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How remote work opened the floodgates to ransomware | Cybercrime

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Ransomware has roared into the headlines in recent weeks after criminal hacking networks, tentatively linked to Russia, launched attacks on the major US meat packing plant JBS and the nation’s largest fuel pipeline.

Joe Biden and his administration are scrambling to address the growing threat, pressing Vladimir Putin in a highly anticipated meeting on Wednesday to take action against the rise of ransomware attacks. Biden said he gave Putin a list of 16 areas – mostly in critical infrastructure – that are “off limits” for cyberattacks.

Ransomware has long posed a cybersecurity threat to companies and infrastructure, but experts say the problem has exploded in recent years. Last year was especially egregious, with ransomware victims in the US paying out nearly $350m, according to the global security group the Institute for Security and Technology – a 311% increase over 2019.

The FBI director, Christopher Wray, highlighted this startling figure at a congressional hearing. “Ransomware alone, the total volume of amounts paid in ransomware has tripled over the last year,” Wray said. “We think the cyber threat is increasing almost exponentially.”

Experts attribute the surge to a number of factors, but they say one of the most critical has been the shift to remote working during the pandemic.

“When you are working from home, you are not behind the castle walls anymore,” said John Hammond, a cybersecurity researcher at the security firm Huntress. “You are working with your own devices, away from the safe perimeter of corporate networks.”

Criminals have found an increasingly lucrative path in ransomware attacks, in which a hacker breaks into a company or government’s network and seizes data or systems, demanding payment for their return. Employees on computers outside the safety of office networks face more risks. Company networks generally only allow trusted devices to connect, reducing the risk of outside actors or malware entering. They also often have stronger protections in place than the average consumer wifi network.

“The transition that we’re seeing to working from home has contributed dramatically to the rise in successful ransomware attacks,” said Israel Barak, the chief information security officer at the security firm Cybereason. “There are a lot more open doors to access networks now that employees are working remotely.”

One of the most consequential ransomware hacks in recent months, on the Colonial Pipeline – which shut down systems that supply 45% of the eastern United States’ fuel – has now been attributed to the breach of a virtual private network, commonly used by remote employees to connect to a company system.

VPNs are the most secure way for employees to connect to a corporate network from home, but they can pose their own risks if they are out of date or do not use multi-factor authentication.

A spokesman for Colonial Pipeline said the VPN that was compromised was an older model and not the VPN that employees were actively using to remotely access the Colonial network.

But experts say any time employees work offsite using their own networks, risks are involved. There have been a number of documented attacks on companies carried out through VPN access since the pandemic began, including on the Japanese game developer Capcom and a European industrial firm.

Stephanie Hinds, acting US attorney for the northern district of California, peaks about the Colonial Pipeline ransomware attack during a news conference.
Stephanie Hinds, acting US attorney for the northern district of California, peaks about the Colonial Pipeline ransomware attack during a news conference. Photograph: Jonathan Ernst/UPI/REX/Shutterstock

In June 2020, the justice department identified a Russian ransomware group that was deliberately targeting people who work from home during the pandemic to access corporate and government networks.

Corporate and government offices have a number of measures in place meant to keep bad actors out, said Joseph Carson, the chief security scientist at the cloud security firm Thycotic. That includes secure internet routers with unique passwords, firewalls that monitor incoming traffic and keep out threats, and company devices with additional security in place.

“Most of those protections are pretty much useless when the devices have been moved to the public internet,” he said.

Though not a ransomware attack, the hack of Twitter in 2020 July was more directly attributed to remote working. Hackers called several Twitter employees claiming to be IT department employees and offered to help connect through the company’s virtual private network being used by employees working from home. The 17-year-old hacker behind that heist collected $117,000 in bitcoin from the attack.

Security breaches at large have also been on the rise over the past year. The vast majority of IT teams – 82% – experienced an increase in cyberattacks in 2020, according to a survey from security firm Sophos.

Attacks are rising not only because of remote working but as criminals become more organized and ransomware attacks become easier to execute, said Rahul Telang, a professor of information systems at Carnegie Mellon. The rise of cryptocurrency, which is easier to send online and less traceable than traditional money orders, has facilitated the trend.

