The Internet Archive taken down by DDoS attacks

The Internet Archive has been hit with a series of DDoS attacks this week that have taken the service offline. The Verge noticed a popup on the site today when the online database went down. The popup has since disappeared, but the site is not currently available. 

According to security researcher Troy Hunt, the DDoS attack came just as the Internet Archive was preparing to disclose a previous breach of its site that resulted in the theft of more than 31 million records. Hunt, who runs the haveibeenpwned service, said that the timing of the two attacks appears to be "entirely coincidental" and that there are likely "multiple parties" involved. " It's clearly not just one attack," he wrote.

Internet Archive founder Brewster Kahle has been publishing updates on the attacks on X, with the latest news simply that the team is attempting to bring the site back online. A DDoS organization known as Blackmeta claimed responsibility for the attacks with a confusing message that the platform "belongs to the USA." The Internet Archive is a non-profit headquartered in San Francisco that provides free access to a vast library of software and media, as well as hosting the Wayback Machine web archive. The message also referenced the stolen records with "HIBP" referring to Hunt's haveibeenpwned site that tracks compromised accounts.

This isn't the first time the archive has been targeted by DDoS attacks, but this week's attacks are the latest in a string of bad news for the Internet Archive. The platform has been fighting a legal battle over ebook copyrights and recently lost its appeal in the US Court of Appeals for the Second Circuit.

Update October 9, 2024, 7:25 PM ET: This story was updated with additional information from security researcher Troy Hunt.

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/the-internet-archive-taken-down-by-ddos-attacks-222317044.html?src=rss

Former Humble Games staff form new publisher that will work with their old company

Two former leaders from video game publisher Humble Games, Alan Patmore and Mark Nash, have launched a new outfit called Good Games Group. And ironically, the first deal this indie publisher has landed is with its team's old parent company. According to the statement from Good Games Group, the business will work with Humble Games to provide support for previously released titles.

"Good Games Group’s mission is to bring exceptional indie games to the global gaming community," CEO Alan Patmore said. "Partnering with Ziff Davis allows us to continue working with the amazing indie developers we collaborated with at Humble Games, while also allowing us to chart a new course for the future." Ziff Davis is a media conglomerate that owns sites such as IGN and Eurogamer as well as Humble Games.

In July, Humble Games announced a restructuring that saw most of the staff laid off. Although a rep from Humble Games said it would continue supporting the company's existing game lineup, this amount of upheaval is all but guaranteed to cause trouble for game developers. For instance, Squid Shock Games turned to a Patreon fundraiser to generate financial support for its game Bō: Path of the Teal Lotus. The studio's debut title was released just before the Humble Games cuts.

This article originally appeared on Engadget at https://www.engadget.com/gaming/former-humble-games-staff-form-new-publisher-that-will-work-with-their-old-company-211539753.html?src=rss

Green Day’s Dookie has been demastered into Game Boy carts, a toothbrush and other weird formats

Green Day's Dookie is an all-timer of an album and, if you were fortunate enough to catch the band on the road this summer, you'll know the trio sounds as good as ever. Audio quality, however, was not at the forefront of the band's latest release: demasters of every Dookie song on ridiculous and outdated formats to mark the record's 30th anniversary.

While other classic albums often get remasters for big anniversaries, Green Day (with the help of of an art studio called Brain) went in a lo-fi direction by re-releasing the music on defunct and/or inconvenient formats in very limited editions. As a result, you can hear what "Basket Case" sounds like through a Big Mouth "Billie" Bass, listen to "Welcome to Paradise" via a Game Boy cartridge and enjoy (or not) "When I Come Around" emanating from a wax cylinder.

Other formats the demasters appear on include an answering machine, toothbrush, animatronic stuffed animal, floppy disc, doorbell, Fisher Price record, HitClip (remember those?) and, be still my beating heart, MiniDisc. Meanwhile, "All By Myself," an ode to self-love sung by drummer Tré Cool, actually sounds kind of sweet through a music box.

You can hear what each of the demasters sounds like on the Dookie Demastered website. But if you want to own one of them, you'll need to be lucky. Only between one and 50 of each demastered format is available and they're priced between $19 and $99, but thankfully it's not a first-come-first-served scenario. There's a random drawing and you'll get the chance to buy one of the items if your name's pulled from the hat.

