Playdate Season 2 review: Fulcrum Defender, Dig! Dig! Dino! and Blippo+
Playdate Season Two is here, bringing with it two new games for the quirky yellow handheld every week until July 3. And if the first two titles are any indication of what this season will be like, it's sure to be a great one. Season Two kicked off on May 29 with the arcade action game Fulcrum Defender — from the studio behind FTL: Faster Than Light and Into the Breach — and the delightfully chill Dig! Dig! Dino! . The two games couldn't be more different from each other, but they're both bangers in their own right.
Panic also released Blippo+ , which can only be described as a fever dream of cable TV, with the first drop of Season Two, and it is amazingly bizarre.
"Survive for 10min!" sounded almost like a threat when I first started reading through Fulcrum Defender 's How To Play guide. Between all the on-screen information you need to pay attention to, the many different types of enemies that'll be attacking and the various weapon upgrades you can earn over the course of a run, there's a lot to take in, and I braced myself for a tense and complicated playing experience. But, while that may be closer to the case on Hard Mode, I found that Fulcrum Defender wasn't all that punishing of a shooter on Normal Mode. It's a challenge, for sure, but one with a surprisingly achievable goal that I was able to enjoy without losing my mind. At least, not until crossing the 10-minute mark. After that, all hell breaks loose.
In Fulcrum Defender , you're positioned at the center of a circular arena and have to fend off a continuous swarm of enemies. Your shield will take damage any time an enemy collides with it, and once enough have breached that zone, it's game over. To avoid that, you need to shoot them down one by one, using the crank to aim your weapon and the D-pad to shoot. Some enemies can be taken out in one shot, but others — distinguished by their filled-in appearance — require multiple shots. Over time, you'll earn weapon upgrades to build out a more powerful defense system, with options like large, guided projectiles and a flail that can knock out several enemies in one sweep.
It's unexpectedly addicting. The music is beautiful and calming, giving the whole thing a pleasant atmosphere despite the fact that you're surrounded by enemies at any given moment and trying not to die. Once I realized it was absolutely possible to survive 10 minutes and even go beyond that, I got sucked into the loop of trying over and over to beat my high scores. I'd love to see a global leaderboard for this game at some point, because I just know I'd be floored by how long some players will be able to last.
If you liked this one and want to know a little more about the making of it, be sure to check out our interview with Jay Ma , the co-founder of Fulcrum Defender developer Subset Games.
I can't think of anything I'd rather be doing right now than pretending to be a paleontologist and casually digging for bones. No thoughts, just dig. That's exactly what Dig! Dig! Dino! has going on, and it's awesome.
You're working as part of a crew (made up entirely of anthropomorphic animals) at the site of some really unusual dinosaur fossils, and it's your job to dig up new bones and artifacts. Once you've got the entire skeleton of a particular dinosaur, you can scan it in the lab to reveal what it was like when it was alive. That information, coupled with the peculiar artifacts scattered around the site, paints a picture of some pretty strange activities that went on there long ago. For example, some of these dinosaurs seem to have had crystals growing out of their bodies, and it looks like they were warned about the asteroid extinction event. Fishy!
The gameplay is extremely low stakes — this is one for when you just want to zone out playing something that'll keep your hands busy. You're equipped with a shovel, a drill and a radar gadget for detecting items beneath the surface, and have no time-sensitive goals to hit. You only have so much energy, though, which will be consumed with each use of your tools. When you run out, the round is over. But you can visit each site as many times as you need to in order to find all of the dinosaur pieces hidden there, so it can be a really casual undertaking if you want it to be.
It's a really nice time, with a fun story to tie it all together. You'll get a solid few hours of playtime out of this, too, and the simplicity of it all means you can put it down and come back to it later without having to rack your memory to figure out where you left off. I loved this one.
