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Thursday, October 30, 2025

Halloween is almost here. Here's what to expect from the weather

October 30, 2025 0

 Halloween is almost here. Here's what to expect from the weather

Warm jackets are often an unfortunate-but-necessary staple of southern Colorado Halloween costumes, as the weather tends to get pretty chilly on All Hallows’ Eve.

But Pueblo celebrants may be able to get away with keeping their Halloween costumes at least partly uncovered by jackets, hats and other cold-weather clothing this year, as the National Weather Service in Pueblo is currently forecasting a high of about 56 degrees during the day, and temperatures in the 50s and 40s during peak trick-or-treat hours.

Here’s what to know about the Halloween forecast in Pueblo this year.


Members of the Spinnuzi family walk dressed as characters from "The Wizard of Oz" during Fright Night on the Riverwalk on Saturday, October 25, 2025.
Members of the Spinnuzi family walk dressed as characters from "The Wizard of Oz" during Fright Night on the Riverwalk on Saturday, October 25, 2025.

Pueblo expected to be cool, dry on Halloween

According to the National Weather Service, Pueblo is expected to be partly sunny on Friday, with a high near 57 degrees during the day and a low around 26 degrees on Friday night.

During peak trick-or-treat hours, the Oct. 29 forecast calls for a temperature of about 56 degrees at 4 p.m., which will continue to get colder throughout the evening.

By 5 p.m., when many families are setting off on their door-to-door hunts for candy, the weather is expected to drop to about 54 degrees, then to about 51 degrees by 6 p.m.

The hourly forecast calls for temperatures of about 47 degrees at 7 p.m., 44 degrees at 8 p.m., and 41 degrees at 9 p.m.

For adults taking advantage of Halloween falling on a Friday this year and planning to stay out late, things get slowly colder from there: The forecast calls for temperatures of about 39 degrees at 10 p.m., 37 degrees at 11 p.m., 36 degrees at midnight, and 34 degrees at 1 a.m.

What is Pueblo’s weather typically like on Halloween?

This year’s Halloween forecast calls for conditions slightly colder than 2024, when the Pueblo area saw a high temperature of 61 degrees and a low of 22 degrees.

Both 2024 and 2025, if current forecasts hold, fall along the lines of what Pueblo typically sees on the late-October holiday.

According to the NWS, Pueblo normally sees a high of about 63 degrees and a low of 30 degrees on Halloween, with an overall average temperature of about 46.5 degrees.

Pueblo also commonly avoids snow on Halloween, as the area averages just 0.1 inches of snowfall on the holiday.

What were the hottest, coldest and snowiest Halloweens in Pueblo history?

Since 1888, the highest temperature recorded in Pueblo on an Oct. 31 occurred in 2016, when the mercury hit a daily high of 84 degrees, according to the NWS.

The coldest temperature recorded in Pueblo on a Halloween took place just six years ago in 2019, when Pueblo saw a bone-chilling low of -5 degrees.

The most snowfall Pueblo has seen on a Halloween was 12.6 inches, which happened in 1972, according to NWS data.


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Wednesday, October 29, 2025

Nvidia’s $5 Trillion Valuation Redefines What ‘Big’ Tech Means

October 29, 2025 0

 Nvidia’s $5 Trillion Valuation Redefines What ‘Big’ Tech Means




On Wednesday, just 112 days after becoming the first $4 trillion company, Nvidia Corp. became the first $5 trillion company.

Its worth is more than 8% of the S&P 500, but that’s just the start of it — the AI boost to the markets is built almost entirely off the back of use cases developed on Nvidia chips. The AI strategies of the biggest tech companies, like Microsoft Corp., Meta Platforms Inc., Amazon.com Inc. and others, rest on their ability to hurriedly acquire and deploy Nvidia’s hardware in their data centers. While some rivals are trying to develop their own alternatives, notes analyst group Wedbush, “there is only one chip in the world fueling this AI Revolution … and it’s Nvidia.”

Nvidia’s chief executive officer, Jensen Huang, the man they call the Godfather of AI, has spent this week reassuring the world he is not creating a bubble. On his balance sheet, at least, the money is becoming very real: half a trillion dollars expected in revenue over the next five quarters from bookings for its latest chips. “This is quite extraordinary,” Huang said of the moment as he sought to emphasize the diversity of businesses Nvidia is powering. These go well beyond the humble chatbot. Its presentations this week have spanned self-driving cars with Uber Technologies Inc. and Lucid Motors Inc., AI-enhanced cybersecurity with CrowdStrike Holdings Inc.; pharmaceutical research with Eli Lilly & Co., and an expansion into the nascent but promising realm of quantum computing.

