Starliner, the Boeing-made vehicle intended to carry the next generation of astronauts, has had its launch scrubbed once again. NASA called off the maiden crewed launch after a number of key engineering faults were discovered, and has declined to announce a new test date. Until then, the two personnel expected to soar into the heavens will just have to standby and hope that engineers are able to address the flaws with the Boeing-made craft.
Scarlett Johansson accused OpenAI of using a soundlike when she wouldn’t lend her voice to one of its products. Now, the company has fired back, claiming that its courting of the actress took place long after the “Sky” voice had been cast, and that nothing sinister went down here. Even though OpenAI CEO Sam Altman tweeted “her” as a reference to the character ScarJo played in the movie of the same name.
Disney+ has greenlit a standalone show for Marvel’s Vision, as reported by Variety. Paul Bettany will return to portray everyone’s favorite android/synthezoid and reporting indicates that the story will pick up after the events of WandaVision. We have a long time to wait, however, as it won’t air on the streaming platform until 2026.
This tracks with Disney CEO Bob Iger’s recent announcement that it would start being much more picky when it comes to Marvel content. The current plan is to reduce the number of shows from four per year to two.
As for Vision, it’s not being helmed by Jacqueline Schaeffer, who created WandaVision. Showrunning duties fall to Terry Matalas. He created the criminally underrated 12 Monkeys TV show and acted as showrunner for the final season of Star Trek: Picard, which was miles better than those early seasons. Schaeffer was working on an earlier version of the concept before moving to the forthcoming spinoff Agatha All Along.
While the presence of Matalas may be good news for Marvel fans, it’s bad news for Star Trek fans. Ever since the breakout success of Picard’s final season, fans have been pushing Paramount to greenlight a show they have been calling “Star Trek Legacy” with Matalas at the helm. This would be a continuation that follows the events of Picard season three, spotlighting Star Trek: Voyager’s Seven of Nine and other returning characters from the 1990s era of the franchise. Now that Matalas has been snatched up by Marvel, this is unlikely to happen. Between that and the recent cancellation of Star Trek: Lower Decks, it looks like 90s Trek is just about over and done with.
This article originally appeared on Engadget at https://www.engadget.com/theres-a-new-vision-show-coming-to-disney-with-paul-bettany-185730521.html?src=rss
This story contains discussions of sexual violence.
Multiple scenes from INDIKA are seared into my brain. A palm-sized person crawls out of a nun’s mouth and runs down her arm, frenzied, in the middle of a Catholic ritual. A man is suspended in the air, his torso impaled on a strip of curling rebar, while a guitarist gently encourages him to die. Dozens of bus-sized fish dangle on rotating spits above a blazing silo. The mangled head of a feral dog flops repeatedly against the gears of a mill, neck limp and tongue lolling. The sudden glimpse of a demon: gray skin, too many arms and joints bent the wrong way, bug-like and hulking. When I move, it moves.
Back at home in front of my PC, my skin prickles with goosebumps. INDIKA generates visceral reactions effortlessly and always with a tinge of surprise. It’s a (mostly) third-person narrative adventure set in an alternative 19th century Russia, and it stars an ostracized nun, Indika, who has the devil’s voice in her head. From this foundation, the game offers a flurry of whimsical absurdity and raw human suffering, and even as its visual and mechanical styles shift from scene to scene, everything comes together in a cohesive package. INDIKA is a masterful example of maturity in video games.
Odd Meter
The devil is Indika’s constant companion. As she travels from her convent to deliver a letter in another village, the voice in her head gleefully vocalizes her cruelest thoughts and points out the hypocrisies built into Catholicism, her chosen religion. The devil speaks like he’s narrating a children’s book, a Rumpelstiltskin glee dripping from every syllable as he tells Indika how weak, unloved and naive she is. Indika debates him and, at a few points, he splinters reality around her, opening deep cracks in the scenery, revealing new pathways and filling the world with a red glow. Players can hold down a button to pray, keeping his machinations at bay. To progress in these scenes, Indika has to shift between the devil’s reality and her own, inviting him in at specific moments to make use of his hellish platforms. Indika becomes more comfortable with the devil in her mind as the game progresses, and the “press X to pray” moments are just the first examples of their uneasy alliance.
