Carnegie Mellon University announced that researchers there are working with colleagues at Indraprastha Institute of Information Technology in Delhi, India to take on the issue of deadly selfies.
People around the globe have been putting themselves in reckless situations – on railroad tracks, on cliff edges — to grab a memorable selfie. Researchers found that individuals died falling from high places, while the most group deaths happened around water, with some dying in capsized boats.
“In India, a number of deaths occurred when friends or lovers posed on railroad tracks, which is widely regarded as a symbol of long-term commitment in that culture,” Carnegie Mellon reported. “Gun-related deaths in selfies occurred only in the U.S. and Russia. Road- and vehicle-related selfies and animal-related selfies also were associated with deaths.”
“In India, a number of deaths occurred when friends or lovers posed on railroad tracks, which is widely regarded as a symbol of long-term commitment in that culture,” Carnegie Mellon reported. “Gun-related deaths in selfies occurred only in the U.S. and Russia. Road- and vehicle-related selfies and animal-related selfies also were associated with deaths.”
According to Carnegie Mellon, the system was able to tell the difference between a dangerous selfie and one that is not risky 73% of the time.
That technology will be critical to developing an app that could be used to decrease the number of selfie deaths.
An app, which has not yet been developed, could be designed to warn a user or even disable the phone if a selfie is being taken in a dangerous situation. The problem, though, is that some people might use a warning as bragging rights that they’re brave enough to put themselves in a dangerous situation.
“There can be no app for stupidity,” Hemank Lamba, a Ph.D. student in Carnegie Mellon’s Institute for Software Research, said in a statement.
The app also could be used to pinpoint areas where people are routinely taking dangerous selfies so they could be marked as “no selfie” zones.
Carnegie Mellon also noted that an app could be used for augmented reality games, like Pokemon Go, to keep users from putting themselves in risky situations while playing.
Last week, over three and a half years after its initial release, Digital Extremes’ free-to-play shooter Warframe broke its concurrent player record with expansion The War Within, hitting Steam’s top three on the weekend of release, recording a maximum of 68,530 players online at once and logging an incredible 1.2 million hours of playtime in a single day. Across PC and the more recent Xbox One and PS4 versions of the game, over 1 million of the 26 million players who have registered since the game’s 2013 launch had played by November’s halfway point, beating all previous monthly unique records with a fortnight to go.
Those are impressive numbers, especially for a game at a point in its lifecycle where it could certainly be forgiven for slowing down – and it’s no anomalous bump. Instead, a quick glance at SteamSpy’s graphs for the game show a steadily increasing number of players for the game, as well as a very healthy schedule of updates, patches and big content drops. Rather than leeching users to other games as it ages, Warframe is going from strength to strength.
Meridith Braun, VP Publishing at Digital Extremes, says that it’s been a tight compromise of strategies – resulting in a success which far exceeds the expectations of a game which was initially seen as something of a make or break exercise. Key to that, she says, has been a careful acquisition process, but not one which has come at the cost of long term curation and engagement of existing players.
“It’s definitely a balancing act between catering development to new players and veterans of the game,” Braun explains, “but after 3.5 years, the core of the game has grown so much that for new players there are literally hundreds of hours of missions, quests, customising and exploring game systems before they catch up to where veteran players are.
“Whilst many of our updates focus on adding new content and improving game systems that our veterans are most interested in, earlier this year we took a fresh look at the new player experience and released an update that refined some of the tutorials, updated the UI, tied quests together to help the lore flow better, and revamped the market for easier functionality. It was not our most played update, like The Second Dream or The War Within, but it served a long-tail purpose of making Warframe more inviting and easier to understand for new players. It helps them navigate to the really intricate depths of the game with the intent to retain them long-term.”
“We spend very little compared to other free-to-play games that focus a large amount of their budgets on acquisition”
Polishing the tip of the spear is a tried and tested acquisition technique, but it’s not usually a way of sidestepping the vast costs which many companies associate with gathering new players. Warframe’s marketing, though, was forged in a crucible of necessity, at a time when budgets were almost non-existent. As a result, the studio has learned to maximise the gain from channels which deliver users without draining revenue, although the financial success of the game has also enabled them to operate in areas previously well beyond their price range.