What can one even say about Blippo+ ? This bizarre "1-bit television" experience came as a bonus with the first Season Two games, and it is something. Panic first teased it back in December 2024 as a Steam title, but here it is for the Playdate now, complete with a roster of channels playing hallucinatory programs and Femtofax, an interactive message board of sorts where you can find affirmations, neighborhood drama, chatter among amateur astronomers and more. Panic describes it as being "comparable to an old episode of The Twilight Zone ," but it's more like an old episode of The Twilight Zone if it were made by Tim & Eric and aired after midnight on Adult Swim. I think I am obsessed with it?
I'm really interested to see where this goes. It'll keep getting new content alongside the rest of the Season Two releases, with new episodes every week for 12 weeks. I would totally park my Playdate in a dock (but not the Stereo Dock </3) on my desk and leave Blippo+ running in the background all day if it has enough fresh material to sustain it. The song playing alongside the endlessly scrolling Blippo+ TV guide screen is already stuck in my head, and I don't hate it. The program guide with this week's schedule is online, if you're curious about what's going on right now.
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Engadget
14-06-2025
- Engadget
Playdate Season 2 review: Long Puppy and Otto's Galactic Groove!!
We're officially halfway through Playdate Season Two, and so far there have been no flops. Last week brought us a balanced serving of doom, gloom and delight , but this week is all about keeping things light and silly. That's not to say the latest two games are a walk in the park, though. The third drop of Season Two features Long Puppy and Otto's Galactic Groove!! , and as playful as they are, you're still in for a challenge. But when you need a break, there's always more Blippo+ . I'm convinced that Playdate developers are a different breed. This console has led me to some of the oddest games I've played in a while, and Long Puppy is yet another ridiculous but charming entry to the canon. It is essentially a game of fetch. You play as a dachshund on an outing with your owner, and all you have to do is retrieve the ball they've thrown. Simple enough, right? Normal, even? Of course not. Each level is a complex obstacle course — platforms, underground chambers, rooms with doors that can only be opened from one side, etc. And you're working against the clock. After a certain amount of time passes, you'll no longer be chasing the ball alone. A ghost dog with razer-sharp chompers will show up to steal the ball from you and try to bite your head off. But none of that's the weird stuff. The weird stuff is in how you move and how you're scored. The dachshund you play as isn't any regular dachshund. Its head can rotate a full 360 degrees, and whichever way you point it (using the crank) determines which direction you'll travel in. It doesn't just walk, either, but rather stretches forward and contracts like some sort of extreme Slinky-worm. There's food scattered throughout each level, and eating will make the dog's body grow longer and longer so it can cross greater gaps. The result is what looks like an alien wearing a dachshund suit and trying really hard to behave inconspicuously but failing. As you explore and collect food, you may also find some interesting pee to sniff. Yep, pee, and there's a pee journal that serves as a record of all the different types of urine you've encountered. Clown pee? Check! Loafing Cat pee? Check! It's all incredibly silly. At the end of each level, once you've successfully brought the ball back to your owner, you'll have to make the dog take a massive poop using the crank, and the height of this dump (in feet) will tell you whether you finished with 100 percent completeness or not. Absurdity aside, the mechanics of this game are really interesting and make for a unique playing experience. It all seems at first like it's going to be a chill puzzle platformer of sorts, and then the ghost dog shows up to unleash chaos on everything. It's pretty fun. I am, as they say, a big fan of whatever the hell this is. Otto's Galactic Groove!! has been both a great and terrible thing for me. It's great in that it is a really cool take on the rhythm game formula, with a cute story and some fun tunes to jam out to. It's terrible in that it triggers my perfectionism in the exact way games like Guitar Hero used to, trapping me in a loop of replaying each song until I've hit every note to achieve a perfect final score. There's a lot of screaming involved. I may not be a strict completionist in some games, but rhythm games just do something to me, and I cannot rest until I see that 100 percent at the end of it all. In Otto's Galactic Groove!! , a space version of those adorable " sea bunny " sea slugs named Otto has been sent on a mission to explore the galaxy and find inspiration for the alien music producer Tomie. Otto