As a piece of religious criticism, INDIKA plays all the hits. Its jokes about the manipulation, hypocrisy and rigid inhumanity of Catholicism are clear and sharp, though not particularly revelatory. The devil's laughing tone makes every line sound like a lullaby, and to my ears — an atheist who grew up Catholic and was extremely confused by the gaudy, culty exclusion being preached every Sunday — INDIKA is soul-soothing. The game never fully explains whether Indika is experiencing a psychotic break or is truly possessed by the devil in this world; everything exists in the gray area where both of these states meet. Psychosis or Satan, it’s all incredibly real to Indika.
INDIKA is underpinned by a delirious tension between levity and agony, and the developers at Odd Meter got the rhythm just right. Indika’s reality is a frozen hellscape filled with pain, betrayal and isolation, but it also has laugh-out-loud moments that feel more like a rom-com than a psychodrama about a sad nun. The game also slips into a lighter visual style as it delves into her past, mining memories out of pixelated platformers in sun-drenched environments. These contrast sharply against the 3D brutalism of the main scenes, and they’re incredibly engaging, offering smooth jumps with tricky timings.
Odd Meter
This is a game that requires an escape every now and then, and moments of reprieve are built into its progression, perfectly positioned to ease the anxiety as it reaches a fever pitch.
About a quarter of the way through the game, Indika encounters a blood-chilling scene: Through the crack of a doorway, she sees and hears a man attempting to rape a woman, scuffles and screams spilling into the hallway. Indika freezes, accidentally makes a noise, and then hides in a closet as the assaulter turns his attention toward the interruption. The devil taunts Indika — "Did you see the size of that thing?" and "Maybe you wanted to join them?" — as the man searches for her. The danger of the situation bursts through the screen, heavy and white-hot.
This is horror.
Minutes later, Indika is driving a steampunk motorcycle with a trailer full of corpses down a winding path, an unexpected friend perched on the bodies behind her, throwing out cheeky one-liners. Suddenly, it feels like the beginning of a buddy-cop movie. The shift in tone is a huge relief, and this balance of extremes is something that INDIKA does with incredible deftness, time and time again. The (first) sexual assault scene is quick and powerful, showing enough to drive home the depravity of the situation without becoming gratuitous. After I played through it, I took a deep breath, collected myself, and then dove back into the game, eager to uncover more of its commentary. The handling of this topic increased my trust in the developers’ artistic instincts and their ability to reveal the nature of true terror; it made me more invested in the rest of the game.
Odd Meter
Of all the memorable visuals in INDIKA, one remains particularly vibrant in my mind’s eye. Indika is kneeling in a prison cell and a guard enters alone, his intentions clear. He puts his hand on the back of Indika’s head and reality breaks like it often does in this game — but this time it’s softer, slower and all-encompassing. The screen becomes a red pool, and in the center, Indika and the devil float around each other like amoebae in a petri dish, quietly discussing the injustices of human existence. Indika dissociates while her body experiences violence, and the scene lingers on the red womb, providing space for players to absorb the situation from an artistic and philosophical distance. It’s authentic and powerful. It’s oddly calming.
INDIKA stands out for these moments of sexual violence, each so delicately handled. The video game industry in particular is built on a foundation of physical violence — guns, war, blood and murder — but there aren’t many games that broach the subject of sexual abuse. This is largely for the best, as sexual violence is a topic that we’re still learning how to talk about on a cultural scale. It’s the ugliest side of humanity, the most uncomfortable to address, yet it’s pervasive. Sexual abuse is as worthy of compassionate discussion as gun violence, but for a multitude of societal and individual reasons, it’s much harder to look at directly.
Interactive media in particular can be a powerful vessel for immersion and revelatory storytelling. Sexual violence demands empathy if it’s going to be included in any piece of entertainment media, and this is particularly true in video games, where players are acting out the events, placing themselves in the character’s shoes, getting lost in their second-to-second actions. There’s high risk in telling a story about sexual abuse in a video game, and it’s not only about alienating or offending a portion of the audience. The risk lies in the potential to literally retraumatize players. Mishandling a topic like rape can be damaging and perpetuate harmful messages about power, autonomy and self-worth in the real world.
Odd Meter
The best outcome for creators who don’t know how to approach the topic is to leave it alone, and for the most part, video game developers have. The alternative — adding sexual violence to a game without understanding the cruelty of the act, using it for shock value or lazily turning it into a point of motivation for a separate character — will always be much more upsetting.
