Sam Bankman-Fried Will Move From New York Jail to California

Sam Bankman-Fried, or SBF, the disgraced cryptocurrency executive who was sentenced to 25 years in prison for fraud, will be transferred from Brooklyn, New York, to Mendota, California, against his wishes, the Wall Street Journal reports.

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Google introduces password sharing for family members

Google’s Password Manager now allows password sharing, albeit in a limited way with family members, Android Authority has reported. “With this new feature, you can now securely share your passwords with your family group in Google Password Manager. When you share a password, your family members will receive a copy of it in their Google Password Manager, ready to be used,” Google wrote in a support document.

Google first announced the feature in February 2024 as part of Safer Internet Day, but it’s finally rolling the feature out as part of its May 2024 Google Play Services update v24.20. Password sharing is strictly limited to members of a family group, so you’ll need to create one and add any members to use it.

Google password sharing
Android Authority

If you do have a family group, a “share” button should appear as an option in Google’s Password Manager. However, Android Authority noted that the feature may not yet be enabled in the desktop version of Chrome. 

Earlier, Google wrote about potential examples of using it, like if “two members of a family are coordinating with daycare through a single account, or a child is letting a parent access their school assignments.” 

This article originally appeared on Engadget at https://www.engadget.com/google-introduces-password-sharing-for-family-members-123018295.html?src=rss

How The Dark Knight Helped Bring Fallout to Life

Besides the name “Nolan,” The Dark Knight and Fallout don’t have much in common. One is based on a comic book, the other a video game. One is set in a modern setting, the other is post-apocalyptic. But Jonathan Nolan, co-writer of The Dark Knight and executive producer of Fallout, found the approach to one had a big…

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Volkswagen indefinitely delays the ID.7 electric sedan’s arrival in North America

Volkswagen has delayed the launch of its ID.7 sedan in the US and Canada. Before Wednesday’s indefinite postponement, the automaker had slated the EV’s North American launch for this year. The ID.7, which was set to be Volkswagen’s first electric sedan in the US, has seen high demand in Europe, where it arrived last year.

“As market dynamics continue to change, Volkswagen is delaying the introduction of the ID.7 sedan in the U.S. and Canada,” the automaker wrote in a press release announcing the delay. Volkswagen added that its Microbus is still slated for a Q4 2025 stateside arrival. The company also touted in its press release how well its electric SUVs did in North America during Q1 2024.

Shadow sepia-like image of the Volkswagen ID.7 electric sedan.
Volkswagen

Volkswagen confirmed to Engadget sister site Autoblog that it doesn’t currently have a new timeline for the delayed ID.7 in North America, not an encouraging sign for folks who were eagerly waiting for the sedan. The Verge notes that the model would fill a gap in the American electric industry’s offerings: a decently affordable electric sedan. Right now, most non-SUV electric vehicles in the American market sit on the high end of the pricing spectrum, starting at around $70,000.

The European ID.7 is an “upper mid-size” EV sedan that merges a powerful and efficient 282-hp motor with a 77-kWh battery. Rated for around 300 miles of range, it was expected to start at around $50,000 in the US.

This article originally appeared on Engadget at https://www.engadget.com/volkswagen-indefinitely-delays-the-id7-electric-sedans-arrival-in-north-america-175929524.html?src=rss

How The Dark Knight Helped Bring Fallout to Life

Besides the name “Nolan,” The Dark Knight and Fallout don’t have much in common. One is based on a comic book, the other a video game. One is set in a modern setting, the other is post-apocalyptic. But Jonathan Nolan, co-writer of The Dark Knight and executive producer of Fallout, found the approach to one had a big…

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OpenAI didn't intend to copy Scarlett Johansson's voice, 'The Washington Post' reports

OpenAI cast the actor of Sky’s voice months before Sam Altman contacted Scarlett Johansson, and it had no intention of finding someone who sounded like her, according to The Washington Post. The publication said the flier OpenAI issued last year looked for actors that had “warm, engaging [and] charismatic” voices. They needed to be between 25 and 45 years old and had to be non-union, but OpenAI reportedly didn’t specify that it was looking for a Scarlett Johansson voice-alike. If you’ll recall, Johansson accused the company of copying her likeness without permission for its Sky voice assistant.