“Bitcoin has made it much easier for these people to extract money,” he said. “We have got the combination of information security getting significantly worse with the rise of cryptocurrency.”

Meanwhile, the House homeland security committee has recently advanced multiple bills aimed at enhancing cybersecurity in the wake of the Colonial Pipeline hack.

The Biden administration is also working to improve cybersecurity responses. It issued a letter to corporate executives and business leaders on what the private sector needs to be doing to protect against ransomware threats – including practices like multifactor authentication, encryption, and skilled security teams. Companies were also advised to back up data and test systems regularly.

“The threats are serious and they are increasing,” Anne Neuberger, a cybersecurity adviser at the National Security Council, said in the letter. “We urge you to take these critical steps to protect your organizations and the American public.”



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Pushing Buttons: Happy 50th birthday to Atari, whose simple games gave us so much | Games

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Welcome to Pushing Buttons, the Guardian’s gaming newsletter. If you’d like to receive it in your inbox every week, just pop your email in below – and check your inbox (and spam) for the confirmation email.

Sign up for Pushing Buttons, our weekly guide to what’s going on in video games.

This week marks a truly important video game anniversary: it is 50 years since Nolan Bushnell and Ted Dabney incorporated Atari Inc, the company that laid the foundations for the video games industry. There have been many appraisals of the company and its landmark achievements in the games press over the past few days – from the arrival of a Pong machine in Andy Capp’s Tavern in Sunnyvale, California, in 1972, through classic titles such as Breakout, Asteroids and Missile Commands, to the iconic home consoles. So many moments of creative genius, so many genres, concepts and conventions bursting into existence at the hands of scruffy engineers and designers such as Ed Logg, Larry Kaplan and Dona Bailey.

But one element that often gets overlooked in these nostalgic reveries is the way in which Atari taught the first generation of electronic gamers how to think symbolically. With two rectangles and a square, Pong invited us to visualise tennis, while Night Driver’s series of moving rectangles convinced us we were driving a car. Some will point to the 1972 console the Magnavox Odyssey as the originator of these concepts, but it was Atari putting them in arcade machines – and later consoles –all over the world.

It was also Atari that generated a whole universe around its simple games. Through beautiful cabinet designs, expert use of iconography and graphic design, and the gorgeous illustrations on its Atari VCS cartridges, the company sought to simulate the imagination of players before they even held the controller. The boxes for titles such as Berzerk and Defender, all highly abstract and visually simple games, were alive with drama; they showed human characters, explosions and colours that were impossible to achieve on screen at the time, quietly providing players with the imaginative tools they needed to become immersed. Would we have cared so much about the fate of the lifeless rock at the base of the screen in Missile Command if it hadn’t been for George Opperman’s package art? The tense commander at his desk, the explosions, the missiles seemingly scorching out of the box itself …

It was George Opperman who also designed Atari’s now legendary logo, consisting of three simple lines, the two exterior shafts curving inwards toward the peak. Over the years Opperman claimed many influences for his design – Mount Fuji, Japanese alphabet symbols, Pong itself – personally, I’ve always viewed it as a spaceship. But it’s how the image seems to sum up the excitement and futuristic promise of the company that really matters. When we see the logo flash briefly on the screen in Ridley Scott’s Blade Runner, it’s a quick visual signifier that this is a highly technological landscape. It fits in perfectly with a world of androids and flying cars.

Nolan Bushnell saw how video games could naturally bleed from the screen into real space, meat space. During the 1970s, the industry started in pubs and taverns, then moved into arcades and eventually the home, and they had effects on all of them: they changed behaviours and got written into our lives in subtle ways. His introduction of the Chuck E Cheese pizza restaurant chain, which combined family eating with a video game arcade, brilliantly monetised the ways that games, although graphically simple, had worked their way from the TV screen to dinner table conversation. We laugh about how the original VCS console had wood panelling, but this was a deliberate attempt to ape the aesthetics of the 1970s living room, with its wooden furniture, TV and stereo cabinets. Atari understood that assimilation would be a vital element of success.