stops at several different planets to chat with eccentric characters and hear their songs, and you play along with them. Now, there are three difficulty settings for this game, but if I'm being honest, none of them are particularly easy. Casual is the lowest and it's said to be a "gentle introduction," but it didn't feel so gentle in my first two or three attempts to keep up with even the tutorial song. I cannot even fathom what playing on Extreme would be like. This rhythm game doesn't just entail hitting a button at the exact right time as the note crosses a designated threshold — the threshold here is a moving, oval-shaped slider that you control using the crank. So you need to get the oval into the right place and hit the note at the precise time when it makes contact. Finding the sweet spot was tricky, too. I first assumed the notes would need to be in the dead center of the oval, but the target is actually somewhere right before that. A patch that's since been released seems to fix this, though, making the timing more intuitive. The songs made for this game are fun and span different genres, so you won't feel like you're just listening to the same thing over and over again (unless you are, in fact, playing the same songs over and over again, like me in my futile quest for perfection). Early on, you'll encounter a fish with a case of the blues (his "girl-fish" broke up with him), and I quite liked his heartbreak anthems. Under the Jukebox tab in the menu, you can also find songs from other Playdate games like Resonant Tale and Bloom , which is a really nice touch. This is another Playdate game in which the central story is told through a comic that you scroll using the crank, and I remain a fan of that approach. While it might not look like it from an outsider's perspective (my partner checked in on me multiple times RE: all the screaming to make sure everything was okay, especially after the game crashed and I lost all of my initial progress) I'm enjoying Otto's Galactic Groove!! a lot… just in a way that feels kind of masochistic.


Fast Company
13-06-2025
- Fast Company
I write novels and build AI. The real story is more complicated than either side admits
'In three years,' a fellow tech executive recently told me with serene confidence, 'Everyone will be able to make a full-length movie in AI, totally personalized for them, by just typing up a few prompts.' I considered pointing out that this would destroy one of the central functions of art, and one of its greatest pleasures: to connect individuals across time and space through a single act of imagination. But I didn't bother. The furious debate around AI and art mostly consists of opposing sides talking past each other. Tech evangelists offer breezy assertions that generative AI empowers everyone to become an artist, while creators across multiple mediums rage against the technology as a threat to their livelihood—or even to the future of human creativity. Disney and Universal's lawsuit against Midjourney will likely intensify this cultural clash. It's painful to hear the hyperbole flying from both directions, especially since I have a foot in both camps. After a lifetime honing my craft, I'm proud to have written several New York Times -bestselling novels and every episode of my TV show Panic. In recent years, after researching various technologies for creative projects, I've also contributed to the development of new AI models. As someone who works in both AI and the arts, let me point out some of the key nuances getting lost in the noise. Generative AI needs artists. Not the other way around Here's a secret that hyperbolic AI execs don't like to acknowledge, but artists should definitely hear: LLMs like ChatGPT have already consumed virtually all the data available online. To meaningfully improve, they now need a continuous influx of new content, including original art. Without it, they're headed for a recursive loop: generating content that feeds on other AI-generated content, leading to increasingly low-quality or bizarre results. To put it bluntly, generative AI companies need artists and the work they haven't made yet. OpenAI's infamous Studio Ghibli meme stunt rightly drew criticism for disrespecting Miyazaki's well-known disdain for AI, but it also underscored a key point: there's only so much beloved art in the world at the level of Studio Ghibli, and AI has already devoured it. Artists should recognize the leverage this gives them. They could collectively establish terms AI companies must follow for any content published online, or risk starving the models of fresh creative input. At the same time, artists might reconsider viewing generative AI solely as a threat. That defensive posture underestimates the enduring value of their talent and risks missing out on new avenues of creativity. If anything, the deluge of AI-generated sludge may actually elevate the value of handmade art—books, paintings, sculpture, live performance—making these physical forms more precious