“We spend very little compared to other free-to-play games that focus a large amount of their budgets on acquisition,” says Braun. “Warframe was a passion project – the studio’s ‘Hail Mary’ pass, if you will. There was barely budget to buy an account server for the game, let alone to spend on marketing at the time. We turned to viral everything to get the word out: live streaming, social media, Reddit, forums, PR, knocking on partner’s doors for promotional opportunities. Once we launched in open beta and more players got a taste of the game, it was clear we had something unique on our hands. Since then our acquisition strategy has focused primarily on our update schedule and community involvement.
“We discovered early on that frequent significant updates – updates that added dramatic gameplay changes, enhancements and content, and transparency with our community, brought in droves of new players. Now that we have more wiggle room in our coffers, we work the usual acquisition channels – online CPA-focused advertising, social media, streaming, etc. – but nothing beats age old word-of-mouth between players telling their friends to join in on a game that only gets better and better over time.”
What’s perhaps even more unusual about the current high that Warframe finds itself riding upon is that it comes at a time when the AAA shooter market is crowded with a wide spread of very high quality competitors – many of which are under-performing at retail. The game’s peak numbers come at a point when there are brand new Battlefield and Call of Duty games at market, as well as extremely well reviewed releases like the Titanfall and Dishonored sequels.
“Warframe was a passion project – the studio’s ‘Hail Mary’ pass, if you will. There was barely budget to buy an account server for the game, let alone to spend on marketing at the time”
Braun very much sees free-to-play as playing a significant part in the difficulties which Warframe’s boxed rivals are experiencing.
“I think we’re seeing the F2P model disrupting the standard retail model for larger budget games,” she says. “The continued rise of AAA-quality, free-to-play games coming to market – and their ability to fill the long gaps between large IP releases – is taking a bite out of the big game market. Just this year it was great to see F2P titles like Paragon and Paladins launch to great fanfare and numbers, I’m sure they both had some effect on the big budget FPS games alongside Warframe.
“It’s hard to compete with free. Sure, we want people to eventually pay for the entertainment they’re receiving – but when you have the ability to try out a game for free for as long as you want, a game with equally great production value, and then decide if it’s a game that deserves your money, that’s pretty stiff competition. The larger games also aren’t built to be as agile and reactive to the market after they ship. Free games at their core are made to continually update and improve, offering incredible value and entertainment over a longer period of time.”
Blizzard probably has a few things to say about the notion that free-to-play games offer the best long-term player engagement and responsive improvement, and Braun freely admits that games like Overwatch share that strategy of player curation. Warframe, she says, also offers something else, though. Because it wasn’t a Blizzard game, born almost fully-fledged and slickly functional, early adopters have had the joy of watching it smooth out its rougher edges.
“When Warframe first launched it was a shell of the size of game it has become, and our players have stayed with our growth throughout its life-span. They enjoy taking the ride with us, being a part of the evolution, experiencing game development from the front seat. If you’re not thinking about long-term engagement and game service at the heart of your game design as a good part of the future of gaming, you may have yet to come to grips with the dwindling projections of one-and-done games.”
Oracle plans to purchase internet performance and DNS provider Dyn in an effort to boost its cloud-based offerings as well as challenge infrastructure and platform service leaders like Amazon and Microsoft.
Dyn, in the news last month when it was targeted in a massive distributed denial-of-service attack, operates a global network that makes 40 billion traffic optimization decisions each day for more than 3,500 enterprise customers, including Netflix and Twitter.
Dyn monitors and optimizes internet applications and cloud services with the goal of delivering faster access and reduced page-load times. Dyn’s services will give Oracle a one-stop shop for enterprise customers looking for infrastructure-as-a-service (IaaS) and platform-as-a-service (PaaS), Oracle said in a press release Monday.
Oracle has made an aggressive play in the cloud in recent months, with Executive Chairman Larry Ellison promising in September to give Amazon’s AWS “serious competition.” Some observers have questioned whether the company can catch up to Amazon and Microsoft, however.
Oracle has invested heavily in its cloud platform and has ambitions to be a market leader, but its strength right now lies in cloud support of its own applications, said Paul Miller, a senior analyst at Forrester.
“Oracle’s cloud makes most sense to customers already heavily invested in Oracle’s ecosystem of tools and applications,” Miller said.