For example, Immortality. This is one of the few contemporary games that uses sexual violence as a plot point, and, to me, its lens feels lecherous rather than poignant. Immortality employs real-life actors and puts the abuse itself center-screen, using the guise of edgy commentary to let the camera linger on extended scenes of softly lit molestation, the woman’s body in greater focus than her pain. The sexual abuse in Immortality feels like voyeuristic fantasy.
INDIKA, on the other hand,centers the person receiving the violence and reveals the true horror of the act. INDIKA demonstrates how a video game can tell a strange and beautiful story that involves sexual abuse, and proves it can be done without overwhelming the narrative or flow. These scenes add layers of insight and emotional heft to Indika’s journey, revealing truths about her psyche and her world. It’s encouraging to see these themes explored so deftly in a piece of interactive art.
INDIKA is not solely about sexual violence. The bulk of the game is filled with puzzles, platforming and witty wordplay from the devil, and most of it plays out in engaging and ridiculous ways. Plenty of segments in INDIKA are downright jovial, with a warped sense of humor that reminds me of Alice in Wonderland (or, more appropriately, American McGee’s Alice). However, it doesn’t shy away from the dark realities of Indika’s world, where rape is as pervasive as gun violence, war and religious oppression. The assault scenes — presented alongside running themes of death, manipulation, isolation, shame, guilt and cruelty — solidify one of INDIKA’s core messages: With a world like this, how much worse can Hell really be?
This article originally appeared on Engadget at https://www.engadget.com/indika-weaves-a-mature-tale-of-absurdity-hypocrisy-and-sexual-violence-182019378.html?src=rss
The most notable item here is the Ooni Fyra 12 wood pellet pizza oven, which is $245 as part of the sale. This is a discount of 30 percent, or $105. That’s a fantastic deal for one of our very favorite pizza ovens. As an aside, Amazon has price-matched this particular deal, if you don’t feel like filling out payment information on yet another website.
The Fyra 12 won our award for the best compact pizza oven, and for good reason. It’s just over 20 pounds and doesn’t take up that much space when compared to rival models. It runs on wood pellets instead of chunks, so there’s much less tending to the fire. This oven excels with high-heat bakes, up to 950 degrees, which can fully cook a pizza in around a minute. This should provide plenty of char, which is pretty much the best part.
The compact footprint does have one downside. You see that “12” in the name? This oven maxes out at 12-inch pizzas. However, it can crank them out in a minute, so that’s two minutes for two pizzas. Delivery services used to brag about getting a pizza to your home in 30 minutes or less, but you could have 30 pies down the ole’ gullet by then.
Ooni’s sitewide sale isn’t just for pizza ovens, though there are plenty of them available. You can also snatch up discounted accessories, like charcoal, pizza steels, aprons and even branded t-shirts. The savings continue until May 27.
This article originally appeared on Engadget at https://www.engadget.com/oonis-memorial-day-sale-discounts-pizza-ovens-by-up-to-30-percent-152248317.html?src=rss
Meta’s advertising policies are once again in the spotlight as a watchdog group says the company approved more than a dozen “highly inflammatory” ads that broke its rules. The ads targeted Indian audiences and contained disinformation, calls for violence and conspiracy theories about the upcoming elections.
The ads are detailed in a new report from Ekō, a nonprofit watchdog organization. The group says it submitted the ads as a “stress test” of Meta’s company’s advertising systems, but that the spots “were created based upon real hate speech and disinformation prevalent in India.”
In all, the group was able to get 14 of 22 ads approved through Meta’s company’s advertising tools even though all of them should have been rejected for breaking the company’s rules. The group didn’t disclose the exact wording of the ads, but said they “called for violent uprisings targeting Muslim minorities, disseminated blatant disinformation exploiting communal or religious conspiracy theories prevalent in India's political landscape, and incited violence through Hindu supremacist narratives.” Researchers at Ekō pulled the ads before they ran and they were never seen by actual Facebook users, according to the report.
It’s not the first time Ekō has gotten inflammatory ads approved by Meta in an effort to draw attention to its advertising systems. The group previously got a batch of hate-filled Facebook ads targeting users in Europe approved, though the ads never ran.