Even now, in this age of near photorealism, video games rely on the kind of abstractions that Atari perfected. The heart symbols to denote the number of lives we have left; the heavy use of icons and exterior narratives; the endless references to familiar cinema tropes. We saw Atari being played on TV shows and films, we saw Atari in comics. While its games were still being drawn with two sprites each a single byte in size, the iconography of Atari was out there in the world. It’s something Nintendo would learn from, and later Sony, with its cultural melting pot of a console: the PlayStation. Atari was a myth maker too: from the Easter egg hidden in Adventure to the buried copies of E.T. in the California desert, the company itself became a source of digital folklore that took on meanings beyond anything portrayed on your TV.

50 years ago, Atari began to show us that games exist in a strange liminal space between the screen and the brain, and they are constantly able to escape. The dots on the screen are only ever part of the picture, and the picture never stops moving.

What to play

This week we recommend the knockout Capcom Fighting Collection.
This week we recommend the knockout Capcom Fighting Collection. Photograph: Capcom

While we’re in a nostalgic mood, I’m really enjoying Capcom Fighting Collection. You’d probably expect a dozen famous titles from the Street Fighter series, but that’s already been covered by Street Fighter 30th Anniversary Collection. Instead, we get five games from the spooky, goth-infused Darkstalkers series, the mid-1990s fantasy-themed Red Earth and a bunch of offbeat Street Fighter dalliances including the ridiculously compelling Super Puzzle Fighter II Turbo, which brilliantly combined fighting game dynamics with … Tetris. The games are filled with blistering attacks and truly imaginative character designs, all lovingly updated for the modern era.

Available on: PC, PS4, Switch, Xbox One
Approximate playtime: As long as you want

What to read

  • Eurogamer is running a whole series of features for Pride, including this piece talking to Captain Fluke about being the first openly trans esports commentator and this one on the joy of gay fan faction and mods. Elsewhere, IGN has listed its favourite ever LGBT+ characters in video games.

  • Verge has a really interesting piece on a group of creatives making branded worlds for big companies in Fortnite. Everyone talks about Facebook when referencing the coming era of the metaverse, but I’m pretty sure Fortnite is going to be just as important as an explorable shared space for interconnected worlds – and the advertising potential therein.

  • We also found out this week that Hidetaka Miyazaki, the creative genius behind Dark Souls and Elden Ring, is almost finished on his next project. This is good news for me as, after 225 hours, I’m nearing the end of Elden Ring and would be very happy to slide straight into his next game if possible.

  • If I’ve got you interested in Atari’s design and illustration philosophy, The Art of Atari by Tim Lapetino is a gorgeous book. For a more technical analysis of the company, try Racing the Beam: The Atari Video Computer System by Nick Montfort and Ian Bogost.

What to click

‘A little bit addictive and the right amount hard’: new video game is based on poems of Emily Dickinson

Cannon Arm and the Arcade Quest review – lovable gamers on mission to break record

Fire Emblem Warriors: Three Hopes review – wild battles liven up a familiar anime franchise

Melbourne startup raises $9m for mental wellness game based on tending houseplants

Question block

This week’s question comes from Tim and his daughter Caitlin, and is answered by Keza:

“We got really into Hades over lockdown, loving the ‘it’s the same each time but really different too’ concept as well as the lore and the artwork. Can you recommend a similar game that we could play together?”

Hades is what’s known as a roguelike – one of those games where you have to start again from the beginning each time, but each playthrough throws different challenges at you – and, happily for you both, this genre has been having a moment over the past few years. Hades is a contender for the very best game in this genre, so it’s hard to rival, but here are some others to try.

Dead Cells is a kind of cyberpunk-fantasy action game where you gradually explore a shapeshifting castle; Spelunky 2 has you delving down below the Earth through caves full of amusing hazards, and has a great sense of humour (you can also play co-op); Into the Breach is something a little different, a strategy game where you have to defend the world from hostile invaders, travelling back in time after each failed attempt. And for a story and art style as good as that of Hades with a different gameplay feel, try developer Supergiant’s previous games Pyre, Transistor and Bastion, if you haven’t already.