Many existing Oracle customers also have a big investment in their own data centers, and that isn’t likely to change for several years, Miller added. So Oracle “mostly tells a hybrid cloud story in which some workloads run in public clouds, and others run on a customer’s premises, in a customer’s chosen co-location facility, or wherever,” he said.
In the hybrid service model, the Dyn acquisition makes sense, Miller said. Dyn’s network optimization services can help Oracle speed up its own network traffic and help the company and its customers “optimize the flow of data between Oracle’s data centers and a customer’s own facilities,” he added. “That optimization makes data flow faster and also saves everyone money.”
Customers should keep an eye on Oracle, he said.
“With a clear commitment to public cloud platforms and a strong history of success, clients would be foolish to write off this provider,” Forrester said in a report last month. “For those already invested in Oracle’s platform and applications, there may be no better choice.”
Oracle declined to comment on the acquisition and didn’t release terms of the deal.
Google said it is working on a policy change to prevent websites that misrepresent content from using its AdSense advertising network, while Facebook updated its advertising policies to spell out that its ban on deceptive and misleading content applies to fake news.
The shifts comes as Google, Facebook and Twitter Inc face a backlash over the role they played in the U.S. presidential election by allowing the spread of false and often malicious information that might have swayed voters toward Republican candidate Donald Trump.
Facebook’s steps are limited to its ad policies, and do not target fake news sites shared by users on their news feeds.
“We do not integrate or display ads in apps or sites containing content that is illegal, misleading or deceptive, which includes fake news,” Facebook said in a statement, adding that it will continue to vet publishers to ensure compliance.
Google’s move similarly does not address the issue of fake news or hoaxes appearing in Google search results. That happened in the last few days, when a search for ‘final election count’ for a time took users to a fake news story saying Trump won the popular vote. Votes are still being counted, with Democratic candidate Hillary Clinton showing a slight lead.
Nor does Google suggest that the company has moved to a mechanism for rating the accuracy of particular articles.
Rather, the change is aimed at assuring that publishers on the network are legitimate and eliminating financial incentives that appear to have driven the production of much fake news.
“Moving forward, we will restrict ad serving on pages that misrepresent, misstate, or conceal information about the publisher, the publisher’s content, or the primary purpose of the web property,” Google said in a statement.
The company did not detail how it would implement or enforce the new policy.
Over 412 million accounts on dating and entertainment website FriendFinder Networks have reportedly been exposed, the second time that the network has been breached in two years, according to a popular breach notification website.
The websites that have been breached include adultfriendfinder.com, described as the “world’s largest sex and swinger community,” which accounted for over 339.7 million of the 412 million accounts exposed, LeakedSource said Sunday.
Other network sites that had user accounts exposed were cams.com with 62.6 million exposed, penthouse.com with 7 million, stripshow.com with 1.4 million, icams.com with about 1 million and an unidentified website adding 35,372 users whose accounts were exposed.
The sites were hacked in October through a local file inclusion vulnerability on FriendFinder Networks that was reported at about the same time by a researcher. Soon after disclosing the vulnerability, the researcher, who used the Twitter handle 1×0123 and is also known as Revolver, stated on Twitter that the issue was resolved, and “…no customer information ever left their site,” according to CSO’s Salted Hash.
FriendFinder did not immediately comment. The network, however confirmed to ZDNet that it identifed and fixed a vulnerability that “was related to the ability to access source code through an injection vulnerability.”
LeakedSource said it found that passwords were stored in plain visible format or using the weak SHA1 hashed (peppered) algorithm, increasing the possibility of their misuse. LeakedSource claimed it had cracked over 99 percent of all the passwords from the databases to plain text.
It also found that about 15 million users had an email in the format of: email@example.com@deleted1.com, suggesting that information on users who earlier tried to delete their accounts was still around.
The FriendFinder Networks hack, if confirmed, would outstrip that of Myspace in its impact. The exposure of an estimated 360 million accounts of Myspace users was reported earlier this year. The FriendFinder hack also has the potential of being more embarrassing for a number of users, because of the sensitive transactions on its sites.
The second fiscal quarter is historically the quietest stretch for Electronic Arts, but the three months ended September 30 gave the publisher reason for optimism heading into the crucial holiday season. The company today released its second quarter results, beating its net income guidance and showing strong growth in its EA Sports Ultimate Team efforts.