Demastering is becoming more of a trend, especially in video games, but this is simply a bizarre way to listen to an album as important for punk rock as Dookie was. It would be very cool to have an X-ray record of “Coming Clean” in my collection, though. (For the tape, Green Day did release a deluxe anniversary edition of the album.)

This article originally appeared on Engadget at https://www.engadget.com/entertainment/music/green-days-dookie-has-been-demastered-into-game-boy-carts-a-toothbrush-and-other-weird-formats-175246772.html?src=rss

Shinobi is the latest video game to get the big screen treatment

Back in the old days, there was no sure-fire indicator of box office poison more than a video game adaptation. The two mediums just didn’t gel. That has changed in recent years and now all kinds of gaming mascots are getting their chance to appear in a major motion picture or, at the very least, a streaming series. Case in point? They’re now making a movie based on Shinobi, as reported by Deadline.

For the uninitiated, Shinobi is a famous hack-and-slash game developed by Sega in which you play as a ninja. There have been plenty of sequels throughout the years, though they mostly share the same basic story. Joe Musashi, the ninja, must beat up a bunch of very bad dudes. That’s pretty much it.

In other words, this is a blank canvas in which the filmmakers can do pretty much whatever they want without angering the online lore-keepers. Sam Hargrave has been tasked to direct the film for Universal, which is actually a decent choice. He made both Extraction films, with a third one on the way. These are solid action flicks and Shinobi is an action game.

Ken Kobayashi is writing the screenplay, after working on the extremely underrated Sunny for Apple+. He was also involved with Moonfall and the Marvel adaptation Hit Monkey. Sega’s Toru Nakahara, who has produced everything from the Sonic the Hedgehog cinematic universe, is also onboard.

Shinobi is still in the early stages of development, just like how most Shinobi players only get past the early stages of the game because it’s so dang hard. We don’t know when it’ll come out, nor do we have any casting news. We are, however, only a couple of months out from Sonic the Hedgehog 3. Keanu Reeves is in that one.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/shinobi-is-the-latest-video-game-to-get-the-big-screen-treatment-164013985.html?src=rss

Google Maps now lets you reserve a parking spot inside the app

Google is making it easier for drivers to find and reserve parking. Starting today, it’s possible to access SpotHero, a service that allows people to book parking spaces online, directly through Google Maps and Search.

The next time you use either app to find parking, a “Book Online” button will appear if the lot you find is available to reserve through SpotHero. Tap the button and Google will send you to SpotHero’s website, where you can pay for a spot over a secure connection. The entire process is handled through Maps or Search, with no bouncing between the app of your choice and a browser.

No surprise, it’s also possible to book parking spots ahead of time, with SpotHero offering the option to filter by date and time. You can also search for facilities that offer EV charging, wheelchair accessibility and more. Google has been testing SpotHero integration with select users since April, with today marking the first time the feature is available to everyone.

However, even with the expansion, you may not see the feature in your area. According to SpotHero, it’s possible to use its service to book 8,000 spots in 300 cities across the US and Canada. Some of the more notable locations where it’s possible to use SpotHero to secure parking include Madison Square Garden and the SAP Center.

As TechCrunch notes, SpotHero has been finding its way into more high-profile platforms as of late. Lyft has offered SpotHero integration since 2022, for instance. More recently, SpotHero made its way to Apple Maps. As for Google, today’s announcement represents the latest effort by the search giant to keep Maps and Search relevant in two increasingly competitive markets.

This article originally appeared on Engadget at https://www.engadget.com/apps/google-maps-now-lets-you-reserve-a-parking-spot-inside-the-app-154846343.html?src=rss

Sequel to 2014’s Alien: Isolation is now in development

Many fans of 2014’s Alien: Isolation video game praised its graphics, story and general gameplay, making it a bit of a standout from many other games adapted from a movie. It even received seven separate DLC packs. Gamers have been enjoying this cult classic on mobile and Switch for a while now, but today, on the game’s 10th anniversary, the developers announced that they’re developing a sequel.