In its latest report, Ekō says it also used generative AI tools to create images for the ads. Researchers at the organizations said none of the ads were flagged by Meta as containing AI-generated material, despite the company’s statements that it’s working on systems to detect such content.
Meta didn’t immediately respond to a request for comment. In a response to Ekō, the company pointed to its rules requiring political advertisers to disclose their use of AI and a blog post about its efforts to prepare for the Indian elections.
Update May 21, 2024 6:10 PM ET: "As part of our ads review process—which includes both automated and human reviews—we have several layers of analysis and detection, both before and after an ad goes live," a Meta spokesperson said in a statement. "Because the authors immediately deleted the ads in question, we cannot comment on the claims made."
This article originally appeared on Engadget at https://www.engadget.com/meta-approved-ads-in-india-that-called-for-violence-and-spread-election-conspiracy-theories-225510165.html?src=rss
When OpenAI showed off GPT-4o's seemingly more-human like voice mode last week, observers were quick to point out that one of ChatGPT's voices sounds like Scarlett Johansson, particularly her character in Her. The company says the similarity between the flirty AI voice Sky (which it actually rolled out in September) and Johansson was unintentional. However, it's "working to pause the use of Sky" while it addresses some questions about the voice.
"We believe that AI voices should not deliberately mimic a celebrity's distinctive voice — Sky’s voice is not an imitation of Scarlett Johansson but belongs to a different professional actress using her own natural speaking voice," OpenAI wrote in a blog post detailing how it picked ChatGPT's five voices. "To protect their privacy, we cannot share the names of our voice talents." It added that each of the performers is paid "above top-of-market rates, and this will continue for as long as their voices are used in our products."
For what it's worth, shortly after OpenAI demoed the upgraded version of Sky, CEO Sam Altman posted the word "her" on X. But it's definitely "not an imitation."
New Chat GPT-4o personal assistant uses the voice of Scarlett Johansson (Samantha in the 2013 movie Her) pic.twitter.com/m9GOKaQrMM
Johansson's performance in Heris one of the more famous depictions of a virtual voice assistant in cinema. The film predated the conversational AI craze by around a decade, so it's not too much of a surprise that Johansson's portrayal of a breezy, warm chatbot is effectively a template for current voice assistants. The actor previously took legal action against a developer that was said to have used an AI-generated version of her voice and likeness in an ad.
It's unclear why exactly OpenAI removed Sky for the time being or what changes (if any) it plans to make before restoring the voice in ChatGPT. Engadget has asked the company for comment.
This article originally appeared on Engadget at https://www.engadget.com/rip-chatgpts-knockoff-scarlett-johansson-voice-2023--2024-143620642.html?src=rss
A full trailer just dropped for the upcoming animated show based on the popular game Dead Cells, and it looks like the creators have made a few unexpected choices. For one, the Beheaded can apparently talk.
Dead Cells: Immortalis is being produced by Bobbypills, the studio behind the game’s animated trailers, and the French streaming service, Animation Digital Network. Along with the trailer, the series now has a release date: June 19. It’ll come out in French first, with English subtitles, before getting an English-language release later this year, according to Dead Cells developer Motion Twin.
The trailer shows a different animation style than we saw in the teaser that came out last year when the series was first announced. As hinted back then, the main character — who the show introduces now as “The Chosen One” — takes on the purple-flame-headed Bobby design. He’s accompanied by a character named Laurie Esposito, Guardian of the Truth. There’s an overall silliness to the trailer, too, so while it looks like there will be plenty of action, don’t expect the show to take itself too seriously.
This article originally appeared on Engadget at https://www.engadget.com/new-trailer-for-dead-cells-immortalis-gives-us-a-first-real-look-at-the-animated-series-180440816.html?src=rss
A full trailer just dropped for the upcoming animated show based on the popular game Dead Cells, and it looks like the creators have made a few unexpected choices. For one, the Beheaded can apparently talk.
Dead Cells: Immortalis is being produced by Bobbypills, the studio behind the game’s animated trailers, and the French streaming service, Animation Digital Network. Along with the trailer, the series now has a release date: June 19. It’ll come out in French first, with English subtitles, before getting an English-language release later this year, according to Dead Cells developer Motion Twin.