“Q2 was an excellent quarter for Electronic Arts, led by breakthrough new EA Sports titles engaging players across console and mobile,” CEO Andrew Wilson said. “We are in an outstanding position for the quarter ahead, with two of the highest-rated games of this console generation in Battlefield 1 and Titanfall 2, global competitive gaming tournaments underway, and our first virtual reality experiences coming soon. Across all platforms, this holiday season will be a fantastic time to play.”
While Battlefield 1 and Titanfall 2 launched after the second quarter, EA used the report to tout the games’ early achievements. For Battlefield 1, the company said the total player base during the first week of release nearly doubled that of 2013’s Battlefield 4. As for Titanfall 2, which just launched last Friday, the company said dozens of press outlets had given review scores the equivalent of a 90 out of 100 or above.
As for the releases actually covered by EA’s second quarter results, they would include EA Sports mainstays Madden 17 and FIFA 17. The company said “20% more players were engaged” in FIFA 17 during its first week than in the first week of FIFA 16, but made no mention of specific performance for Madden. However, the EA Sports Ultimate Team game modes appear to be healthy, as EA said Ultimate Team’s net sales between the FIFA, Madden, and NHL series are up 15% year-over-year on a trailing 12-month basis.
For the second quarter, EA reported net revenues of $898 million, up 10% from last year, but short of the $915 million it had given as guidance. However, the company’s net loss for the quarter of $38 million was a significant improvement on the previous second quarter’s net loss of $140 million, and better than the projected $51 million net loss.
EA gave the early performance of FIFA 17 and the holiday slate of releases as reason enough to adjust its full-year expectations, with the company now expecting net revenue for the year ending March 31, 2017 to be $4.775 billion, up from $4.75 billion. Net income for the year is also projected to reach $848 million, compared to the previous guidance of $809 million.
Update: On the earnings call, EA CFO Blake Jorgensen addressed the early feedback on Battlefield 1 and Titanfall 2, noting that it’s too early to update any sales projections but that there’s “incredible excitement” around both and the company is “very optimistic” not just for this holiday season but for the longer term. Citing the fact that “quite a few players” were still playing Battlefield 4 years after it released, Jorgensen said he expects similar long-term interest in both titles. More generally, looking at EA’s business, Jorgensen is also encouraged by the opportunity that this generation’s consoles and the mid-cycle upgrades affords a big publisher like EA since the console installed base is already up 33% in the West compared to the previous generation, he said.
Interestingly, when asked about one of EA’s big upcoming titles, Mass Effect: Andromeda, Jorgensen effectively said that EA is not afraid to push the title back yet again (it was originally scheduled for 2016 but is now loosely slated for Q4, which ends next March). While that shouldn’t be read as a sign of trouble – Jorgensen said Mass Effect is “tracking extremely well” – it appears EA wants to be 100% sure that the game does not need any additional time before it commits more fully to a release date.
Spark is now the centerpiece of Cisco’s collaboration portfolio, which spans voice calling, videoconferencing, document sharing, and other capabilities. Like Slack or Microsoft Teams, the messaging platform is designed to be the virtual home base for teams of employees, from which they branch out into other collaboration tools and productivity applications.
There are already 60 third-party applications integrated with Spark, but Cisco is aiming higher, particularly with SaaS integrations like the one it announced last month with Salesforce.
“Every as-a-service application that has any level of interaction should have Spark and our collaboration portfolio integrated deeply into it,” Cisco CEO Chuck Robbins said in a keynote address at the partner conference.
To help promote the integrations that already exist, Cisco announced an online store called Depot where enterprises can find apps that work with Spark. In addition to Salesforce, the lineup includes big names like Microsoft Office 365, Box, DropBox, Zendesk, Google Drive, and Twitter. Depot is also where customers can go to integrate their own applications with Spark.
Also at the conference, the company announced a new software license for Spark and all its other collaboration products.
The new license, called the Spark Flex Plan, costs as little as US$21 per user, per month. It covers all Cisco collaboration software and services, both on the customer’s premises and in the cloud. Each employee covered by the license can use Cisco’s on-premises calling and meeting tools, plus WebEx, Jabber, Spark, and other products.
Enterprises can migrate at their own pace to the cloud-based counterparts of any Cisco on-premises collaboration tool without buying any new licenses. Cisco hopes they eventually will because it’s emphasizing software, services, and the cloud for collaboration. All of the company’s collaboration offerings are now available via the cloud, Robbins said.