Yes, you heard us right. Alien: Isolation now has a sequel in early development. If you don’t believe us, take the official X account’s word for it.

We currently don’t have any other details on this sequel, but a look back at reviews for Alien: Isolation should give you hope we’ll get another solid game here. If the sequel is anything like the original, then you can expect horror, stealth and second-guessing yourself just as the claws of an alien take your life.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/sequel-to-2014s-alien-isolation-is-now-in-development-162213148.html?src=rss

Phoenix Springs review: A dazzling and disquieting sci-fi mystery

Playing Phoenix Springs feels like being trapped in a gorgeous dream that’s steadily becoming a nightmare. It’s a point-and-click mystery set in a bleak futuristic world of dramatic shadows and muted primary colors, its scenes connected by streams of anxious static. The game stars Iris Dormer, a technology reporter who’s searching for her estranged brother, Leo. Her hunt takes her from the abandoned buildings of a rundown city, to a rich suburb, and finally to Phoenix Springs, a desert oasis bathed in golden light and occupied by a handful of odd, disconnected people.

Iris is the heart of Phoenix Springs. She narrates the on-screen action in a stoic, unaffected tone that belies the cutting poetry of her observations. Iris has just three options when interacting with people and items: talk to, look at or use. Relevant concepts and objects are collected in her mental inventory, a simple word cloud of black text on a white background. Open the inventory with a right click and select a word to bring it into the scene, where it’s combinable with other ideas and with Iris herself, prompting her to remember the clue or provide more details about it. Making Iris remember certain things is a key mechanic throughout the mystery, and it’s a good move to keep in mind if you ever feel stuck in a point-and-click hole while playing.

Iris is the game’s only voice and she talks directly to the player, sharing unfiltered thoughts as she processes each new set piece. Iris is jaded, dogged and insightful, and her cadence is sedate but sharp. It’s the kind of voice that could make a take-out menu sound both sinister and profound, and it’s a thrill to listen to throughout Phoenix Springs.

Iris’ city is desolate and rife with inequity. The streets are dotted with deserted buildings and barbed wire, and only the richest citizens are allowed to use energy without restriction. Down one alleyway, an intoxicated man is passed out on top of a shipping container, while a mute boy sits nearby, making a plant dance with an electronic box. In an abandoned university, a DJ blasts a thundering playlist for days on end as part of a mass sleep-deprivation experiment, delirious dancers and unconscious bodies piling up on the auditorium floor. The city's shadows are tinged with green, oppressive and sickly.

There’s a mid-century edge to the game’s technology — globe lights, push-button intercoms, bulky computer terminals and long train rides — which makes the world feel intensely familiar, at least until the stasis pods appear. Make no mistake, Phoenix Springs is hard cyberpunk. 

Oddly enough, this only becomes clearer once you make your way to the oasis. The lushness of Phoenix Springs is an immediate relief, its flowing waters, red wooden huts and vibrant natural textures highlighting the sterility of the city’s metal, glass and wires. It’s almost relaxing enough to make you ignore the high strangeness of everything and everyone there. Almost.

Phoenix Springs screenshot
Calligram Studio

On top of combining items to generate new leads about Leo’s disappearance, it’s critical to speak with people, bring them relevant ideas from your inventory and listen closely to their answers. The game relies on making common-sense connections and following your intuition, and rarely are solutions provided at face value. At times trial-and-error is a valid way to progress, and in other cases it’s just a matter of taking a breath and thinking about the problem from a fresh angle. My advice is to have patience and try absolutely everything that comes to mind; if you’re paying attention, chances are, you’re on the right track.

Phoenix Springs occasionally suffers from the most common issue in point-and-click games, where it feels like you’ve tried every combination and nothing is working, so you just randomly click around until something happens — but I encountered only two instances like this in about six hours of playtime. Thankfully, Calligram Studio provides a link to a walkthrough guide in the pause screen, so hope is never truly lost.