than ever. Media history supports this. In the early 2000s, with the rise of podcasting, radio's demise seemed imminent. Yet today, radio remains twice as popular as podcasts —nearly 80 years after TV's debut supposedly heralded its end. It's also clear how much generative AI companies struggle without artists to guide them. Consider the endless parade of AI-generated social media influencers —pale imitations of their human counterparts. Why not create an influencer that looks and acts like a dragon or a new alien species? Without someone to infuse the process with joy and imagination, generative AI content fails to engage, inspire, or unite. Or in creative industry terms: it's not compelling IP. Artists may not need generative AI, but it's a toolset worth exploring. I'm excited about what happens when this technology is wielded by real artists. They, not coders, will be the ones to discover new forms of storytelling and visualization that were previously unimaginable. What Art and AI Already Share I'm hopeful that we'll see more collaboration between AI companies and artists. But first, each side must recognize that while they may share a goal—creating something disruptive—their approaches are radically different. In tech, efficiency is often the end goal of innovation. For artists, inefficiency is the process. The noodling, tweaking, perfecting, and obsessing: these are usually ignored by tech when designing generative AI platforms, but they're essential to the creation of truly unique art. And, I would argue, essential to the joy of creating at all. Creativity is fundamentally the act of imprinting imagination onto the world; it is visible in the whorls, details, and choices that reflect the maker's expressive spirit. My tech executive friend, who believes AI movies can be prompted into existence, overlooks how the inefficiency of the creative process is integral not just to the final product but to the pleasure of making it. It often takes me a full day to write a single page, agonizing over every metaphor and word choice. And the writing is only one phase: I recently sold a novel, The Girl in the Lake, based on my decades-long fascination with past lives and near-death experiences, and their possible scientific underpinnings. Still, I believe the friction between art and tech is partly fueled by an uncomfortable truth: They have more in common than they'd like to admit. Both are highly elitist and gatekeeping industries, often skeptical of anyone outside their preferred colleges, institutions, or circles. Both are ego-driven, with a belief that their work is among the most important contributions to humanity. In their own ways, both technologists and artists are bidding for immortality—whether by creating a timeless novel or a godlike AI. A little humility from both sides could go a long way toward making future conversations more productive. I first got into developing technology while researching for my novels, and I've never forgotten that the word 'technology' comes from techne —Greek for 'a system for making art.' Here's to an AI-driven future that expands artistic possibility, rather than one locked in outdated, binary debates.

Engadget
08-06-2025
- Engadget
Playdate Season 2's Blippo+ TV simulator is coming to Nintendo Switch and PC in color this fall
Your Yahoo privacy setting is blocking social media and third-party content You can Allow your personal information to be shared and sold. Something went wrong. Try again. You can update your choice anytime by going to your privacy controls, which are linked to throughout our sites and apps. This page will now refresh. We've been getting a real kick out of the offbeat cable TV parody that is Blippo+, which arrived with Playdate's Season Two , and now it's looking like non-Playdate owners will be able to experience the strangeness too later this year. Panic, along with Telefantasy Studios, Noble Robot and the artists Yacht, announced at the PC Gaming Show that Blippo+ is coming to PC and Nintendo Switch in fall 2025. And unlike the 1-bit black and white programs we've been tuning into on the Playdate, it'll all be in color. Blippo+ features a roster of live-action programs that may or may not be alien transmissions, plus a forum called Femtofax that brings you even deeper into the unusual goings-on of the Blippians. Panic revealed with the second week of Season Two games that Blippo+ wouldn't just be a one-off release, but would instead get weekly content updates every week for the next eleven weeks. When it lands on the other platforms, Blippo+ will have "a time-hopping mechanic so viewers can travel back and forth through weeks of TV programming without losing the magic of 'non-demand' linear viewing." It's absurd, it's nostalgic — Blippo+ was made with vintage analog broadcast equipment, according to the creators — and it's totally unpredictable. You really never know what madness it's going to serve up next, and it's great. In color, things are only going to get weirder.