The widespread job cuts could come before the company releases its third-quarter earnings on Thursday, according to Bloomberg, which cited people familiar with the matter. It cautioned that the precise number of jobs affected could change.
A Twitter spokeswoman said in an email that the company doesn’t comment on rumor or speculation.
Twitter announced in October last year that it was laying off 336 employees.
Unlike many of its peers, the company has failed to grow significantly the number of its users or adequately monetize through advertising the number of users it already has on the site.
For the second quarter of 2016, the company reported that average monthly active users (MAUs) of the service for the quarter were 313 million, up 3 percent year-over-year and compared to 310 million in the previous quarter. Revenue at $602 million was up 20 percent year-over-year, but the company posted a loss of over $100 million under generally accepted accounting principles.
The company has been trying to give users better ways to express themselves on Twitter, including through streaming video and by not counting @names in replies and media attachments in the 140-character limit for a tweet.
The company had hired bankers to explore a sale, but Salesforce.com, The Walt Disney Company and Alphabet, which had shown interest, later backed out from the process, according to reports. The company has seen a steep decline in its share price over the last one year.
Up to 10,000 webcams will be recalled following a cyber attack that blocked access last week to some of the world’s biggest websites, Chinese manufacturer Hangzhou Xiongmai Technology Co has announced.
In Washington, a member of the U.S. Senate Intelligence committee asked three federal agencies what steps the government can take to prevent cyber criminals from compromising electronic devices.
In a new type of attack last Friday, hackers harnessed hundreds of thousands of webcams and other connected devices globally to flood U.S.-based internet infrastructure provider Dyn with so much traffic that it could not cope, cutting access to websites including PayPal, Spotify and Twitter.
Hangzhou Xiongmai said it would recall some surveillance cameras sold in the United States after researchers identified they had been targeted in the attack.
Liu Yuexin, Xiongmai’s marketing director, estimated the number of vulnerable devices at fewer than 10,000 to be recalled. He said the company would recall the first few batches of surveillance cameras made in 2014 that monitor rooms or shops for personal, rather than industrial, use.
Xiongmai had now fixed loopholes in earlier products, prompting users to change default passwords and block telnet access, Liu said.
The U.S. Department of Homeland Security (DHS) said it had discussed the attacks with 18 major communications service providers and was working to develop a new set of “strategic principles” for securing internet-connected devices.
Authorities have yet to identify suspects in the attack, but the Director of U.S. National Intelligence, James Clapper, said on Tuesday that an early analysis did not point to a foreign government.
Cyber intelligence firm Flashpoint concurred.
“The evidence that we have strongly suggests it is amateur, attention-motivated hackers,” said Allison Nixon, Flashpoint’s director of security research.
Nixon said the same infrastructure was used on Friday in an unsuccessful attempt to disrupt internet access to a major video game manufacturer, which she declined to identify.
“Nation states generally don’t attack gaming companies,” she said.
U.S. Senate intelligence committee member Senator Mark Warner, a Democrat, sent letters on Tuesday asking DHS, the Federal Communications Commission (FCC) and Federal Trade Commission if they have adequate tools for combating the threat posed by “bot net” armies of infected electronic devices.
“Manufacturers today are flooding the market with cheap, insecure devices, with few market incentives to design the products with security in mind, or to provide ongoing support,” Warner said.
He asked FCC Chairman Tom Wheeler if communications providers have authority to deny internet access to electronics devices they deem insecure.
Xiongmai devices were unlikely to suffer similar attacks in China and elsewhere outside the United States, where they are typically used in more secure industrial networks, Liu said.
The company may take further steps to beef up security by migrating to safer operating systems and adding further encryption, Liu said.
For game critics, loving Gears of War has been problematic since the very beginning. The rippling, testosterone drenched surface of Epic’s franchise served as a distraction from its abundant qualities. Looking back, it’s clear that the first game, released in 2006, provided the Xbox 360/PlayStation 3 era with the kind of moment that arguably still hasn’t arrived for the current generation. It was a new visual benchmark, its sense of weight and physical force was entirely distinct, and – a year before the launch of Call of Duty 4: Modern Warfare – it introduced the most credible new multiplayer experience since Halo. For those who based their professional integrity on distinguishing good games from bad, to notice and appreciate any of this was to miss the square-jaws and lumpen dialogue that comprised its story.
