To recap, it’s not just an extension of the world-building game in the real world, although you can play i like that. You can take on challenges when you step outside, and it encourages you to go on joint adventures with friends. Think of it more as a truly social Minecraft experience that just happens to use AR as its conduit.
It’s not fair to accuse Hyundai of stealing influences here; the EV concept is called 45 for a reason. At the 1974 Turin Motor Show, Hyundai Motor presented what would become its first mass-produced car and its first export, the Pony. Designed by Giorgetto Giugiaro at Itadesign, the conservatively styled five-door hatchback is the rock Hyundai’s automotive empire is built on. That same 1974 Turin Motor Show hosted another Giugiaro-designed Hyundai, the Pony Coupe concept, created to draw buzz to the South Korean brand. No one talks about the Pony Coupe now, but have a look at the production car or the concept and you can see Hyundai mining its own history for the present 45 concept. But wait, there’s more: Italdesign, by its own admission, resurrected the Pony Coupe design seven years later as “the greatest source of inspiration” for a much bigger hit, the DeLorean DMC-12. Who knew.
The 45 concept will serve as the center of Hyundai’s EV campaign called Style Set Free. As the automaker prepares new electric vehicles due in 2021 on a dedicated EV platform called E-GMP, Style Set Free imagines how we will one day interact with those offerings. The marketing goes beyond automobiles, encompassing new ways to interact with objects in general, including vehicles. The car-centric idea is another way of proposing EVs and autonomous cars as customizable open cabins where customers will enjoy “individualized living spaces” on wheels. As well, Hyundai says 45 “accentuates the forward-driven design direction while exploring evolution of Hyundai’s ‘Sensuous Sportiness’ design language.” We’ll find out what it all means at the reveal in Frankfurt on September 10.
This article originally appeared on Autoblog, the complete authority for news, reviews and car-buying research.
Fyodor blasted off with 1,450 pounds of supplies on top of a Soyuz 2.1a rocket, which is equipped with a new digital flight control system and upgraded engines, according to Space. This test flight will help Roscosmos determine whether it’s safe enough to ferry humans, including NASA astronauts, in the future. If all goes well, the first crewed mission to fly atop the new rocket will happen sometime in March 2020.
Roscosmos monitored Fyodor’s condition during the launch, and it will continue keeping an eye on the robot. Unlike Robonaut2, which stayed aboard the ISS for years, Fyodor will only stay there for two weeks to undergo some tests. After that, it will hitch a ride on the same Soyuz vehicle to come back home. The robot is scheduled to arrive at the space station on August 24th and will make its way back to Earth on September 6th.
Here’s a photo of Fyodor clutching a Russian flag inside the capsule:
2 часа до пуска. Ракета заправлена. Телеметрические датчики и системы включены. pic.twitter.com/arLAiakxij
Blair Witch, the video game, is terrifying. Developed by Bloober Team, the studio behind Layers of Fear, Blair Witch is a mosaic of modern tropes culled from the most nightmarish horror games of the past decade. It has a camcorder mechanic, a lot like Outlast; it uses a flashlight as a demon deterrent, à la Alan Wake; it uses puzzles to push the story forward, like Resident Evil; and, at least in one section, it places the player inside a maze-like house with cramped, shifting hallways, similar to PT. This is all wrapped up inside another familiar franchise, and sprinkled with Bloober Team’s flair for frenetic psychological thrills.
The end result is a comforting kind of horror game. It’s familiar in some ways, and therefore inviting, but there’s still a violent and mysterious monster lurking in the trees, behind the door, down the hall. And when it pounces, the panic is immediate.
There are certain things that make horror experiences work. Dramatic, cresting music that builds to a fever pitch as the creature nears; lights that flicker and suddenly flare out; family dogs growling into the darkness; jump scares. In the 30-minute Gamescom demo for Blair Witch, Bloober Team wielded these tools unabashedly, but with a deft hand. So far, they’ve gotten the rhythm right.
The demo jumps through a few sections at the beginning of the game, though it starts at the intro. A young boy has gone missing in the woods and our protagonist, Ellis, is in his SUV, driving into the search zone as the radio describes a string of people who have vanished in the area. The game is set in 1996, two years after the events — and the violent disappearances — of the first movie.
You have a search dog, Bullet, and a handful of commands for it, including a petting mechanic. That’s not just for emotional manipulation — apparently Bullet’s behavior will change throughout the game according to how you treat it. Otherwise, Ellis’ best friend is a helpful resource, alerting you to danger and gently guiding the gameplay.
You find an abandoned circle of police cars at the mouth of the search zone and collect a few tools, including a flashlight, walkie talkie and camcorder, and head into the forest. The game jumps forward to a scene deeper in the woods, on the other side of a small bridge. It doesn’t take long for the Blair Witch to appear.
