Category Archives: Technology

Apple issues new warning: Keep your iPhone six inches away from your pacemaker

In a notice published on Apple’s support page Saturday, the company expanded upon previously issued safety information, warning users that iPhones contain magnets and radios that emit electromagnetic fields, both of which “may interfere” with medical devices such as implanted pacemakers and defibrillators.
The Saturday notice specifically warns users about “the magnets inside” all four iPhone 12 models, as well as MagSafe accessories. Apple (AAPL) notes that iPhone 12 versions contain more magnets than prior iPhone models, but it also said they don’t pose a greater risk of magnetic interference with medical devices than earlier models.

Apple said in the update that medical devices can contain sensors that may react to magnets or radio waves that come in close proximity. The company recommends keeping iPhones and MagSafe chargers a “safe distance” away from medical devices — which it defines as more than 6 inches apart, or 15 inches apart when wirelessly charging.

When Apple unveiled the iPhone 12 last fall, the company also announced the return of MagSafe — formerly a beloved MacBook feature — for the iPhone. Customers can buy MagSafe charging docks to wirelessly juice-up their devices, and other magnetic accessories including cases and wallets that attach to the back of the phones.
Apple did not immediately respond to a request for comment on why it is now expanding on the safety guidance. But the Heart Rhythm Journal released a report earlier this month claiming that the magnets in the iPhone 12 that make it compatible with MagSafe accessories could interfere with an implanted defibrillator.

“Consult your physician and medical device manufacturer for information specific to your medical device and whether you need to maintain a safe distance of separation between your medical device and iPhone or any MagSafe accessories,” Apple said in the notice. “Manufacturers often provide recommendations on the safe use of their devices around wireless or magnetic products to prevent possible interference.”

If a customer feels like their iPhone 12 or MagSafe charger is interfering with their medical device, they should stop using them, Apple said.

Another thing iPhone 12 users should be aware of when using MagSafe chargers: Avoid placing credit cards, security badges, passports or key FOBs between your phone and your MagSafe charger, as the magnets might damage magnetic strips or RFID chips in these items, Apple warns. If you have a phone case that holds such items, be sure to remove them before wirelessly charging your device.

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How Final Fantasy VII Remake legitimizes sexuality and gender identity

In Final Fantasy VII, spiky-haired protagonist Cloud Strife fights countless battles. But when he arrives in the red-light district called Wall Market, he faces what might be his greatest challenge: cross-dressing. To rescue his childhood friend and ally Tifa Lockhart from a seedy old slumlord, Cloud infiltrates an adults-only establishment called the Honey Bee Inn. The catch: to get to her, he must go undercover as a woman.

In the original 1997 version of FFVII, Cloud’s drag transformation is played for laughs. Undertones of queer panic and derision punctuate nearly every character interaction while he’s dressed in a frilly, lavender frock. The audience is supposed to guffaw at this warrior clad in women’s clothing, tamping down any inherent issues of sexual identity and expression that could be attached to the scene. Final Fantasy VII, while heartfelt, dramatic, and in many ways beautiful, was never what could be interpreted as “in tune” with its sexual side.

Nearly 25 years later, Final Fantasy VII Remake flipped the script. A narrative that was once eager to mock Cloud’s dalliances in drag, and which turned a blind eye to the sexual implications of the situation, has morphed. In Remake, this scene blossoms into a brilliant and daring piece of media that encourages the exploration and freedom of one’s sexual identity. It also legitimizes both the cisgender and queer desires that certain characters harbor.

That doesn’t mean Final Fantasy VII Remake has added explicit sex scenes in the vein of The Witcher 3 or that it needed more mature content in the first place. But now, instead of pointing and laughing at Cloud in a dress or pretending its heroines are too innocent to go after what they want, Final Fantasy VII Remake paves the way for more sexual awakenings. Though plenty of games that came after Final Fantasy VII were quick to add in this type of content, it’s refreshing to see a classic coming around in this fashion, even if it took an agonizingly long time.

A classy kind of brothel

The remake’s greatest change in this regard happens in the Honey Bee Inn itself. The locale has been retconned significantly, doing away with the outdated, seedy vision of what society believes a brothel should be. The Inn is now a sophisticated nightclub meant only for VIPs, operating under the watchful eye of Andrea Rhodea, a flamboyant, queer-coded man with a flair for the dramatic. The staff, clad in racy bee costumes, puts on elaborate dance numbers nightly, and Rhodea ends up challenging Cloud to a dance-off in return for a makeover that will enable Cloud to go after Tifa.

Rhodea is immediately flirtatious with Cloud as he leads the soldier onto a brand-new battlefield: the dance floor. Incredibly, Cloud engages in a raunchy dance-off with Rhodea to a bombastic EDM number. The two bob and weave inches away from each other, bodies pulsating and shimmying to the beat. They move effortlessly in sync, Cloud shaking his rump and running calloused hands along his body just as Rhodea does across from him.