Looking back now, it’s clear that Gears of War was one of the defining series of the last console generation, influencing the creative direction of a large proportion of action games, driving the development community towards the Unreal Engine in droves, and with Horde mode in Gears of War 2, introducing a multiplayer concept that would be adopted by everything from Uncharted to Mass Effect. Even its marketing was influential: Gears of War’s popular “Mad World” trailer might well be the origin of action games using pained, acoustic covers of popular songs to score their artfully spliced carnage.
Despite this estimable legacy, however, the reviews of Gears of War 4 are shot through with an almost apologetic tone; a need to address the (arguably misplaced) perception of Gears as nothing more than a dude-bro power fantasy. Polygon, which awards the game an impressive 9 out of 10, spends a full third of its review on story and characterisation, opening with a declaration that, “Gears of War 4 is about home and family.”
“Gears of War as a series has dealt with accusations of hyper-masculine excess and an emphasis on gore and violence since it was first announced more than ten years ago. And it’s not that those observations are wrong, exactly – the characters have always been larger than life, the men in particular wide and heavy, and the violence of the series has always been extreme and enthusiastic. But beneath or even in parallel to that aspect, there’s always been consistent themes of friendship, of relationships of support and camaraderie that would seem corny in most other games but, somehow, work in Gears of War for a passionate fanbase.”
This protagonist of this reboot – which was developed by Microsoft’s The Coalition – is J. D. Fenix, the son of the original series’ central character, Marcus Fenix. Both father and son play pivotal roles in the game’s story, which Polygon describes as, “more focused, less sprawling story than the last few entries… A lot of time is spent exploring the strained relationship between Marcus and his son, with a lot of perspective on both sides of the equation.” The game’s various other key characters all have their own emotional journeys, largely relating to those themes of family and friendship. Gears of War 4’s story and character time works as well as it does for several reasons,” Polygon says. “The writing is matter-of-fact, avoiding over-stoicism and also overwrought fluff for the most part.”
If this is an area of weakness that The Coalition sought to address, then the abiding sense from the game’s reviews is that it has made a significant improvement. Whether that’s what the vast majority of Gears of War’s players care about is another matter, of course, but The Coalition hasn’t dropped the ball with the series’ core strengths, either. Polygon praises Gears of War 4 as “simply a joy to play,” and that sentiment echoes throughout the critical discourse.
The Daily Telegraph, which awards four stars, applauds the “muscular and endlessly gratifying thrill” of the gunplay, which carries the game through a slow start that serves, “as an elongated (re)introduction to that well-oiled Gears combat, flashing between cover-to-cover, switching between shotgun and rifle and familiarising yourself with the rattle of an emptying clip and the satisfaction of a well-timed, power-boosting active reload.” There are two new enemy races to fight in place of the original series’ Locust, and “weaponry…as exotic as the bestiary” with which to fight them. The need to switch between distinct weapons to fight equally distinct weapon types has always been central to Gears of War’s appeal. Here, again, The Coalition has honoured its heritage.
The same is true of Gears of War 4 as a spectacle. You won’t find a single review that doesn’t proclaim it to be one of the very best looking games on either Xbox One or PlayStation 4, and the same is true is the PC version. Indeed, PCGamesN calls it “a visual and technical tour de force,” maintaining “searing frame-rates on ‘ultra’ settings during some of the most mind-blowing – if cheesy – set-pieces I’ve seen in games, while also inviting me to appreciate the vivid redness of sycamore leaves lazily billowing on a cracked yellow wall in a medieval town square on some parallel-to-Earth planet.”
That last observation is crucial, because the beauty of Gears 4 goes beyond polygons, framerates and animations, and extends to art direction. “This certainly ain’t the grey-brown Gears of old,” PCGamesN says, before adding, “the diversity of what it shows is stunning… This is a far cry from the game that single-handedly started the stereotype of the ‘murky brown war shooter’, taking us instead on a historical tour of the vestiges of a world parallel to ours, yet still different enough to be mysterious; I almost felt guilty as I stomped around a scenic town as a giant mech, casually calling in airstrikes to smash my way through buildings. Almost.”
