Month: June 2019

09 Jun 2019

Here are the game trailers from Microsoft’s E3 2019 press conference

Trailers. You love them, Microsoft’s got them. According to the company, there were a ridiculous 60 games trotted out on stage at today’s big E3 kickoff. Looks like the Xbox got a little extra love at the event since Sony’s MIA this year. Along with more information on its streaming service Project XCloud a sneak peek at its next console and a very special appearance by Keanu, the company had a LOT of games to show off.

Here are the biggest trailers from today’s event.

Minecraft: Dungeons – Everyone’s favorite building block title gets its very own single and multiplayer RPG adventure.

Ori and the Will of the Wisps: Announced in 2017, Moon Studio’s platformer finally arrives next February.

Bleeding Edge: Ninja Theory’s latest is a multiplayer melee combat title.

Flight Simulator: You know, you love it — or are otherwise indifferent. The classic simulator returns in 2020.

Age of Empires II: Definitive Edition – Coming later this year, the title will also be available for Xbox Game Pass for PC.

Wasteland 3: The party-based role-playing sequel takes players to…Colorado Springs?

Battletoads: Don’t call it a comeback. Zitz, Pimple and Rash return for a new Gamepass title.

Gear 5: Probably the most eagerly anticipated game of the press conference, the new Gears is launching September 10.

Gears 5: Terminator Dark Fate – Here’s a fun reveal. Those who buy Gears 5 by September 16 with get a character pack, featuring the T-800 Endoskeleton from the forthcoming Terminator sequel.

Forza Horizon 4 Lego Speed Champions: The popular racing series gets the Lego treatment.

Kitten Around with RAAM: A series of animated shorts based on characters from Gears POP.

State of Decay Heartland: A new DLC pack for Heartland 2, features two stories and will be available as part of GamePass.

CrossfireX: The latest version of Smilegate’s FPS is arriving on Xbox One.

Halo: Infinite – What’s this, then? Why it’s a brand new Halo title, launching alongside Microsoft’s next-gen Project Scarlett console during the 2020 holiday season.

09 Jun 2019

George R.R. Martin’s Elden Ring RPG is official

Among the more eagerly anticipated titles of this year’s E3, Elden Ring leaked out just a few days ago. The forthcoming action role-playing title was created by George R.R. Martin, fresh off the end of his wildly popular HBO series, Game of Thrones.

The game made its debut as part of Microsoft’s big E3 kickoff today, as it will be coming to both the Xbox One and Windows PC. It’s going to be arriving on PlayStation 4, as well, but Sony didn’t have its own event this year, leaving Microsoft to bask in all of the glory of FromSoftware’s “largest game to date.”

Along with the A Song of Ice and Fire author, Hidetaka Miyazaki is heavily involved in the game. Up to now, he’s best known for the role he’s played in FromSoftware’s popular Souls series.

We don’t have much to go on yet (including no date, specific or otherwise), but the trailer sets the stage for a dark game that looks to have taken more a few queues from the likes Lord of the Rings.

More info as we get it.

09 Jun 2019

Xbox teases its 8K-capable next-gen “Project Scarlett” console

“A console should be designed and built and optimized for one thing: gaming,” Xbox head Phil Spencer said onstage at the company’s E3 presser.

Now, Microsoft is working to create its most powerful Xbox yet and the stats sound wild.

The company teased some huge factoids in a teaser. The device will have 8K capability, will be able to handle frame rates up to 120fps and will utilize SSD to keep load times low. “This generation is going to be a bigger leap than any generation before,” a video describing the new hardware detailed.

The next-generation console will be arriving in the holiday season of 2020.

We’ve already heard quite a bit about PlayStation’s plan for their next generation console, mainly details regarding the system’s transition to SSD storage and its reliance on a third-generation AMD Ryzen CPU.

Updating

09 Jun 2019

Microsoft’s Project xCloud preview launches in October

Big news out of today’s Microsoft press conference. A few days after Google finally revealed some long awaited details about its Stadia offering, Microsoft just gave us a lot more info on its competitor, Project xCloud.

Announced back in October, the game streaming service is designed to offer a hardware agnostic gaming experience. Unlike Google’s offering, Microsoft’s got the power of its own cutting edge consoles on its side. As such, the company will be leveraging that technology to let gamers use their own Xbox One as a personal cloud server. For everyone else, the computation will happen on Microsoft’s own servers.

A preview of xCloud will be available for E3 attendees this week. We’ll report back as soon as we get some hands on time with the project — including some insight into what the lag is like on the system. For everyone else, a preview version of the offering launches in October — a year after it was first announced.