It’s a sexually charged scene unlike anything we’ve seen from the Final Fantasy series to this point. Before you ever see him in a dress, it becomes clear that this version of Cloud is willing and unafraid to bust out of his comfort zone to explore the pleasures that the Honey Bee Inn has to offer.

They don’t see a man in a dress to point and laugh at. He’s just hot, and everyone knows it.

Following the jaw-dropping scene, we’re treated to a montage of enthusiastic staff working their magic on Cloud, applying a full face of makeup and what appear to be hair extensions, giving him a flaxen mullet with braids. “You were born for this,” an attendant tells Cloud, who is clad in a gorgeous dress, before revealing him to the audience in attendance. Companion Aerith Gainsborough, who is front and center for the show, claps her hands and stares at Cloud in awe. She’s practically breathless.

Rhodea twirls Cloud around in a series of waltz-like moves, remarking that, when it comes to true beauty, gender doesn’t apply. Cloud is left to play the traditionally “feminine” role here, held a hair’s breadth from Rhodea’s face. In this moment, Cloud isn’t a punchline to some elaborate setup. He’s a showstopper, decked out in the finest garments Wall Market has to offer and oozing effortless sexuality. He’s a bombshell. For once, Final Fantasy subtly indicates that there’s absolutely nothing wrong with exploring that, even if Cloud is still coming to terms with this newfound side of himself.

Upon exiting the Honey Bee Inn, the citizens of Midgar are surprisingly open-minded and appreciative of Cloud’s appearance. They don’t see a man in a dress to point and laugh at. He’s just hot, and everyone knows it.

In contrast to the original game, the message here is much more empowering: you can be yourself and express your sexuality and gender identity any way you like, and that doesn’t make you a joke. It’s a scene that feels impossible to walk away from without feeling empowered to go out and be the best version of yourself, regardless of your sexuality or gender identity.

Madam M and Ms. Rasberry

The remake’s changes come through clearly in other character interactions as well. Take Madam M, one of a trio of advisors to the slumlord Cloud is seeking while dressed as a woman. She runs a Wall Market massage parlor while moonlighting as a judge at the Corneo Colosseum fight club, where she helps enlist Cloud and Aerith to afford a makeover for the flower girl to the tune of 1,000,000 gil. Her main bread and butter, however, is hand massages—the kind that have you howling with pleasure (or pain, if you don’t pay the prices she commands for a good one.)

Madam M’s hand massages, while outwardly innocuous, are obviously meant as sexual innuendo. It’s a brash move from the developers, poking fun at the idea of this savvy and brash Madam being a sex worker. She’s portrayed as a whip-smart, shrewd businesswoman and nothing less than a reputable titan of her industry. She commands respect from the two men that round out the Don Corneo trio and strikes fear into the hearts of clients who don’t pay (while her paying clients always end up satisfied).

It’s an important message that society would do well to internalize today: sex work is real work. Madam M may or may not be performing additional services beyond simple massages, but what she does provide is obviously a joking analogue that gives the audience permission to laugh while taking in the larger point. She’s a boss with a highly specialized trade, nothing more. Most importantly, she knows what she’s worth.

This appreciation for sexuality and outspoken women extends to Jessie Rasberry. In her limited role in the PlayStation original, Jessie is permitted to flirt openly with Cloud, making it clear she harbors feelings for the new Avalanche recruit. In the remake, though, Jessie’s character has room to breathe as an effervescent young woman. She makes her intentions known at every possible turn: unashamed, unbothered, and unafraid of what others may think, in stark comparison to the narrative that women should be quiet and demure. So many JRPG protagonists are shy, skittish heroines who get flustered over holding hands. Jessie, on the other hand, isn’t afraid to show that she wants to get physical with Cloud.

Cloud jokingly refers to Jessie as “desperate” for repeatedly asking him over to her place. When they return to Jessie’s home in the slums and Cloud declines to stay the night, Jessie tries to get him to agree to come back the next night. It’s heavily implied that, in addition to “making a mean pizza,” she’s interested in getting closer to Cloud, noting that her roommates should all be out for “a while.”

Despite the object of her affections’ icy reception, Jessie remains undeterred. She repeatedly makes advances toward Cloud throughout the entirety of the game, never pausing to wonder what the other travelers think of her crush. She’s set her sights on the guy she wants, and she’s going after him. It’s refreshing to see a woman pursue a romantic interest with such “masculine” persistence, even when rebuffed several times over. Jessie’s a woman who’s afraid of being seen as a damsel in distress, even if she’s hurting. It’s a telling character trait, but it ends up being an empowering one as well.

Will they or won’t they?

Then there’s the complicated relationship between Cloud and Tifa. Within the love quadrilateral quietly brewing among Cloud, Tifa, Aerith, and Jessie throughout Final Fantasy VII Remake, none of the relationships feel as immediate as the one between Tifa and Cloud.

Tifa never misses the chance to remind Cloud that he promised as a child to come save her if she were ever in trouble. The remake version of Cloud happily obliges her when she brings this up, treating Tifa with a kind of tenderness that wasn’t seen in the original game (save for a few quiet scenes).