Words like “jawdropping,” “stunning,” “incredible” and “breathtaking” are scattered throughout this and many other reviews, to the point where the handful of scores that fall below 8 out of 10 demand close attention. For Jimquisition, the website started by ex-Destructoid personality Jim Sterling, “there’s nothing quite like Gears on the market. The sense of weight, the meaty impact of combat, the gruesomely satisfying way heads pop and bodies burst, any given Gears game has a baseline quality even at its worst thanks to its undeniably unique style.” However, Gears of War 4 relies on that “baseline quality” a little too much, The Coalition happy to make the improvements necessary to maintain relative standards but, “doing very little to rock the boat and making minor improvements and evolving where needed.”
“Such a tactic provides a game that’s decent just because it’s Gears of War, relying on the groundwork established across four older games to maintain the baseline. And that’s most certainly what Gears 4 is. A maintenance of the series as opposed to an injection of fresh blood.”
In a sense, then, the game’s most ardent supporters and most vocal critics are in full agreement: Gears of War 4 absolutely meets the standard set by its forebears, which is either something to praise or lament depending on the individual. One suspects, though, that in the absence of new Gears, the public will be more than happy to settle for more Gears.
Salesforce.com Inc is still mulling over whether it should make an offer for Twitter Inc in the face of resistance from Salesforce shareholders over the strategic merits and valuation of such a deal, people familiar with the matter said.
Twitter shares have lost as much as a third of their value since Oct. 5 on concerns the company has attracted less interest from potential acquirers than previously envisaged. It now has a market capitalization of $12 billion.
Salesforce is deliberating whether it is worth making a lowball offer for Twitter in the coming days based on Twitter’s stock performance and any news of other bidders, the people said.
Other potential acquirers such as Alphabet Inc’s Google and Walt Disney Co have backed away from making offers for the Internet company, the people said. There may however be other companies contemplating offers for Twitter whose identity has not yet been reported, some of the sources suggested.
The sources asked not to be identified because the deliberations are confidential. Salesforce declined to comment while Twitter, Google and Disney did not immediately respond to a request for comment.
Reuters previously reported that Twitter aimed to conclude deliberations about selling itself by Oct. 27, when it reports its third-quarter earnings.
Salesforce.com, run by CEO Marc Benioff, is focused on cloud-based sales and marketing software. Unlike Twitter, its main product is aimed at business users, not consumers. Under Salesforce.com, Twitter could become a corporate tool used to power sentiment analysis and nurture customer relationships.
A potential acquisition of Twitter has weighed down Salesforce’s stock since news broke on Sept. 23 that it was vying for Twitter. Its shares rose as much as 7 percent on Monday after a weekend report by Bloomberg News suggested Salesforce was unlikely to make an offer.
Some analysts and investors have questioned why Salesforce would need to own Twitter, when it already licenses the Twitter “firehose” for its new artificial intelligence platform, Einstein.
Mozilla has unveiled three new test features for Firefox, including one that separates YouTube videos from the browser and another that may signal towards a more aggressive ad-blocking strategy by the open-source developer.
“We’re excited to announce the release of three new Test Pilot experiments,” said Nick Nguyen, the vice president of Firefox, in a post to a company blog. “These features will help you share and manage screenshots; keep streaming video front and center; and protect your online privacy.”
Test Pilot was re-introduced in May when Mozilla resurrected a 2009 moniker and used it on a 2015 project that had fallen into disuse. Test Pilot was designed to collect feedback on proposed new features for Firefox before they were added to the browser.
The three features that debuted today were a screenshot taker, called “Page Shot,” that also includes a search mechanism for finding what has been snapped; “Min Vid,” which plays YouTube and Vimeo videos in a Lilliputian window atop Firefox; and “Tracking Protection,” a tool brought over from Firefox’s already-extant Private Browsing.
The last of the trio — Tracking Protection — had the most significant implications for the browser.
As part of Private Browsing — Firefox’s incognito mode — Tracking Protection has blocked web ads, page analytics measuring tools and the sharing buttons, such as those for Facebook and Twitter, that may record users’ site-to-site travels. Mozilla added Tracking Protection to Private Browsing in November 2015.
“This experiment will help us understand where Tracking Protection breaks the web so that we can improve it for all Firefox users,” Nguyen wrote today.
By testing Tracking Protection, Mozilla signaled that it’s thinking of adding the feature to Firefox, where it would be used — whether by default or as an option — by all users, not just those calling up Private Browsing.