More information including pricing coming soon, no doubt.

09 Jun 2019

Microsoft acquires Psychonauts-maker Double Fine Productions

As it did last year, Microsoft used its Xbox E3 keynote to announce its moves in bulking up its in-house gaming content.

At its press conference, the company’s Xbox Game Studios head announced that Microsoft had acquired SF-based Double Fine Productions, a game creator that’s been around since 2000 and was founded by LucasArts’s Tim Schafer. As is the case with past acquisitions, it sounds like Double Fine Productions will continue to operate largely externally, now beneath the Xbox Game Studios entity.

There may be more studio acquisition announcements on the way, we’ll keep this post updated if so…

Double Fine Productions notably raised around $3 million in a Kickstarter campaign to create a title, later called Broken Age. The idea of crowdfunding a game was pretty novel at the time when they did it 2012. It is of course, more commonplace now.

The company’s first title Psychonauts was released in 2005. Following the acquisition announcement, the studio showed off a trailer for Psychonauts 2 which is coming to Xbox Game Pass, Xbox One and PC.

Acquiring a host of small indie game studios seems to be Microsoft’s recent strategy in building out its content on Xbox Game Pass, bringing the service its own constant stream of original content.

09 Jun 2019

Game Pass Ultimate brings Xbox subscriptions together at a discount

Xbox wants the future of the gaming business to lean heavily on subscription services. The company’s Game Pass service has let users download games from a pool of dozens of titles, now Microsoft is trying to make the offer too good to refuse by bundling Xbox Live Gold with the service for $14.99.

Xbox Live Gold offers online play, but the extras included with the subscription like free games and Store discounts represent some of Microsoft’s more aged strategies in getting more revenue per user and building out Xbox loyalists. Game Pass brings users unlimited access to a library of 100+ games that include some console classics.

Live Gold retails for $9.99 per month as does Game Pass so the combo offers a nice discount and will likely be an easy sell to existing Live Gold users who are already ponying up subscription fees to Microsoft.

We’ll hear more about Microsoft’s plans with Game Pass Ultimate at their press conference, which begins soon.

09 Jun 2019

Feedback loops and online abuse

I’ve long thought that much of the world can be explained by feedback loops. Why are small companies nimbler than large ones? Why are private companies generally more efficient than governments? Primarily because in each case, the former has a better feedback loop. When faced with a baffling question — such as, “why do online companies do such a terrible job at dealing with abuse?” — it’s often helpful to look at the feedback loops.

Let’s look at the small vs. large and private vs. government comparisons first, as examples. Small companies have extremely tight feedback loops; a single person makes a decision, sees the results, and pivots accordingly, without the need for meetings or cross-division consensus. Larger companies have to deal with other departments, internal politics, red tape, the blessing of multiple vice-presidents, legal analysis, etc., before they can make meaningful changes.

Similarly, if a private company’s initiative isn’t going well, its revenue immediately begins to plummet, a very strong signal that it needs to change its course quickly. If a government initiative isn’t going well, the voters render their verdict … at the next election, mingled with their verdicts on all the other initiatives. In the absence of specific and meaningful external feedback, various proxies exist … but it’s difficult to definitively determine actual signal from noise.

And when a social-media platform, especially an algorithm-driven one, determines what content to amplify — which implicitly means deciding which content to de-amplify — and which content to ban … what is its feedback loop? Revenue is one, of course. Amplifying content which leads to more engagement leads to more revenue. So they do that. Simple, right?

Ahahahahahaha no, as you may have noticed. Anything but simple. Content which is amplified is often bad content. Abuse. False news. Horrifyingly creepy YouTube videos. Etcetera.

Suppose that (many of) the employees of these platforms genuinely wish to deal with and hopefully eliminate these problems. I know that seems like a big supposition, but let’s just imagine it. Then why have they consistently seemed so spectacularly bad at doing so? Is it purely because they are money-grubbing monsters making hay off bullying, vitriol, the corrosion of the social contract, etc.?

Or is it that, because it did not occur to them to try to measure the susceptibility and severity of the effects on their own systems by bad actors, they had to rely on others — journalists, politicians, the public — for a slow, imprecise form of feedback. Such as: “your recommendation algorithm is doing truly terrible things” or “you are amplifying content designed to fragment our culture and society” or “you are consistently letting assholes dogpile-abuse vulnerable people, while suspending the accounts of the wronged,” to name major criticisms most often leveled at Google, Facebook, and Twitter respectively.