The only blip along the way, if it could even be called that, were fears in September 2024 about the production delays of its latest chip, Blackwell, which triggered a sharp 13% selloff. Then there was the worry that China’s DeepSeek would upend US tech sector spending on hardware. It didn’t, and those fears are long forgotten. Huang says the company projects it will sell 20 million of its latest chips, more than five times the volume of the previous generation. This doesn’t take into account the possibility that talks on Thursday between President Donald Trump and President Xi Jinping of China might pave the way for Nvidia’s most sophisticated chips to be sold to China. The country’s AI companies are eager for better hardware than what its homegrown chipmakers can offer. Current restrictions, which allow only for the sale of older generations of technology, represent the only meek regulatory constraint on Nvidia’s unstoppable rise.

Few are finding reason to be cautious. Concerns about circular financing, in which Nvidia invests in its own customers, do not appear to have altered investment theses. Nor has it dampened Nvidia’s appetite for a deal — the latest being a $1 billion investment in Nokia Oyj, announced this week. If Wall Street wanted to look for potential headwinds to Nvidia’s progress, they would start with its reliance on Taiwan — where most of the latest chips are produced — or in the lingering (though not yet pressing) risk that regulators scrutinize more closely the lock-in between Nvidia’s hardware and its proprietary software for AI development. The overly rash reaction to Blackwell production mishaps last year demonstrated how touchy investors are to any sign of turbulence in Nvidia’s supply chain and logistics.

More broadly, Nvidia needs the downstream rollout of AI — putting it in the hands of consumers and businesses — to start paying off, otherwise the wild capital expenditures might start getting pulled back. Nvidia is relying on others to actually reach the goal of human-level artificial intelligence that will, some say, make all the investment worthwhile.

There was a time when Nvidia was a company responsible for making video games look better. Those carefree days are over. The market cap milestone is a moment for reflection on how one company came to redefine the meaning of “big” in Big Tech at this moment of seismic change. Beyond being just a big number, what is truly unprecedented in the Nvidia story is how integral its success is to the entire global economy: an industrial revolution in which only one company is seen as capable of building the factories. What made Nvidia into a $5 trillion company is also what makes it a potential $5 trillion single point of failure.


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Thursday, October 23, 2025

Apple Watch 11 vs. Pixel Watch 4: I walked 20,000 steps to find the clear winner

October 23, 2025 0

Apple Watch 11 vs. Pixel Watch 4: I walked 20,000 steps to find the clear winner

I put the two popular smartwatches head-to-head


The Apple Watch Series 11 and Google Pixel Watch 4 are two of the best smartwatches on the market. Both are designed to be worn 24/7, and can keep track of everything from your heart rate variability to your menstrual cycle. But if you’re spending hundreds of dollars on a smartwatch, you expect it to do the basics well, so I set out to test just that.

I walked 20,000 steps with both the Apple Watch 11 and Google Pixel Watch 4 strapped to my wrist, while manually counting my steps as I went, using a trusty clicker counter. I split these steps up over several walks, and when I got home I downloaded all of the data to see which watch was more accurate. Read on to find out what happened.


I walked 20,000 steps with the Apple Watch 11 vs Google Pixel Watch 4 — here’s which watch came out on top


Both watches count your steps by using an internal accelerometer, which measures the swing of your arm. Each swing counts for two steps. It doesn’t matter whether you wear your watch on your dominant or non-dominant hand, or whether you’re walking with your hands in your pockets, or holding something, the accelerometer should still measure your body’s movement.


If you own an Apple Watch, you’ll also know that Apple doesn’t include step count data in its workout summaries. You can see your overall steps for the entire day, but not how many steps you took on a particular walk (probably because steps aren’t actually that useful a metric, but annoying for me when writing these articles.) I downloaded the Pedometer+ app to my watch in order to get this data.

Here are the results from each walk, plus my total:

As you can see from the results, the winner is clear — the Google Pixel Watch 4 was far more accurate at counting my steps, overcounting by 237 steps. The Apple Watch 11, on the other hand, missed 422 steps. This isn’t to say Apple's wearable ius useless, however. The average person takes 2,000 steps per mile, so missing a couple of hundred steps over the course of 20,000 isn’t too big a deal. That said, the Google Pixel Watch 4 was ever so slightly closer to my manual recording so if accuracy is what you're after, pick up the Pixel Watch.


As mentioned above, both watches are designed to do a lot more than just count your steps. Both watches are packed with sensors and trackers to help you live a healthier life, with HRM, ECG, SpO2 and Skin Temperature sensors on board. Both are similarly priced, the Apple Watch 11 starting at $399 and the Google Pixel Watch 4 starting at $349, and both have AI health coaches on board.


Both watches are excellent from a health tracking perspective, and we’ll be doing more comparisons soon, but rest assured, if you are someone who looks at your daily steps, both do so pretty perfectly, so unlike me, you don’t need to keep count.


