nardo Wick, DJ Clark Kent and Eli Fross.

According to an announcement, the “jam-packed, hour-long” VR concert will take place on Dec. 16 at 9 p.m. ET in the Venues area of Meta Horizons Worlds. Variety reported that the show will find Biggie digitally re-animated as a “true-to-life, hyperrealistic” avatar that will come to life during a show that will air exclusively on Meta’s VR and Facebook platforms. The gig was arranged in collaboration with the B.I.G. estate, with the VR Biggie slated to perform songs from his catalog in a virtual recreation of 1990s Brooklyn dubbed “The Brook.”

“Having the ability to create a variance of new opportunity to showcase my son Christopher’s music through the advancement of technology is hard for me to grasp at times,” said the late MC’s mother, Voletta Wallace, in a statement. “However, I’ve found so much excitement in the process of developing his avatar, understanding the value added for fans to experience him in ways unattainable until now. Thank you to all who have contributed to bringing this project to fruition.”

B.I.G. (born Christopher Wallace), was killed in a still-unsolved drive-by shooting in 1997 when he was just 24 years-old. The show is a celebration of what would have been the rapper’s 50th birthday and it will be accessible via the Meta Quest 2 or Meta Quest Pro VR headsets; if you don’t have a Meta headset, you can watch a 2D version on the official Notorious B.I.G. Facebook page.

Variety reported that the show will allow the audience to follow a day in Biggie’s life through a narrative journey written and voiced by music journalist Touré.

Watch the trailer for the show here.