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

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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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Meditation app Calm sacks one-fifth of staff | Meditation

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The US-based meditation app Calm has laid off 20% of its workforce, becoming the latest US tech startup to announce job cuts.

The firm’s boss, David Ko, said the company, which has now axed about 90 people from its 400-person staff, was “not immune” to the economic climate. “In building out our strategic and financial plan, we revisited the investment thesis behind every project and it became clear that we need to make changes,” he said in a memo to staff.

“I can assure you that this was not an easy decision, but it is especially difficult for a company like ours whose mission is focused on workplace mental health and wellness.”

The Calm app, founded in 2012, offers guided meditation and bedtime stories for people of all ages. It received a surge of downloads triggered by the 2020 Covid lockdowns. By the end of that year, the software company said the app had been downloaded more than 100 million times globally and had amassed over 4 million paying subscribers.

Investors valued the firm, which said it had been profitable since 2016, at $2bn.

In the memo, Ko went on: “We did not come to this decision lightly, but are confident that these changes will help us prioritize the future, focus on growth and become a more efficient organization.”

More than 500 startups have laid off staff this year, according to layoffs.fyi, a website that tracks such announcements.

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Let there be ambient light sensing, without data theft • The Register

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Six years after web security and privacy concerns surfaced about ambient light sensors in mobile phones and notebooks, browser boffins have finally implemented defenses.

The W3C, everyone’s favorite web standards body, began formulating an Ambient Light Events API specification back in 2012 to define how web browsers should handle data and events from ambient light sensors (ALS). Section 4 of the draft spec, “Security and privacy considerations,” was blank. It was a more carefree time.

Come 2015, the spec evolved to include acknowledgement of the possibility that ALS might allow data correlation and device fingerprinting, to the detriment of people’s privacy. And it suggested that browser makers might consider event rate limiting as a potential mitigation.

By 2016, it became clear that allowing web code to interact with device light sensors entailed privacy and security risks beyond fingerprinting. Dr Lukasz Olejnik, an independent privacy researcher and consultant, explored the possibilities in a 2016 blog post.

Olejnik cited a number of ways in which ambient light sensor readings might be abused, including data leakage, profiling, behavioral analysis, and various forms of cross-device communication.

He described a few proof-of-concept attacks, devised with the help of security researcher Artur Janc, in a 2017 post and delved into more detail in a 2020 paper [PDF].

“The attack we devised was a side-channel leak, conceptually very simple, taking advantage of the optical properties of human skin and its reflective properties,” Olejnik explained in his paper.

“Skin reflectance only accounts for the 4-7 percent emitted light but modern display screens emit light with significant luminance. We exploited these facts of nature to craft an attack that reasoned about the website content via information encoded in the light level and conveyed via the user skin, back to the browsing context tracking the light sensor readings.”

It was this technique that enabled the proof-of-concept attacks like stealing web history through inferences made from CSS changes and stealing cross origin resources, such as images or the contents of iframes.

Snail-like speed

Browser vendors responded in various ways. In May 2018, with the release of Firefox 60, Mozilla moved access to the W3C proximity and ambient light APIs behind flags, and applied further limitations in subsequent Firefox releases.

Apple simply declined to implement the API in WebKit, along with a number of other capabilities. Both Apple and Mozilla currently oppose a proposal for a generic sensor API.

Google took what Olejnik described his paper as a “more nuanced” approach, limiting the precision of sensor data.

But those working on the W3C specification and on the browsers implementing the spec recognized that such privacy protections should be formalized, to increase the likelihood the API will be widely adopted and used.

So they voted to make the imprecision of ALS data normative (standard for browsers) and to require the camera access permission as part of the ALS spec.

Those changes finally landed in the ALS spec this week. As a result, Google and perhaps other browser makers may choose to make the ALS API available by default rather than hiding it behind a flag or ignoring it entirely. ®



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4 supports that can help employees outside of work

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Everyone has different situations to deal with outside of the workplace. But that doesn’t mean the workplace can’t be a source of support.

Employers and governments alike are often striving to make workplaces better for everyone, whether it’s workplace wellbeing programmes or gender pay gap reporting.

However, life is about more than just the hours that are spent in work, and how an employer supports those other life challenges can be a major help.

Family-friendly benefits

Several companies have been launching new benefits and policies that help families and those trying to have children.

Job site Indeed announced a new ‘family forming’ benefit package earlier this year, which is designed to provide employees with family planning and fertility-related assistance.

The programme includes access to virtual care and a network of providers who can guide employees through their family-forming journey.

Vodafone Ireland introduced a new fertility and pregnancy policy in February 2022 that includes extended leave for pregnancy loss, fertility treatment and surrogacy.

And as of the beginning of 2022, Pinterest employees around the world started receiving a host of new parental benefits, including a minimum of 20 weeks’ parental leave, monetary assistance of up to $10,000 or local equivalent for adoptive parents, and four weeks of paid leave to employees who experience a loss through miscarriage at any point in a pregnancy.

Helping those experiencing domestic abuse

There are also ways to support employees going through a difficult time. Bank of Ireland introduced a domestic abuse leave policy earlier this year, which provides a range of supports to colleagues who may be experiencing domestic abuse.

Under the policy, the bank will provide both financial and non-financial support to colleagues, such as paid leave and flexibility with the work environment or schedule.

In emergency situations where an employee needs to immediately leave an abusive partner, the bank will help through paid emergency hotel accommodation or a salary advance.

In partnership with Women’s Aid, the company is also rolling out training to colleagues to help recognise the symptoms of abuse and provide guidance on how to take appropriate action.

Commenting on the policy, Women’s Aid CEO Sarah Benson said employers who implement policies and procedures for employees subjected to domestic abuse can help reduce the risk of survivors giving up work and increase “feelings of solidarity and support at a time when they may feel completely isolated and alone”.

A menopause policy

In 2021, Vodafone created a policy to support workers after a survey it commissioned revealed that nearly two-thirds of women who experienced menopause symptoms said it impacted them at work. A third of those who had symptoms also said they hid this at work. Half of those surveyed felt there is a stigma around talking about menopause, which is something Vodafone is seeking to combat through education for all staff.

Speaking to SiliconRepublic.com last year, Vodafone Ireland CEO Anne O’Leary said the company would roll out a training and awareness programme to all employees globally, including a toolkit to improve their understanding of menopause and provide guidance on how to support employees, colleagues and family members.

In Ireland, Vodafone employees are able to avail of leave for sickness and medical treatment, flexible working hours and additional care through the company’s employee assistance programme when going through the menopause.

Support hub for migrants

There are also initiatives to help people get their foot on the employment ladder.

Earlier this year, Tánaiste Leo Varadkar, TD launched a new service with education and employment supports for refugees, asylum-seekers and migrants.

The Pathways to Progress platform is part of the Open Doors Initiative supporting marginalised groups to access further education, employment and entrepreneurship in Ireland.

As part of the initiative, member company Siro offered a paid 12-week internship programme for six people who are refugees. The internships include job preparation, interview skills and access to the company’s online learning portals.

Open Doors Initiative CEO Jeanne McDonagh said the chance to land a meaningful job or establish a new business is key to people’s integration into Ireland, no matter what route they took to get here.

“Some are refugees, some are living in direct provision, some will have their status newly regularised, and others will come directly for work,” she said. “Our new service aims to support all migrants in finding a decent job as they prepare to enter the Irish workforce, and to support employers as they seek to build an inclusive culture in their workplaces.”

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