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China says it has photographed all of Mars from orbit • The Register

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China is claiming that as of Wednesday, its Tianwen-1 Mars orbiter has officially photographed the entire Red Planet. And it’s shown off new photos of the southern polar cap and a volcano to prove it.

“It has acquired the medium-resolution image data covering the whole globe of Mars, with all of its scientific payloads realizing a global survey,” state-sponsored media quoted the China National Space Administration (CNSA) announcing.

Among the images are one of Mount Askra with its crater, shots of the South Pole whose ice sheet is believed to consist of solid carbon dioxide and ice, the seven-kilometer deep Valles Marineris canyon, and the geomorphological characteristics of the rim of the Mund crater.

Mount Askela

Mount Askela. Click to enlarge

Mars South Pole

Mars South Pole. Click to enlarge

Valles Marineris

Valles Marineris. Click to enlarge

Geomorphology of the rim of the Mund Crater

Mund crater. Click to enlarge

Tianwen-1 had been in orbit around Mars for 706 days. The orbiter circled Mars 1,344 times, as of an announcement from CNSA. The space org said Tianwen-1 has completed its scheduled missions.

In conjunction with its rover Zhurong, Tianwen-1 amassed 1,040 gigabytes of raw scientific data through 13 onboard scientific payloads.

The mission has allowed CNSA to observe solar occultation and solar wind together with international observatories – including those in Russia, Germany, Italy, Australia and South Africa – to improve the accuracy of space weather forecasts. Good news for Matt Damon.

CNSA said it will share more scientific data with the international community in due course.

In December, Zhurong and the European Space Agency’s Mars Express spacecraft performed an in-orbit relay communication test to demonstrate it was possible to relay data from Zhurong back to Earth via Mars Express. The demonstration was successful, if a bit complicated – Mars Express had to “listen” for Zhurong since the rover was unable to communicate directly because the frequencies used don’t match.

Even though the mission is officially over, the orbiter and rover are still in working order. The orbiter will stay in orbit and continue its remote sensing and data relay activities while Zhurong will hibernate until weather conditions improve – likely in December. ®

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Collisons join A-list backers of Entrepreneur First’s $158m Series C

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Founded in 2011, Entrepreneur First’s portfolio has grown to more than 500 companies, which together are worth more than $10bn.

London-based scale-up investor Entrepreneur First has raised $158m in a Series C funding round, with backing from some of the world’s biggest tech founders.

The funding round included participation from Stripe co-founders Patrick and John Collison. They were joined by Wise co-founder Taavet Hinrikus (who also launched a new VC fund this week), LinkedIn co-founder Reid Hoffman, WordPress co-founder Matt Mullenweg, Monzo co-founder Tom Blomfield, Nested co-founder and CEO Matt Robinson, and many others.

There was also investment from longstanding institutional backers such as Transpose Platform, Vitruvian Partners, Encore Capital and Isomer Capital.

“It feels right that this round of funding comes from the most successful technology founders of today,” Entrepreneur First CEO Matt Clifford said. “Their support will build their counterparts of tomorrow.”

Founded in 2011, Entrepreneur First describes itself as “the best place in the world to meet your co-founder”. It says the best companies come from co-founding partnerships, but that finding the right person can be hugely challenging.

Entrepreneur First invests in early-stage founder talent. It works to bring people together from all walks of life to help meet potential co-founders, while giving them access to advisers in a three-month programme.

The company currently has 120 employees with offices in London, Toronto, Paris, Berlin, Bangalore and Singapore.

Its portfolio now includes more than 500 companies, which together exceed $10bn in value. These companies include computer vision unicorn Tractable, employment platform Omnipresent and advertising infrastructure platform Permutive.

“We built a way for the world’s most talented people, from all walks of life, to come together to find co-founders and build from scratch,” Clifford said. “Now, that fix has introduced co-founders who wouldn’t have otherwise met, to build companies that wouldn’t have been built.”

Entrepreneur First aims to see the value of companies built from its platform cross $100bn and beyond in the years to come.

“What we do may no longer seem crazy, as it did 10 years ago,” Clifford added. “But we’re just as committed to keep innovating to serve entrepreneurs better – and be the best place in the world to find a co-founder.”

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