The agent of Sky’s voice told The Post that the company never talked about Johansson or the movie Her with their talent. OpenAI apparently didn’t tweak the actor’s recordings to sound like Johansson either, because her natural voice sounded like Sky’s, based on the clips of her initial voice test that The Post had listened to. OpenAI product manager Joanne Jang told the publication that the company selected actors who were eager to work on AI. She said that Mira Murati, the company’s Chief Technology Officer, made all the decisions about the AI voices project and that Altman was not intimately involved in the process.

Jang also told the publication that to her, Sky sounded nothing like Johansson. Sky’s actress told The Post through her agent that she just used her natural voice and that she has never been compared to Johansson by the people who know her closely. But in a statement Johansson’s team shared with Engadget, she said that she was shocked OpenAI pursued a voice that “sounded so eerily similar” to hers that her “closest friends and news outlets could not tell the difference” after she turned down Altman’s offer to voice ChatGPT. 

Johansson said that Altman first contacted her in September 2023 with the offer and then reached out again just two days before the company introduced GPT-4o to ask her to reconsider. Sky has been one of ChatGPT’s voices since September, but GPT-4o gave it the power to have more human-like conversations with users. That made its similarities to Johansson’s voice more apparent — Altman tweeting “her” after OpenAI demonstrated the new large language model didn’t help with the situation and invited more comparisons to the AI virtual assistant Johansson voiced in the movie. OpenAI has paused using Sky’s voice “out of respect” for Johansson’s concerns, it wrote in a blog post. The actor said, however, that the company only stopped using Sky after she hired legal counsel who wrote Altman and the company to ask for an explanation. 

If you’re wondering if Sky truly does sound like Johansson, we embedded a video below so you can judge for yourself. It’s a recording of Johansson’s statement as read by the Sky voice assistant, posted by Victor Mochere on YouTube. Opinions in the comment section are divided, with some saying that it does sound like her if she were robotic, while others say that the voice sounds more like Rashida Jones.

This article originally appeared on Engadget at https://www.engadget.com/openai-didnt-intend-to-copy-scarlett-johanssons-voice-the-washington-post-reports-041247992.html?src=rss

How The Dark Knight Helped Bring Fallout to Life

Besides the name “Nolan,” The Dark Knight and Fallout don’t have much in common. One is based on a comic book, the other a video game. One is set in a modern setting, the other is post-apocalyptic. But Jonathan Nolan, co-writer of The Dark Knight and executive producer of Fallout, found the approach to one had a big…

Read more…

Volkswagen indefinitely delays the ID.7 electric sedan’s arrival in North America

Volkswagen has delayed the launch of its ID.7 sedan in the US and Canada. Before Wednesday’s indefinite postponement, the automaker had slated the EV’s North American launch for this year. The ID.7, which was set to be Volkswagen’s first electric sedan in the US, has seen high demand in Europe, where it arrived last year.

“As market dynamics continue to change, Volkswagen is delaying the introduction of the ID.7 sedan in the U.S. and Canada,” the automaker wrote in a press release announcing the delay. Volkswagen added that its Microbus is still slated for a Q4 2025 stateside arrival. The company also touted in its press release how well its electric SUVs did in North America during Q1 2024.

Shadow sepia-like image of the Volkswagen ID.7 electric sedan.
Volkswagen

Volkswagen confirmed to Engadget sister site Autoblog that it doesn’t currently have a new timeline for the delayed ID.7 in North America, not an encouraging sign for folks who were eagerly waiting for the sedan. The Verge notes that the model would fill a gap in the American electric industry’s offerings: a decently affordable electric sedan. Right now, most non-SUV electric vehicles in the American market sit on the high end of the pricing spectrum, starting at around $70,000.

The European ID.7 is an “upper mid-size” EV sedan that merges a powerful and efficient 282-hp motor with a 77-kWh battery. Rated for around 300 miles of range, it was expected to start at around $50,000 in the US.

This article originally appeared on Engadget at https://www.engadget.com/volkswagen-indefinitely-delays-the-id7-electric-sedans-arrival-in-north-america-175929524.html?src=rss

INDIKA weaves a mature tale of absurdity, hypocrisy and sexual violence

This story contains discussions of sexual violence.