Bullet freezes and growls, staring down the path. The music crescendos and breaks as the screen simultaneously darkens and flashes. The Blair Witch, towering and slender with monstrously long limbs, materializes among the trees in frantic bursts. She’s horrifying and aggressive, and the only thing that keeps her at bay is the beam of your flashlight. The only thing to do is run.
The Blair Witch, towering and slender with monstrously long limbs, materializes among the trees.
The demo leaps again to a run-down sawmill. There’s a lock with four sliding brackets that serve as the key. It’s immediately recognizable as a “find the code” puzzle, which, according to horror-game protocol, means breaking into the desolate nearby structures and rifling through drawers filled with scraps of backstory and creepy photographs. Blair Witch doesn’t disappoint in this regard.
According to the director, Disintegration is set 150 to 200 years in the future. The robots in this imagined future aren’t controlled by artificial intelligence, though. They’re armored shells that contain fleshy and beautifully imperfect human brains.
Why did humanity do this? To protect themselves from a planet that has been ravaged by climate change, overpopulation, food shortages and disease. “The world is really stressed,” Lehto told Engadget. “This pandemic has just destroyed the human race to the point where we’re actually concerned that there’s a potential extinction event on the horizon.” In response, scientists perfected ‘integration,’ a process that describes the safe removal and mechanical fusion of the human brain. It was meant to be a temporary fix, though, until humanity could reverse the damage it had inflicted on the planet.
“They developed this process of integration in order to preserve the humans long enough to find a solution,” Lehto said. “Ultimately, the carrot hanging on the end of the stick was to become human again. That’s what everybody wanted, initially.”
According to the official Disintegration website, the technology was “a good thing for decades.” But then some humans realized that they preferred their mechanical bodies. With the right parts, they could be faster, stronger and physically larger than their flesh-and-bone counterparts. Before long, an organized group called Rayonne emerged. It thought the process should be permanent and embraced by everyone on Earth. “They have a post-humanist kind of agenda,” Lehto explained. Unsurprisingly, war broke out among the planet’s remaining survivors.
In the single-player campaign, you play an integrated human called Romer Shoal who has rebelled against the Rayonne. He pilots a hovering ‘Gravcycle’ that was originally designed for search and rescue operations. These vehicles were weaponized during the war and later deployed by the Rayonne to find and flush out any remaining humans. Shoal, however, uses his Gravcycle to fight back and direct a handful of ground-based rebels during the game.
Every mission is, therefore, a curious combination of aerial strategy and first-person shooting. A fast-paced medley of Titanfall and Total War. “They’re the grenade, and you’re the rifle,” Lehto said. “You think of them as a unit. Together, they’re a crew. As soon as that clicks, you understand how devastatingly awesome your tactical advantage is in combat.”
Shoal and his friends still wear clothes. It makes them look cool, of course, but also signals their desire to become fleshy humans again. They long to drink beer and coffee. To make love and have children. “They can’t do that as robots,” Lehto said. The Rayonne, meanwhile, have little interest in their original form. “They have no desire to go back,” Lehto explained. “They have, in fact, changed the trajectory of humanity so dramatically that they’re no longer human in form. They’re taking on monstrous forms that you encounter mostly in the single-player campaign.”
It’s a refreshing concept with obvious gameplay benefits. In Disintegration, humanity hasn’t figured out how to upload or digitize the human brain. It’s still trapped in a physical body and is, therefore, vulnerable to attack. That makes every battle a nervy affair. “If a bullet makes it through [the wearer’s mechanical armor], that brain and that individual is never going to live again,” Lehto explains. If a robot is destroyed, however, the brain can be jettisoned. Shoal and his companions have to act quickly, though, to save and later integrate the mind in another mechanical body. “It creates that kind of gut-clenching moment where you’ve got to really risk yourself and your safety,” Lehto said, “to reach down and grab those units in time.”
Traditional AI — the kind brought to life with ones and zeros — doesn’t seem to feature in Disintegration. Lehto agreed it’s “inevitable” that humanity will eventually develop software with human-level intelligence. But for its first game, V1 Interactive wanted something “a little bit more grounded in reality.” Integration, Lehto argued, is “a little bit more tactile and approachable” because people already have a strong connection with physical hardware. Reversing the integration process — “disintegration” — is the equivalent of leaving your phone at home. “That disconnection from technology,” he told Engadget. “That’s the feeling we’re tapping into.”
Shoal and his friends will start in Colorado, travel across the US and, eventually, attack the Rayonne in frosty Iceland. The dystopian road trip should offer some visual variety and, most likely, environmental hazards for players to contend with. They’ll also show the extent of humanity’s devastation on the planet, and how different corners of the Earth have been affected by integration. “It plays very well to the story,” Lehto teased.