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The Outer Worlds 2 doesn't quite reach the stars

October 23, 2025 0

The Outer Worlds 2 doesn't quite reach the stars

Obsidian's sci-fi RPG sequel is bigger, but often at the expense of depth



Bigger ain't always better. It's a cliché, but it's also the best way to sum up my thoughts after spending 50 hours with The Outer Worlds 2. Developer Obsidian added more of everything to the sequel to its 2019 sci-fi RPG — more humor, enemies, weapons, traits, and locations, everything that matters in games like this. And it works remarkably well — for a little while. But the weight of all those ambitious ideas makes the game wobble as the hours wear on.

The Outer Worlds 2 makes a strong first impression. You belong to the Earth Directorate, a do-gooder organization dedicated to restraining corrupt governments and corporations. After some capital-D Drama, you end up in the Arcadia system, a colony splintered by war between Auntie's Choice (the result of a merger between the first game's two big corporations), the Protectorate (collectivism taken to its worst logical conclusion), and the Order of the Ascendant (like the Catholic church, but with math instead of Jesus). There are also a bunch of rifts tearing holes in space and time, but right now, you really need to reach a relay station for urgent communications purposes. The problem is that it's in the middle of a warzone, and you need to figure out how to get there.

A soldier getting pulled into a rift in Outer Worlds 2Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Like its predecessor, Outer Worlds 2 is a first-person RPG with an overarching story and dozens of side quests spread out across different planets or zones (big areas with a lot to uncover, but not open-world). The first zone and the process of reaching that comms station are spectacular. You've got some goofy encounters, of course, like one that involves a farmer who has fed too much sugary cereal to their favorite crab. Most lead you to something useful, though — an unexpected new path or some new bit of intel that might open a different path forward.

In one memorable sequence, you can encounter a Protectorate deserter near the bridge who's about to be executed. No quest is tied to it, and the only way to find it is by exploring and listening to the ambient dialogue. If you're fast and careful enough not to let him get killed, you can save him(and then save his deserter lover from getting killed by monsters in their hideout later), but more pertinent to the task at hand is a power line hidden in the grass nearby. If you follow it, you'll find a hidden entrance to the relay station. There's another entrance to the station's sewers tucked away in a cave that you may or may not notice depending on when you pursue a specific companion quest. You can find an easily missable character who's key to saving someone's life 20 hours later. (And there's a stuffed animal who indirectly convinces a squad of soldiers to fight with you, if you're nice enough to save it from a minefield.) This opening chapter is dense and exciting, and it feels like it's brimming with rich storytelling potential that rewards you for your curiosity.

Outer Worlds 2 never lives up to those initial expectations again. The second main area is structured similar to a map in the first Outer Worlds or Avowed — a large region dotted with points of interest and side quests. They're all thematically relevant to the conflict between Auntie's Choice and the Order of the Ascendant, but they're also vignettes isolated from the main story narratively and geographically. Don't expect any environmental clues leading you to new choices like in the first zone.

The Free Market ship in Outer Worlds 2Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Despite forcing you to make some tough decisions, what you do in this zone's side quests doesn't matter. Like, it really doesn't matter, to the point where whether you enable war crimes or lead a group of refugees to their death results in nothing but a throwaway line or two of dialogue. A game doesn't need to let every quest influence the story in some big, dramatic fashion, but if you're making me choose a side and pretending like my decision matters, I don't think it's unreasonable to expect something more when it's over. When the game's already shown that it can be better, anything less seems like a compromise. You get more of everything like Obsidian promised, but at the cost of depth.

The game's second act tries something similar to the main setup from the first planet, but with noticeably less panache. The concept is a bold one: an interconnected mission that spans two planets and encourages you to seek aid from different factions if you want a smoother path toward your objective. Aside from the repeat setup being a little tiresome, it's also just missing the tension that this kind of scenario should have. It's a "pact with the devil" moment. There should be tough compromise. Your relationship with either faction should matter beyond making them like you more by doing new tasks for them. All of this is absent, because you can just blitz through on your own and clear the objective anyway. The game even goes out of its way to hand you means of doing this, pointing out alternate routes as optional objectives and having allies tell you where to go.

It's a side effect of a broader issue in Outer Worlds 2: the fear of letting you be unhappy with your choices. It frequently goes too far out of its way to make sure not only that there's an alternate route in most cases, but that you know it exists. Locked rooms almost always have multiple entry methods signposted, or nothing worthwhile inside if they don't. If you can't hack or engineer your way through a puzzle, it's okay. There's likely a keycard you can use to bypass the challenge or some essential information on a nearby terminal that gets you what you want. Heck, even one mid-game dilemma that penalizes you for choosing the ethical option immediately gives you the tools to get rid of that penalty, regardless of your skills and traits. Having options is all well and good, but there needs to be some sense of consequence that makes my choices feel worthwhile. Otherwise, why even let me have them?