Multiple scenes from INDIKA are seared into my brain. A palm-sized person crawls out of a nun’s mouth and runs down her arm, frenzied, in the middle of a Catholic ritual. A man is suspended in the air, his torso impaled on a strip of curling rebar, while a guitarist gently encourages him to die. Dozens of bus-sized fish dangle on rotating spits above a blazing silo. The mangled head of a feral dog flops repeatedly against the gears of a mill, neck limp and tongue lolling. The sudden glimpse of a demon: gray skin, too many arms and joints bent the wrong way, bug-like and hulking. When I move, it moves.

Back at home in front of my PC, my skin prickles with goosebumps. INDIKA generates visceral reactions effortlessly and always with a tinge of surprise. It’s a (mostly) third-person narrative adventure set in an alternative 19th century Russia, and it stars an ostracized nun, Indika, who has the devil’s voice in her head. From this foundation, the game offers a flurry of whimsical absurdity and raw human suffering, and even as its visual and mechanical styles shift from scene to scene, everything comes together in a cohesive package. INDIKA is a masterful example of maturity in video games.

INDIKA
Odd Meter

The devil is Indika’s constant companion. As she travels from her convent to deliver a letter in another village, the voice in her head gleefully vocalizes her cruelest thoughts and points out the hypocrisies built into Catholicism, her chosen religion. The devil speaks like he’s narrating a children’s book, a Rumpelstiltskin glee dripping from every syllable as he tells Indika how weak, unloved and naive she is. Indika debates him and, at a few points, he splinters reality around her, opening deep cracks in the scenery, revealing new pathways and filling the world with a red glow. Players can hold down a button to pray, keeping his machinations at bay. To progress in these scenes, Indika has to shift between the devil’s reality and her own, inviting him in at specific moments to make use of his hellish platforms. Indika becomes more comfortable with the devil in her mind as the game progresses, and the “press X to pray” moments are just the first examples of their uneasy alliance.

As a piece of religious criticism, INDIKA plays all the hits. Its jokes about the manipulation, hypocrisy and rigid inhumanity of Catholicism are clear and sharp, though not particularly revelatory. The devil’s laughing tone makes every line sound like a lullaby, and to my ears — an atheist who grew up Catholic and was extremely confused by the gaudy, culty exclusion being preached every Sunday — INDIKA is soul-soothing. The game never fully explains whether Indika is experiencing a psychotic break or is truly possessed by the devil in this world; everything exists in the gray area where both of these states meet. Psychosis or Satan, it’s all incredibly real to Indika.

INDIKA is underpinned by a delirious tension between levity and agony, and the developers at Odd Meter got the rhythm just right. Indika’s reality is a frozen hellscape filled with pain, betrayal and isolation, but it also has laugh-out-loud moments that feel more like a rom-com than a psychodrama about a sad nun. The game also slips into a lighter visual style as it delves into her past, mining memories out of pixelated platformers in sun-drenched environments. These contrast sharply against the 3D brutalism of the main scenes, and they’re incredibly engaging, offering smooth jumps with tricky timings.

INDIKA
Odd Meter

This is a game that requires an escape every now and then, and moments of reprieve are built into its progression, perfectly positioned to ease the anxiety as it reaches a fever pitch.

About a quarter of the way through the game, Indika encounters a blood-chilling scene: Through the crack of a doorway, she sees and hears a man attempting to rape a woman, scuffles and screams spilling into the hallway. Indika freezes, accidentally makes a noise, and then hides in a closet as the assaulter turns his attention toward the interruption. The devil taunts Indika — “Did you see the size of that thing?” and “Maybe you wanted to join them?” — as the man searches for her. The danger of the situation bursts through the screen, heavy and white-hot.

This is horror.

Minutes later, Indika is driving a steampunk motorcycle with a trailer full of corpses down a winding path, an unexpected friend perched on the bodies behind her, throwing out cheeky one-liners. Suddenly, it feels like the beginning of a buddy-cop movie. The shift in tone is a huge relief, and this balance of extremes is something that INDIKA does with incredible deftness, time and time again. The (first) sexual assault scene is quick and powerful, showing enough to drive home the depravity of the situation without becoming gratuitous. After I played through it, I took a deep breath, collected myself, and then dove back into the game, eager to uncover more of its commentary. The handling of this topic increased my trust in the developers’ artistic instincts and their ability to reveal the nature of true terror; it made me more invested in the rest of the game.