Twitter Inc has initiated discussions with several technology companies to explore putting itself up for sale, a person familiar with the matter said on Friday, signaling the start of what is likely to be a slow-rolling auction of the high-profile but profit-challenged social media company.
A sale of Twitter has been the subject of on-again, off-again rumors for many months as the company grapples with stagnant user growth, soft advertising sales and losses running at hundreds of millions of dollars a year.
The company’s business struggles have come even as the 10-year-old service has evolved into a potent global source of news, entertainment and social commentary.
CNBC, citing anonymous sources, reported on Friday that Twitter is in talks with companies including Google and may receive a formal bid soon. A source told Reuters that Salesforce.com is also in pursuit.
Twitter and Alphabet Inc, Google’s parent company did not respond to a request for comment. Salesforce declined to comment.
Verizon, another company mentioned in media reports on Friday as a possible suitor, said it did not comment on M&A rumors but that it had not submitted a bid for the company.
Twitter shares jumped more than 19 percent to $22.22 per share on Friday, marking the largest one-day rise since their first day of trading in 2013. The company now has a market value of around $16 billion.
Morningstar analyst Ali Mogharabi said Alphabet would be the best acquirer for Twitter since it has not yet been able to crack social media on its own despite several efforts.
“From a strategic standpoint, we think it would be more beneficial for Alphabet as opposed to Salesforce,” Mogharabi said. Former Google executive Omid Kordestani is executive chairman of Twitter.
Morningstar estimates Twitter could be bought for $22 per share. Twitter is working with investment banks Goldman Sachs and Allen & Co in considering possible transactions, sources familiar with the situation said.
Twitter Inc received an average of 243,000 viewers to Thursday’s National Football League livestream of the New York Jets triumph over the Buffalo Bills, the first time the social media platform has broadcast an NFL game.
The event drew mostly praise from Twitter users and media experts have said the NFL deal helps Twitter maintain its position as a venue for live video.
Still, the Twitter audience was only a fraction of the average of 15.7 million people watching across television and digital platforms, according to NFL data of the game, which the Jets won, 37-31.
Twitter’s arrangement with the NFL comes as sports fans increasingly rely on the internet to watch video at the expense of traditional cable and satellite connections.
The microblogging platform has struggled with user growth and advertising competition, and livestreaming the games gives it a new avenue to attract users as it tries to catch up with rivals such as Facebook Inc.
Anheuser-Busch InBev SA Ford Motor Co, Bank of America Corp and Verizon Communications were among the brands that ran video ads during the game’s livestream.
The deal with the NFL has the potential to reignite brands’ interest in working more with Twitter after it has had a bumpy ride over the past several months, said Victor Pineiro, senior vice president, social media at Big Spaceship, a Brooklyn, New York-based digital ad agency.
“We still see a big role for it,” he said.
For example, there is an opportunity for brands to be part of the conversation around the games through sponsored tweets and other means, said Edithann Ramey, vice president, marketing for Chili’s Grill and Bar, a Dallas-based restaurant chain.
“It’s very intriguing to us in terms of the number of impression they bring and ways we can jump in and be part of the conversation,” Ramey said.
witter is the second tech company to livestream an NFL game. In October, Yahoo Inc livestreamed a game between the Jacksonville Jaguars and the Buffalo Bills in London, which attracted an average of 2.36 million viewers, versus the 243,000 in the Twitter game.
About 15.2 million viewers watched at least part of the game on Yahoo, while a total of 2.3 million people tuned into Thursday’s game or pregame show on Twitter for at least three seconds, according to the NFL.
The Yahoo game, however, was not broadcast on U.S. TV nationwide and in some cases, the stream automatically started playing on Yahoo websites.
Twitter Inc rolled out a new video streaming application for Apple Inc and Amazon.com Inc TV platforms, as well as Microsoft Corp’s Xbox One gaming console as it brings its video content to the forefront.
The application will also be available for users of these devices without a Twitter account or a pay-TV subscription, the company said.
The application will feature video content from a number of Twitter’s partners, including the National Football League and the National Basketball Association, as well as curated tweets and shorter video from its Vine and Periscope services.
The news comes a day ahead of the first of the 10 NFL Thursday night games that Twitter obtained streaming rights for in April.
Jack Dorsey-led Twitter has made a significant push into video, signing deals with several media companies and sports organizations to stream major events.