Phoenix Springs screenshot
Calligram Studio

The game’s simple control scheme supports a surprisingly complex narrative that unspools in Iris’ measured narration. There’s nothing rushed about Phoenix Springs. Iris walks leisurely across expansive wide shots, her light blue silhouette cutting through high grasses and across cold concrete at the same unhurried pace. When she speaks, she gives each thought time to permeate the scene, sentences short and powerful. Haunting choir chords and droning bass lines are eventually replaced by pristine silence and birdsong. Where the environments aren’t blanketed in shadow, their colors constantly shift like there’s a stop-motion river flowing just beneath the screen. Each second of Phoenix Springs demands your attention. In return, the game provides a million moments of intrigue for your eyes, ears and deductive mind. And at the inevitable conclusion, every small detail slides elegantly into place.

I want to print out this game, frame by frame, and plaster its hand-drawn neo-noir vistas over every square inch of my office walls. Phoenix Springs is an interactive art installation that happens to use point-and-click game mechanics, and Calligram Studio’s emphasis on creating something beautiful — and then using this canvas to tell a twisted story about biohacking and familial love — is clear.

Phoenix Springs screenshot
Calligram Studio

What’s exciting about Phoenix Springs is that it excels as both a piece of art and a detective game. It occupies a similar territory as Kentucky Route Zero, another title that offers depressing social commentary in a visually fascinating package, also made by a small artist collective. In the case of Phoenix Springs, stunning art direction, expert writing, incredible sound design, fabulous voice acting and satisfying mechanics combine to create an unforgettable, utterly unique sci-fi experience. Sure, Phoenix Springs is a game — but mostly, it’s gorgeous.

Phoenix Springs is now available on PC, Mac and Linux, developed and published by Calligram Studio.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/phoenix-springs-review-a-dazzling-and-disquieting-sci-fi-mystery-120029156.html?src=rss

Off-Planet Dreams is a delightfully tricky Playdate platformer with invisible puzzles

Off-Planet Dreams gives you everything you need to succeed, if you really want that. Help is just a few button-presses away at (almost) all times. Because of that, it feels uniquely accessible for what it is — an “invisible puzzle platformer” designed to trip you up over and over again until you’ve learned enough from your mistakes to move forward. Depending on how you approach it, Off-Planet Dreams is either a trial-and-error nightmare loop or a relatively easygoing platform adventure. Or something between the two. I died 274 times in my first playthrough, if that’s any indication of how challenging it can be.

Off-Planet Dreams presents you (playing as a blob) with a grid and some floating doors, and says, essentially, ‘okay, now find your way out.’ There are platforms that form a path to each door, but all the platforms are invisible. This is where the game’s “difficulty is what you make of it” ethos comes in. You can commit to jumping into the abyss every time and hoping to land on a platform, memorizing each misstep so you know what not to do the next time around if you die, or you can choose one of the three available tools for some guidance. “Peek” will give you a quick glimpse of any platforms nearby, “Paint” will highlight any platform you’ve stepped on, and “Show” will reveal all of the platforms in that room.

Being stubborn, I was determined to get as far as I could without any help. But, I was humbled not too far in when I found myself trapped in Level 2-5 — a level with multiple sublevels that’ll repeatedly throw you back to its start if you go through the wrong doors. Here, I eventually caved and enabled “Show” just to give my brain some space to work out what the puzzle was without having to worry about remembering platforms. (When I finally figured it out, it wasn’t even that complicated. Sigh). After that point, I bounced between going unaided and using the “Paint” option as a little treat.

The game throws a curveball at you about halfway through when it introduces a new mechanic that requires the crank, which I thought was really clever once I got over the initial frustration of not knowing what the hell was going on. And further on, Off-Planet Dreams undergoes a stylistic shift that transforms it into something else entirely than what it was at the beginning. The developers wrote in the description that Off-Planet Dreams is “more than a grid of dots,” and they weren’t kidding. I had a lot of fun with it. You can get it now on the Playdate Catalog for $6.

This article originally appeared on Engadget at https://www.engadget.com/gaming/off-planet-dreams-is-a-delightfully-tricky-playdate-platformer-with-invisible-puzzles-230024431.html?src=rss

Soon you’ll be able to fling around the klutzy schlub in Human Fall Flat on VR

Why is it so satisfying to toss, drop, throw and fling ragdoll characters down steps, out of windows and into oncoming traffic in games like Human Fall Flat? Ragdoll games just know how to scratch the lizard part of our brain that enjoys being the destructive force of mayhem while also meeting the moral center of our frontal lobe by not causing any real world harm (or felony charges).