But this is a subtle and sluggish feedback loop, one primarily driven by journalists and politicians, who in turn have their own agendas, flaws, and their own feedback loops to which they respond. There is no immediately measurable response like there is with, say, revenue. And so whatever they do in response is subject to that same slow and imprecise feedback.

So when Google finally responds by banning right-wing extremism, but also history teachers, which is clearly an insanely stupid thing to do, is this a transient, one-time, edge-case bug, or a sign that Google’s whole approach is fundamentally flawed and they need to rethink things? Either way, how can we tell? How can they tell?

(Before you object, no, it’s not done purely by algorithms or neural networks. Humans are in the loop — but clearly not enough of them. I mean, look at this channel which YouTube recently banned; it’s clear at first glance, and confirmed by subsequent study, that this is not right-wing extremism. This should not have been a tough call.)

I’ve long been suspicious of what I call “the scientific fallacy” — that if something cannot be measured, it does not exist. But at the same time, in order to construct meaningful feedback loops which allow your system to be guided in the desired direction, you need a meaningful measure for comparisons.

So I put it to you that a fundamental problem (although not the fundamental problem) with tackling the thorny problem of content curation in social media is that we have no way to concretely measure the scale of what we’re talking about when we say “abuse” or “fake news” or “corrupted recommendation algorithms.” Has it gotten better? Has it gotten worse? Your opinion is probably based on, er, your custom-curated social-media feed. That may not be the best source of truth.

Instead of measuring anything, we seem to be relying on Whack-a-Mole in response to viral outrage and/or media reports. That’s still much better than doing nothing at all. But I can’t help but wonder: do the tech platforms have any way of measuring what it is they’re trying to fight? Even if they did, would anyone else believe their measurements? Perhaps what we need is some form of trusted, or even crowdsourced, third-party measure of just how bad things are.

If you would look to make a meaningful difference to these problems — which are admittedly difficult, although, looking back at the banned history teacher’s YouTube channel, perhaps not so difficult as the companies claim — you could come up with a demonstrable, reliable way to measure them. Even an imprecise one would be better than the “outrage Whack-a-Mole” flailing quasi-responses which seem to be underway at the moment.

09 Jun 2019

Top voting machine maker reverses position on election security, promises paper ballots

Voting machine maker ES&S has said it “will no longer sell” paperless voting machines as the primary device for casting ballots in a jurisdiction.

ES&S chief executive Tom Burt confirmed the news in an op-ed.

TechCrunch understands the decision was made around the time that four senior Democratic lawmakers demanded to know why ES&S, and two other major voting machine makers, were still selling decade-old machines known to contain security flaws.

Burt’s op-ed said voting machines “must have physical paper records of votes” to prevent mistakes or tampering that could lead to improperly cast votes. Sen. Ron Wyden introduced a bill a year ago that would mandate voter-verified paper ballots for all election machines.

The chief executive also called on Congress to pass legislation mandating a stronger election machine testing program.

Burt’s remarks are a sharp turnaround from the company’s position just a year ago, in which the election systems maker drew ire from the security community for denouncing vulnerabilities found by hackers at the annual Defcon conference.

Security researchers at the conference’s Voting Village found a security flaw in an old but widely used voting machine in dozens of states. Their findings prompted a response by senior lawmakers on the Senate Intelligence Committee, who said that independent testing “is one of the most effective ways to understand and address potential cybersecurity risks.”

But ES&S disagreed. In a letter firing back, Burt said he believed “exposing technology in these kinds of environments makes hacking elections easier, not harder, and we suspect that our adversaries are paying very close attention.”

Days later, NSA cybersecurity chief Rob Joyce criticized the response. “Ignorance of insecurity does not get you security,” he tweeted. “The investigation of these devices by the hacker community is a service, not a threat.”

Although unexpected, election security experts have generally applauded ES&S’ shift in position.

Matt Blaze, a cryptography and computer science professor at the University of Pennsylvania, said in a tweet he was “genuinely glad” the company is calling for paper ballots and mandatory security testing.

“Hopefully they’ll also stop threatening to sue people like me and the Defcon Voting Village when we examine and report on their equipment and software,” he said. Blaze, who co-founded the Voting Village, faced legal pressure from ES&S at the time. The election security experts responded to the “vague and unsupportable threats” by accusing the voting machine maker of “discouraging” researchers from examining its machines “at a time when there is significant concern about the integrity of our election system.”