“It’s one potential future taken to its extreme conclusion.”
The co-creator of Halo describes his take on transhumanism as an allegory. A warning about the environment and what might happen if we pursue technology without developing proper safeguards or considering its long-term consequences. “It’s really just one potential future taken to its extreme conclusion,” he said.
V1 Interactive is a 30-person studio based in Redmond, Washington. It doesn’t have the manpower or funding to compete with Bungie and 343 Industries on spectacle. What it clearly has in droves, though, is vision. A slick gameplay concept paired with a take on technological dystopia that is rarely seen or explored in games. Who knows — that could be enough to kick-start a universe and globe-spanning fandom equal to Master Chief. Or, at the very least, something popular enough to fund additional Disintegration games.
Previously, Spotify offered a 30-day free trial to tempt users to shell out for its Premium service. Now the company is doing its best to attract even more subscribers by upping the free trial period to 90 days.
The offer is a permanent one, according to Spotify, and will be available worldwide. It rolls out today for individual and student plans for users who haven’t tried Premium yet, and it will be available in the coming months for Duo and Family plans as well. After trial period ends, a Premium account will cost the same: $9.99 per month.
The latest software (2019.28.3.1) makes adjustments to the adaptive suspension system, using “dampening algorithms” to better handle speeds over 160 km/h (100mph), as reported by Electrek.
That means the feature won’t be of much use to drivers in the US, who are stuck with a maximum allowed speed of up to 85mph. It will be useful for drivers in countries like Germany, however, where some roads have no speed limits.
The catch is that this software will only be available for Model S and Model X cars which were manufactured in the last few months, due to recent changes in the way the air suspension is built.
The feature can be adjusted by going to Controls > Suspension.
“What Elon Musk wants to produce is a lifestyle,” said Masagos Zulkifli, Singapore’s minister for environment and water resources, when asked by Bloomberg about Musk’s comments. “We are not interested in a lifestyle. We are interested in proper solutions that will address climate problems.”
Last May, Musk tweeted that Tesla attempted to bring its cars to Singapore but was unsuccessful because the government was “not supportive” of electric vehicles. But ownership of any type of single-occupancy car — electric or not — is a tricky endeavor in Singapore. In an effort to control pollution, the government heavily restricts vehicle ownership in Singapore. Car owners must apply for expensive ownership permits, as well as pay costly road taxes and tolls.
Meanwhile, Singapore has embraced electric public buses and is working on developing a system of self-driving, electric taxis. It certainly hasn’t ruled out electric cars completely. Last October, British company Dyson Ltd announced that Singapore would be the manufacturing base for its first electric car.
The pilot test will first roll out to officers from CPD’s 11th district this year. According to Samsung’s announcement, the DeX system will allow them to accomplish tasks like accessing computer-aided dispatch and other CPD systems to conduct background checks from their cars. Further, they’ll be able to immediately attach any photo or video evidence they take with their phones to their reports.
“The old computers had to stay in the cars,” CPD Bureau of Technical Services chief Jonathan Lewin explained. “With this solution, it really creates an ecosystem that takes all the technology and makes it available to officers on the street in real-time and at significantly less cost than we are paying now.”
Samsung says authorities could also use DeX docks in police stations, allowing officers to pick up where they left off on their phones or their cars as soon as they get back. It’s not clear if CPD is also considering using DeX in their headquarters, though — that might depend on how the pilot testing goes.
On Tuesday TechCrunch reported that security researcher Mossab Hussein, with the firm SpiderSilk, found an exposed, unencrypted MoviePass database with millions of records. Some of those included numbers for its custom debit cards that are used when subscribers purchase tickets, while others listed customer’s personal information including their credit card numbers, expiration dates and billing information. Another researcher had located the vulnerable information back in July and notified the company, but neither was able to get a response, while yet another found evidence the database had been public since May of this year.
MoviePass took the database offline yesterday after the report, and today finally publicly responded with a statement from a spokesperson.
MoviePass recently discovered a security vulnerability that may have exposed subscriber records. After discovering the vulnerability, we immediately secured our systems to prevent further exposure and to mitigate the potential impact of this incident. MoviePass takes this incident seriously and is dedicated to protecting our subscribers’ information. We are working diligently to investigate the scope of this incident and its potential impact on our subscribers. Once we gain a full understanding of the incident, we will promptly notify any affected subscribers and the appropriate regulators or law enforcement.
The company put its services “on hold” in July while saying it was working on its app, but couldn’t close this security hole — despite apparent attempts at notifications before restoring access “to a substantial number of our current subscribers.”