The trailer shows a different animation style than we saw in the teaser that came out last year when the series was first announced. As hinted back then, the main character — who the show introduces now as “The Chosen One” — takes on the purple-flame-headed Bobby design. He’s accompanied by a character named Laurie Esposito, Guardian of the Truth. There’s an overall silliness to the trailer, too, so while it looks like there will be plenty of action, don’t expect the show to take itself too seriously.
This article originally appeared on Engadget at https://www.engadget.com/new-trailer-for-dead-cells-immortalis-gives-us-a-first-real-look-at-the-animated-series-180440816.html?src=rss
The following article discusses spoilers for the first season of X-Men ‘97.
I was excited about the return of the ‘90s Saturday morning cartoon version of the X-Men. Still, I wasn’t sure Marvel, under the auspices of Disney, could deliver on the flavor of the original while also making a modern show that older fans, now adults in their 30s and 40s, could enjoy. And X-Men '97 is a total play on our nostalgia, which makes it even odder that it delivers. And is better than the original in pretty much every way.
And of all the Marvel baubles that needed some affection, the X-Men arguably needed it most. The ten-episode run managed to cram in so many plotlines, cameos, comic sagas, villains, plot twists and even deaths that, at times, it was hard to process everything — but I utterly loved how relentless it all was. X-Men ‘97 goes hard, especially if you’re already an obsessive fan.
When Marvel first launched an all-you-can-read comic book app, I went in hard on the X-Men back catalog, especially stories by Chris Claremont and Grant Morrison, two of my favorite writers. X-Men ’97 mines a lot of my favorite characters and stories. Magneto is put on trial, and begins a (brief?) redemption arc, Jean Grey turns out to be a clone, and the cartoon crammed a roughly-year-long comic arc, Inferno, into a single episode. Other arcs either included wholesale, or with some riffs, include Lifedeath, Fatal Attractions, Motendo, Operation: Zero Tolerance and more.
The highlight of this first season (a second is already underway) has to be the crushing episode 5, where the mutant nation of Genosha is devastated by a high-powered sentinel mothership… thing. Just before the attack destroys mutant adults, mutant children and eventually even an X-man, Cable, the time-traveling son of Scott Summers and Jean’s clone. (See: Inferno, mentioned above) reappears to stop the attack. But he fails again and his mother dies.
Magneto is left helpless as mutants are slaughtered and he’s forced to relive the genocide he suffered as a child. Eventually, Gambit sacrifices himself and lights up the entire robot with his mutant ability. This is after Rogue reignites a romance with Magento, changes her mind, and decides to be with Gambit. As I said, each episode is a lot.
I may be alone in this, but I still prefer the older series’ animation style and look. A cartoon can look a little scrappy, in my opinion —or maybe I’m just 39 and also not a Disney executive. The majority of the action scenes are great, too. Cyclops is finally not done dirty and gets to thrive in fights. There are some great combination attacks comparable to the iconic fastball special.
Sometimes, the show can feel a bit too “anime” (And I love anime, don’t at me!), where the ridiculous scale of the fight removed a lot of my interest in it. Cool, Bastian has metal wings in the final episode. Yes, yes, very cool. But didn’t one of his super sentinel underlings wipe the floor with the X-Men mid-series? And did we need the Phoenix to reappear (again!) so that Jean can save her 50-something son from the future? Probably not.
But, it’s the X-Men. It wouldn’t be the X-Men without this kind of nonsense.
I also adored the attention to detail. How Storm changed back to her original comic-book attire, Rogue transitioned to her green and white look, Magneto wore the same black-and-white costume while on trial, just like the original comic book. X-Men '97 doesn’t miss the chance to sprinkle in other Marvel characters, too. Captain America pops up a few times, we spot an out-of-costume Spider-Man, with Mary Jane Watson, watching the fall of Asteroid M. The Silver Samurai, who got his own episode in the original series, stares on as Tokyo loses power due to Magneto’s attack on the whole of Earth.
In other episodes, an aged Polaris, Rachel Grey and more mutants briefly appear in a vision of the future. The series is bursting at the seams with references, easter eggs and surprises. Did you know that Bastian is briefly, obliquely, on-screen during the horrific attack on Genosha, long before he’s revealed as the X-Men’s primary antagonist? Well, he is. It’s a show that’s ripe for debate and discussion in an era of Reddit, Discord and YouTube reactions.