INDIKA
Odd Meter

Of all the memorable visuals in INDIKA, one remains particularly vibrant in my mind’s eye. Indika is kneeling in a prison cell and a guard enters alone, his intentions clear. He puts his hand on the back of Indika’s head and reality breaks like it often does in this game — but this time it’s softer, slower and all-encompassing. The screen becomes a red pool, and in the center, Indika and the devil float around each other like amoebae in a petri dish, quietly discussing the injustices of human existence. Indika dissociates while her body experiences violence, and the scene lingers on the red womb, providing space for players to absorb the situation from an artistic and philosophical distance. It’s authentic and powerful. It’s oddly calming.

INDIKA stands out for these moments of sexual violence, each so delicately handled. The video game industry in particular is built on a foundation of physical violence — guns, war, blood and murder — but there aren’t many games that broach the subject of sexual abuse. This is largely for the best, as sexual violence is a topic that we’re still learning how to talk about on a cultural scale. It’s the ugliest side of humanity, the most uncomfortable to address, yet it’s pervasive. Sexual abuse is as worthy of compassionate discussion as gun violence, but for a multitude of societal and individual reasons, it’s much harder to look at directly.

Interactive media in particular can be a powerful vessel for immersion and revelatory storytelling. Sexual violence demands empathy if it’s going to be included in any piece of entertainment media, and this is particularly true in video games, where players are acting out the events, placing themselves in the character’s shoes, getting lost in their second-to-second actions. There’s high risk in telling a story about sexual abuse in a video game, and it’s not only about alienating or offending a portion of the audience. The risk lies in the potential to literally retraumatize players. Mishandling a topic like rape can be damaging and perpetuate harmful messages about power, autonomy and self-worth in the real world.

INDIKA
Odd Meter

The best outcome for creators who don’t know how to approach the topic is to leave it alone, and for the most part, video game developers have. The alternative — adding sexual violence to a game without understanding the cruelty of the act, using it for shock value or lazily turning it into a point of motivation for a separate character — will always be much more upsetting.

For example, Immortality. This is one of the few contemporary games that uses sexual violence as a plot point, and, to me, its lens feels lecherous rather than poignant. Immortality employs real-life actors and puts the abuse itself center-screen, using the guise of edgy commentary to let the camera linger on extended scenes of softly lit molestation, the woman’s body in greater focus than her pain. The sexual abuse in Immortality feels like voyeuristic fantasy.

INDIKA, on the other hand, centers the person receiving the violence and reveals the true horror of the act. INDIKA demonstrates how a video game can tell a strange and beautiful story that involves sexual abuse, and proves it can be done without overwhelming the narrative or flow. These scenes add layers of insight and emotional heft to Indika’s journey, revealing truths about her psyche and her world. It’s encouraging to see these themes explored so deftly in a piece of interactive art.

INDIKA is not solely about sexual violence. The bulk of the game is filled with puzzles, platforming and witty wordplay from the devil, and most of it plays out in engaging and ridiculous ways. Plenty of segments in INDIKA are downright jovial, with a warped sense of humor that reminds me of Alice in Wonderland (or, more appropriately, American McGee’s Alice). However, it doesn’t shy away from the dark realities of Indika’s world, where rape is as pervasive as gun violence, war and religious oppression. The assault scenes — presented alongside running themes of death, manipulation, isolation, shame, guilt and cruelty — solidify one of INDIKA’s core messages: With a world like this, how much worse can Hell really be?

This article originally appeared on Engadget at https://www.engadget.com/indika-weaves-a-mature-tale-of-absurdity-hypocrisy-and-sexual-violence-182019378.html?src=rss

Human Infected With Bird Flu in Michigan, Only the Second Case of Current Outbreak

The state of Michigan reported its first human case of H5N1, commonly called the bird flu, on Wednesday according to a press release from Michigan Health and Human Services. It’s just the third human case ever detected in the U.S. and the second of the current outbreak that has alarmed public health officials who are…

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