Now you’ll be able to see the fruits of your destruction in a virtual environment as Human Fall Flat and its hapless, ham-handed hero head to the Meta Quest headsets and Steam VR on Halloween. Curve Games and No Brakes Games are also working on a version for the PSVR2 for a date yet to be announced.

Human Fall Flat is a three-dimensional physics platformer that has you control a floppy, ragdoll human named Bob. Just like the other games, you’ll see Bob in a third-person perspective as you use his sinewy limbs to guide him through a series of bizarre obstacles like a train that somehow derailed through the top floor of a Victorian style mansion, a dysfunctional power plant in dire need of a OSHA review and the inevitable ice world level.

Owners of a Meta Quest 2, Meta Quest 3 or Meta Quest 3S headset can pre-order the game now on the Quest App Store for the discounted price of $9.99. The Steam port doesn’t have a price yet but you can add it to your wishlist.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/soon-youll-be-able-to-fling-around-the-klutzy-schlub-in-human-fall-flat-on-vr-212033104.html?src=rss

Meta’s Movie Gen looks like a huge leap forward for AI video (but you can’t use it yet)

At this point, you probably either love the idea of making realistic videos with generative AI, or you think it's a morally bankrupt endeavor that devalues artists and will usher in a disastrous era of deepfakes we'll never escape from. It's hard to find middle ground. Meta isn't going to change minds with Movie Gen, its latest video creation AI model, but no matter what you think of AI media creation, it could end up being a significant milestone for the industry.

Movie Gen can produce realistic videos alongside music and sound effects at 16 fps or 24 fps at up to 1080p (upscaled from 768 by 768 pixels). It can also generative personalized videos if you upload a photo, and crucially, it appears to be easy to edit videos using simple text commands. Notably, it can also edit normal, non-AI videos with text. It's easy to imagine how that could be useful for cleaning up something you've shot on your phone for Instagram. Movie Gen is just purely research at the moment —Meta won't be releasing it to the public, so we have a bit of time to think about what it all means.

The company describes Movie Gen as its "third wave" of generative AI research, following its initial media creation tools like Make-A-Scene, as well as more recent offerings using its Llama AI model. It's powered by a 30 billion parameter transformer model that can make 16 second-long 16 fps videos, or 10-second long 24 fps footage. It also has a 13 billion parameter audio model that can make 45 seconds of 48kHz of content like "ambient sound, sound effects (Foley), and instrumental background music" synchronized to video. There's no synchronized voice support yet "due to our design choices," the Movie Gen team wrote in their research paper.

Meta Movie Gen
Meta

Meta says Movie Gen was initially trained on "a combination of licensed and publicly available datasets," including around 100 million videos, a billion images and a million hours of audio. The company's language is a bit fuzzy when it comes to sourcing — Meta has already admitted to training its AI models on data from every Australian user's account, it's even less clear what the company is using outside of its own products.

As for the actual videos, Movie Gen certainly looks impressive at first glance. Meta says that in its own A/B testing, people have generally preferred its results compared to OpenAI's Sora and Runway's Gen3 model. Movie Gen's AI humans look surprisingly realistic, without many of the gross telltale signs of AI video (disturbing eyes and fingers, in particular). 

Meta Movie Gen
Meta

"While there are many exciting use cases for these foundation models, it’s important to note that generative AI isn’t a replacement for the work of artists and animators," the Movie Gen team wrote in a blog post. "We’re sharing this research because we believe in the power of this technology to help people express themselves in new ways and to provide opportunities to people who might not otherwise have them."

It's still unclear what mainstream users will do with generative AI video, though. Are we going to fill our feeds with AI video, instead of taking our own photos and videos? Or will Movie Gen be deconstructed into individual tools that can help sharpen our own content? We can already easily remove objects from the backgrounds of photos on smartphones and computers, more sophisticated AI video editing seems like the next logical step. 

This article originally appeared on Engadget at https://www.engadget.com/ai/metas-movie-gen-looks-like-a-huge-leap-forward-for-ai-video-but-you-cant-use-it-yet-165717605.html?src=rss