Marvel Studios President Kevin Feige stipulated that both the cast and the music had to return for the project to happen. I’m glad it did and I’m glad the theme song still slaps.
This article originally appeared on Engadget at https://www.engadget.com/x-men-97-didnt-have-to-go-that-hard-140023964.html?src=rss
The following article discusses spoilers for the first season of X-Men ‘97.
I was excited about the return of the ‘90s Saturday morning cartoon version of the X-Men. Still, I wasn’t sure Marvel, under the auspices of Disney, could deliver on the flavor of the original while also making a modern show that older fans, now adults in their 30s and 40s, could enjoy. And X-Men '97 is a total play on our nostalgia, which makes it even odder that it delivers. And is better than the original in pretty much every way.
And of all the Marvel baubles that needed some affection, the X-Men arguably needed it most. The ten-episode run managed to cram in so many plotlines, cameos, comic sagas, villains, plot twists and even deaths that, at times, it was hard to process everything — but I utterly loved how relentless it all was. X-Men ‘97 goes hard, especially if you’re already an obsessive fan.
When Marvel first launched an all-you-can-read comic book app, I went in hard on the X-Men back catalog, especially stories by Chris Claremont and Grant Morrison, two of my favorite writers. X-Men ’97 mines a lot of my favorite characters and stories. Magneto is put on trial, and begins a (brief?) redemption arc, Jean Grey turns out to be a clone, and the cartoon crammed a roughly-year-long comic arc, Inferno, into a single episode. Other arcs either included wholesale, or with some riffs, include Lifedeath, Fatal Attractions, Motendo, Operation: Zero Tolerance and more.
The highlight of this first season (a second is already underway) has to be the crushing episode 5, where the mutant nation of Genosha is devastated by a high-powered sentinel mothership… thing. Just before the attack destroys mutant adults, mutant children and eventually even an X-man, Cable, the time-traveling son of Scott Summers and Jean’s clone. (See: Inferno, mentioned above) reappears to stop the attack. But he fails again and his mother dies.
Magneto is left helpless as mutants are slaughtered and he’s forced to relive the genocide he suffered as a child. Eventually, Gambit sacrifices himself and lights up the entire robot with his mutant ability. This is after Rogue reignites a romance with Magento, changes her mind, and decides to be with Gambit. As I said, each episode is a lot.
I may be alone in this, but I still prefer the older series’ animation style and look. A cartoon can look a little scrappy, in my opinion —or maybe I’m just 39 and also not a Disney executive. The majority of the action scenes are great, too. Cyclops is finally not done dirty and gets to thrive in fights. There are some great combination attacks comparable to the iconic fastball special.
Sometimes, the show can feel a bit too “anime” (And I love anime, don’t at me!), where the ridiculous scale of the fight removed a lot of my interest in it. Cool, Bastian has metal wings in the final episode. Yes, yes, very cool. But didn’t one of his super sentinel underlings wipe the floor with the X-Men mid-series? And did we need the Phoenix to reappear (again!) so that Jean can save her 50-something son from the future? Probably not.
But, it’s the X-Men. It wouldn’t be the X-Men without this kind of nonsense.
I also adored the attention to detail. How Storm changed back to her original comic-book attire, Rogue transitioned to her green and white look, Magneto wore the same black-and-white costume while on trial, just like the original comic book. X-Men '97 doesn’t miss the chance to sprinkle in other Marvel characters, too. Captain America pops up a few times, we spot an out-of-costume Spider-Man, with Mary Jane Watson, watching the fall of Asteroid M. The Silver Samurai, who got his own episode in the original series, stares on as Tokyo loses power due to Magneto’s attack on the whole of Earth.
In other episodes, an aged Polaris, Rachel Grey and more mutants briefly appear in a vision of the future. The series is bursting at the seams with references, easter eggs and surprises. Did you know that Bastian is briefly, obliquely, on-screen during the horrific attack on Genosha, long before he’s revealed as the X-Men’s primary antagonist? Well, he is. It’s a show that’s ripe for debate and discussion in an era of Reddit, Discord and YouTube reactions.
Marvel Studios President Kevin Feige stipulated that both the cast and the music had to return for the project to happen. I’m glad it did and I’m glad the theme song still slaps.
This article originally appeared on Engadget at https://www.engadget.com/x-men-97-didnt-have-to-go-that-hard-140023964.html?src=rss