Someone barfing acid in Outer Worlds 2Image: Obsidian Entertainment/Xbox Game Studios via Polygon

Ironically ,for a choice-driven narrative game, combat is where you end up having the most freedom. Outer Worlds 2 has more weapons compared to the first game and, despite still having limited enemy types, gives you more reason to experiment with different fighting styles. Battles frequently feature a mix of monsters, humans, and robots, so you need a plan before diving in recklessly. I became a walking arsenal of silenced sniper rifles, pistols firing exploding rounds, frost guns, poison revolvers, and a rocket launcher I didn't even remember picking up. A lot of the weapons are just freaking cool, too, including my favorite – a two-handed hammer that you can load shotgun shells into, which is just as chaotic and fun to use as it sounds. Violence might be the primary focus, but stealth is also viable and fantastically rewarding, though you do have to make it the focus of your build in a way that melee and gun options don't require.

Before writing this review, I went back to an earlier save file and pursued one of the optional alliances in the second act to see how distinct the experience was, and the process of reaching your goal is much different. It makes you interact with people and places differently, uses traits and skills in deeper ways, and it's where you'll find some of the juicier bits of storytelling. Which makes it all the more bizarre that these optional paths are presented as if to say, "Hey, there's more game here. Please check it out during another playthrough."

And I will do subsequent playthroughs. For all my complaints about inconsistency, Outer Worlds 2 is very good when it's good. The main story is consistently excellent, even if it's a bit familiar. The evils of corporatism are still very much a focus, but Outer Worlds 2 adopts a perspective that's simultaneously broader and more intimate. Yes, capitalism is bad, and there's a lotta (well-written) jokes about it again, but this time, Obsidian is more concerned with how it affects the way an individual sees themselves and their role in the world. That's true for the other, non-corporate factions as well, and Outer Worlds 2 gradually builds a picture of how human greed and selfishness birth all the evils of society, no matter what that society is or how its people think.

A conversation with Inez in Outer Worlds 2Image: Obsidian Entertainment/Xbox Game Studios via Polygon

It's handled remarkably well at every point, and Obsidian sidesteps a lot of the issues that plagued the first game and other narrative-driven RPGs. The goal is making you think about parallels between the overexaggerated state of affairs in the game and in real life, and since the focus is broader than just "company bad" this time, the humor stays witty and incisive, unlike the first game where it wore thin by the end. The big plot twists are a bit predictable, especially if you have any knowledge of political history, but the general thrust of the story means betrayals and revelations are less important than what they mean for your companions. In the best moments, a climactic event in the story even coincides with a big shift in a companion's personal narrative — a noteworthy achievement in a genre where you usually get a strong story or strong character writing, but not both.

One of the best things Outer Worlds 2 does involves ditching the familiar setup where you have a handful of "milestone moment" conversations with a companion, those pivotal chats where your choices determine how things develop for the rest of the game. Instead, its relationships build over time based on a pattern of interactions, with room for massive screw-ups and moments of redemption as you get to know each other. You still have big moments, of course, like whether to blatantly disrespect a friend's beliefs or leave them for dead. But the more mundane interactions — commenting on one's nature drawings or accidentally calling another a stupid bastard when you thought he wasn't listening — are just as important over time. It makes these relationships feel more fluid and natural, and it's immensely satisfying when you end up in a dramatic scenario where the build-up of your actions is the reason you can reach a positive (or terrible) outcome.

And yet Outer Worlds 2's reactivity is just as spotty with companions as it is with side quests. The tension of balancing competing convictions, which the game makes a big point of talking about as you start onboarding more allies, is mostly window dressing. Unless you routinely murder members of a faction that one of your companions belongs to, they don't much care what you do or who you do it with. At one point, I was even walking around with the skull of one faction's founder in my pocket, and the companion from that faction — who saw me loot her tomb and steal her son's clothes from a museum exhibit — was perfectly fine with it. There's no tension amongst companions, either. They'd kill each other on sight under normal circumstances, but once they join up, they just occasionally make passive-aggressive comments about the other person's background.

The Outer Worlds 2 is defined by its whiplash, alternating between deeply rewarding storytelling and outcomes that feel rushed and stilted. I largely enjoyed the time I spent (mostly) making Arcadia a better place; it’s just disappointing to see such strong potential in the opening hours that doesn't show up again. There's a middle ground between the first game's brevity and the sequel's overly ambitious nature, and I hope Obsidian gets the chance to find it in a third game.


The Outer Worlds 2 is available for PlayStation 5, Xbox Series X, and Windows PC on Oct. 24 for those who purchase the premium edition and Oct. 29 for everyone else. This game was reviewed on Windows PC using a prerelease download code provided by the Microsoft.


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