A few weeks ago, I posted what I thought were Shadowrun Returns screenshots, only to be told that they were ‘concept pieces’. I consider that to be the worst thing that has happened to me in 2013 so far. The twenty minutes of alpha footage in the video below are definitely genuine though. I can tell because Jordan Weisman is one of the narrators and he has been running in the shadows since 1989. If you choose to watch, you’ll be treated to a great deal of handsome isometric cyberpunk combat and dialogue, with excitable and explanatory voiceovers.
In a good and just world, all promising games would get Kickstarted, and everyone would live happily ever after. Also, clothes would always feel fresh out of the laundry and chocolate would be the cure for war. Unfortunately, however, our world is not just, and calling it “good” is probably a bit of a stretch. That depressing tangent brings us to Project Awakened. It failed to pass muster on Kickstarter, in spite of promising our neither good nor just world, er, the world. But sometimes, the best ideas only spring to mind when backs are pressed firmly against the wall, and Phosphor’s certainly hatched an intriguing one. In short, it plans to gauge interest in a second crowdfunding effort, but this time it’ll run its own site and – here’s the Kickstarter-stomping kicker – declare backers “partial owners” of the property.
Tim Lord met Jay Kim at the RSA Conference in an Francisco. Kim's background is in manufacturing, but he's got an interest in security that has manifested itself in hardware with an emphasis on ease of use. His company, DataLocker, has come up with a fully cross-platform, driver independent portable system that mates a touch-pad input device with an AES-encrypted drive. It doesn't look much different from typical external USB drives, except for being a little beefier and bulkier than the current average, to account for both a touchpad and the additional electronics for performing encryption and decryption in hardware. Because authentication is done on the face of the drive itself, it can be used with any USB-equipped computer available to the user, and works fine as a bootable device, so you can -- for instance -- run a complete Linux system from it. (For that, though, you might want one of the smaller-capacity, solid-state versions of this drive, for speed.) Kim talked about the drive, and painted a rosy picture of what it's like to be a high-tech entrepreneur in Kansas.
Read more of this story at Slashdot.
In a newly rediscovered interview from the 1950s, W. Eugene Smith discussed a then-controversial and now taboo practice in documentary photography: the staging of photographs.
The first major winter storm of the year hit the Midwestern U.S. on Thursday, closing schools, creating hazardous driving conditions, and leaving many without electricity.
There are now over one billion automobiles on the road worldwide. An explosion in the auto markets in China and India ensures that number will increase, with China supplanting the United States as the world's largest car market. It's fair to say humanity has a love affair with the car, but it's a love-hate relationship. Cars are at once convenience, art, and menace. People write songs about their vehicles, put them in museums, race them, and wrap their identities up in them. About 15% of carbon dioxide emissions from the burning of fossil fuels comes from cars. Traffic fatality estimates vary from half a million per year to more than double that. Gathered here are images of the automobile in many forms, and our relationship to and dependence on our cars. This is the second in an occasional Big Picture series on transportation, following Pedal power earlier this year. -- Lane Turner (40 photos total)
Antti Rahko stands next to his self-made "Finnjet" during preparations for the Essen Motor Show in Essen, Germany on November 22, 2012. The car rolls on eight wheels, offers ten seats, weighs 3.4 tons and is worth about one million US dollars. (Marius Becker/AFP/Getty Images)
A new five-volume set from Steidl presents an unparalleled survey of Gordon Parks's career, and just in time for his 100th birthday.
Gabe Newell, the co-founder and managing director of Valve, the videogame development and online distribution company, made a rare appearance last night at Casual Connect, an annual videogame conference in Seattle.
Newell, who spent 13 years at Microsoft working on Windows, is not well-known outside of the videogame industry, but the company he has built in Bellevue, Wash., cannot be overlooked.
Valve is not only a game developer, producing megahits like Portal 2, it owns and operates Steam, which is the largest consumer-focused digital games distribution platform in the industry. By some measures, it may be valued at $3 billion.
Last night, at a dinner sponsored by Covert & Co., Google Ventures and Perkins Coie, Newell unveiled some of his most quirky and secretive projects in an interview onstage with Ed Fries, former VP of game publishing at Microsoft.
Newell, who has a desk on wheels so he can quickly roll over to his favorite projects within the company, struggled at times to put into words how he sees the industry shaking out as companies like Microsoft and Apple move toward closed ecosystems. At one point, he even lamented that his presentation skills aren’t up to speed because Valve isn’t a public company.
Here are excerpts from the conversation that took place in a packed and noisy room with an under-powered speaker system:
On the future of videogame distribution
“Everything we are doing is not going to matter in the future. … We think about knitting together a platform for productivity, which sounds kind of weird, but what we are interested in is bringing together a platform where people’s actions create value for other people when they play. That’s the reason we hired an economist.
“We think the future is very different [from] successes we’ve had in the past. When you are playing a game, you are trying to think about creating value for other players, so the line between content player and creator is really fuzzy. We have a kid in Kansas making $150,000 a year making [virtual] hats. But that’s just a starting point.
“That causes us to have conversations with Adobe, and we say the next version of Photoshop should look like a free-to-play game, and they say, ‘We have absolutely no idea what you are talking about, but it sounds really bad.’ And, then we say, ‘No, no, no. We think you are going to increase the value being created to your users, and you will create a market for their goods on a worldwide basis.’ But that takes a longer sell.
“This isn’t about videogames; it’s about thinking about goods and services in a digital world.”
On closed versus open platforms
“In order for innovation to happen, a bunch of things that aren’t happening on closed platforms need to occur. Valve wouldn’t exist today without the PC, or Epic, or Zynga, or Google. They all wouldn’t have existed without the openness of the platform. There’s a strong tempation to close the platform, because they look at what they can accomplish when they limit the competitors’ access to the platform, and they say ‘That’s really exciting.’”
“We are looking at the platform and saying, ‘We’ve been a free rider, and we’ve been able to benefit from everything that went into PCs and the Internet, and we have to continue to figure out how there will be open platforms.’”
On Valve’s interest in Linux
“The big problem that is holding back Linux is games. People don’t realize how critical games are in driving consumer purchasing behavior.
“We want to make it as easy as possible for the 2,500 games on Steam to run on Linux as well. It’s a hedging strategy. I think Windows 8 is a catastrophe for everyone in the PC space. I think we’ll lose some of the top-tier PC/OEMs, who will exit the market. I think margins will be destroyed for a bunch of people. If that’s true, then it will be good to have alternatives to hedge against that eventuality.
On the evolution of touch
“We think touch is short-term. The mouse and keyboard were stable for 25 years, but I think touch will be stable for 10 years. Post-touch will be stable for a really long time, longer than 25 years.
“Post touch, depending on how sci-fi you want to get, is a couple of different technologies combined together. The two problems are input and output. I haven’t had to do any presentations on this because I’m not a public company, so I don’t have any pretty slides.
“There’s some crazy speculative stuff. This is super nerdy, and you can tease us years from now, but as it turns out, your tongue is one of the best mechanical systems to your brain, but it’s disconcerting to have the person sitting next you go blah, blah, blah, blah.
“I don’t think tongue input will happen, but I do think we will have bands on our wrists, and you’ll be doing something with your hands, which are really expressive.”
On wearable computers
“I can go into the room and put on the $70,000 system we’ve built, and I look around the room with the software they’ve written, and they can overlay information on objects regardless of what my head or eyes are doing. Your eyes are troublesome buggers.”