An ES&S spokesperson did not respond to a request for comment by TechCrunch over the weekend.

Read more:

09 Jun 2019

Apple puts accessibility features front and center

Although the meat of Apple’s accessibility news from WWDC has been covered, there still are other items announced that have relevancy to accessibility as well. Here, then, are some thoughts on Apple’s less-headlining announcements that I believe are most interesting from a disability point of view.

Accessibility goes above the fold

One of the tidbits I reported during the week was that Apple moved the Accessibility menu (on iOS 13 and iPadOS) to the top level of the Settings hierarchy. Instead of drilling down to Settings > General > Accessibility, the accessibility settings are now a “top level domain,” in the same list view as Notifications, Screen Time, and so on. Apple also told me this move applies to watchOS 6 as well.

Similarly, Apple said they’ve added accessibility to the first-run “setup buddy” experience. When someone sets up a new iPhone or other device for the first time, the system will prompt them to configure any desired accessibility features such as VoiceOver.

Both changes are long overdue and especially important symbolically. While it may not affect the average user much, if at all, the fact Apple is making this move speaks volumes about how much they care for the accessibility community. By moving Accessibility to the front page in Settings, it gives disabled users (and by extension, accessibility) just a bit more awareness.

As a disabled person myself, this is not insignificant. This change reinforces Apple’s position as the leader in the industry when it comes to making accessibility a first-class citizen; by elevating it to the top level, Apple is sending the message that accessibility is a critical aspect of the operating system, and a critical part of the user experience for so many, myself included.

Handoff for HomePod

I enjoy my HomePod for listening to music, podcasts, and controlling our HomeKit devices. Until now, however, one of the biggest annoyances with HomePod has been the inability to pick up where I left off. If I come home from the supermarket listening to music or a podcast and want to keep going, I have to stop and change the output source to my office’s HomePod. It’s not difficult to do, but from an accessibility perspective it’s a lot of extra taps. I definitely feel that bit of friction, and curse the dance every time I have to go through the rigamarole.

With iOS 13, that friction goes away. All I need to do is place my iPhone XR close to the HomePod (as if I were setting it up) and the iPhone will “hand off” whatever audio is playing to the speaker. Again, changing source is not a huge deal in the grand scheme of things, but as a disabled person I’m attuned to even the slightest inconveniences. Likewise with the ability to hear incoming iMessages read aloud to you on AirPods, these little refinements go a long way in not only having a more enjoyable, more seamless experience—it makes the experience more accessible, too. In this sense, this technology is magical in more ways than one.

The victory of Voice Control

The addition of Voice Control is definitely a headliner, but the backstory to it certainly isn’t.

Everyone I’ve spoken to during the week, whether it be fellow reporters, developers or Apple employees, shared the same sentiment: Voice Control is so great. In fact, the segment of John Gruber’s live episode of his podcast, The Talk Show, where he and special guests Craig Federighi and Greg Joswiak discussed the feature is a perfect example. It totally meshes with what I was told. Federighi explained how he had “friggin’ tears in my eyes” after watching an internal demo from somebody on Apple’s accessibility team.

Similarly, it was a hot topic of conversation at the accessibility get-together at the conference. So many of the engineers and other members of Apple’s accessibility group shared with me how proud they are that Voice Control exists. I’ve heard that its development was a considerable undertaking, and for everyone involved to see it released to the world—in beta for now, at least—is thrilling and affirming of the hard road the team took to get here.

At a high level, Voice Control strikes me as emblematic of Apple’s work in accessibility. Just watch the video:

It feels impossible, magical—but it’s entirely real. And the best part is this is a game-changing feature that will enhance the experience of so many, so immensely. Federighi was not wrong to cry; it’s amazing stuff.

09 Jun 2019

Watch Microsoft’s Xbox E3 press conference live

This year’s E3 is already off to an interesting start. Sony’s nowhere to be seen, and Nintendo, per usual, has opted to go online only. That leaves Microsoft as the only member of the big three with its own, honest to goodness press conference.

The company’s got a big opportunity here, and we’re hoping for some big things. On the gaming side, we expect some big news about Gears 5, Halo: Infinite and, perhaps, Age of Empires and a new Fable title.

News about the company’s Stadia competitor, Project xCloud, seems like a distinct possibility. We might even get a glimpse at the gaming giant’s next generation console. More info on all of the rumors from next week’s big show can be found here

The big show kicks off this afternoon at 1PM PT/4PM ET. It’s available on YouTube, Twitch, Facebook and Twitter