This implies strong feelings between the two that have never been made more explicit, and it helps make the pair’s relationship feel more mature than ever.

In the remake, there’s an undercurrent of burgeoning sexual tension between the pair that was barely allowed to shine through in the original game. Tifa’s body language reflects a young woman yearning for her lover’s physical touch, while Cloud remains reticent. A kiss (or something more) constantly feels like it’s only moments away.

In one scene, the pair shares a room together for a brief moment, Tifa speaking to Cloud from the door of a tiny apartment while he remains completely clothed on a creaky old bed. The desire can practically be felt through the screen. It’s as if Cloud knows he won’t be able to help himself, so he stays on the bed, never making a move toward Tifa.

Several similar moments are woven throughout the remade narrative, many of which Tifa instigates herself. Though she’s not as aggressive as Jessie in her advances, it’s clear Tifa has been given the agency this time around to make sure Cloud knows how she feels. As the remake’s narrative progresses in planned future releases, it seems clear Tifa could make the most of an opportunity to truly act on those feelings, whether that means a night of passion or the kiss fans have been waiting for since viewing the original game’s credits.

The passage of time

With these additions and more strewn throughout Final Fantasy VII Remake, it’s plain to see how the story has grown with its players over the years. There was always room to inject more believable human moments, emotions, and sexuality. Seeing the creators behind this larger-than-life remake project coming to terms with how they could express these changes has been an incredibly gratifying experience, and it’s chock-full of lessons the gaming industry as a whole could learn from.

There’s a constant struggle when it comes to giving video games the space and affirmation they need to explore more adult themes so they can break the “childish toys” image that still hampers the industry. Final Fantasy VII Remake offered more than enough ammunition for the cause. If this is the attitude we can expect from the next installment and going forward, this beloved RPG series looks like it has nowhere to go but up.

Listing image by Square Enix

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‘Cyberpunk 2077’ update introduced a game-breaking bug

Cyberpunk 2077’s 1.1 update was supposed to set the troubled game on the path toward redemption. Instead, it seems to have come with its own set of problems. Per Eurogamer, players have discovered a game-breaking bug involving Cyberpunk 2077’s “Down on the Street” quest. To move the mission forward, your character is supposed to receive a call from an NPC named Goro Takemura (pictured above). Unfortunately, as things stand, Takemura will call V but won’t say anything, making you unable to progress the quest, and subsequently move the main storyline forward.  

CDPR said it’s working on a hotfix to address the issue it plans to release “as soon as possible.” We’ll update this article once it’s live. In the meantime, the studio has shared a workaround you can use to bypass the problem, but you’ll need an earlier save. As you might imagine, the Takemura bug is one of the reasons 1.1 hasn’t gone down well with Cyberpunk 2077 players. When CDPR detailed its schedule of updates earlier in the month, it said the game’s upcoming 1.2 update would include more significant fixes and improvements.



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Scavengers Studio creative director accused of belittling, screaming at, groping employees

At The Game Awards 2020, Darwin Project developer Scavengers Studio revealed a beautiful, compelling, and very different new title: Season. A young woman leaves her secluded community to explore the world for the first time, documenting her experiences on a cross-country bike ride, and slowly uncovering the mystery of a recurring cataclysm that has halted the world’s ability to progress.

Following the announcement, Season was lauded on social media following for its beauty, its premise, and its promise of a diverse and interesting cast of characters. But according to a number of current and former employees of Scavengers Studio, the game’s cozy pitch is dramatically at odds with the work environment of the studio behind it.

GamesIndustry.biz has spoken to nine current and former employees of the Montreal-based Scavengers Studio who worked with the company at some point over the past four years, all of whom spoke with us under the condition of anonymity for fear of reprisal. They described a company largely composed of talented people working on projects they deeply cared about across both Darwin Project and Season. However, they also said that the excitement and creativity surrounding both games was tainted by a toxic work environment fostered by the studio’s co-founders: creative director Simon Darveau (formerly founder of Spearhead Games and a designer at Ubisoft) and his romantic partner at the time of the studio’s founding, CEO Amélie Lamarche.

“Full Predator Mode”

Almost every source we spoke to described Scavengers as an environment hostile to women — a “boys’ club” culture that was largely permitted by its co-owners or, in Darveau’s case, actively led by. Several said women were frequently degraded by male employees including Darveau, or infantilized and treated as if they did not know what they were talking about even when speaking from a position of expertise about their own work. This was said to have happened in casual conversations, public team meetings, and on the studio’s work Slack.

Several also said that beyond being degraded, many women at the studio were victims of sexist remarks and behaviors, both from Darveau and from a handful of other male employees. Multiple women described having numerous inappropriate comments made about their appearance and outfits, with one saying a male employee repeatedly made remarks asking if she was attracted to him or if she would marry him.

One former employee described an incident that occurred during a team meeting on Season, where one group was presenting its idea to have the main character, Abby, be able to play the guitar. Someone remarked in front of the group that this feature “wasn’t realistic” because the guitar was too complicated for a woman, and that she should play a ukulele instead. This remark went unchallenged.

Those we spoke to agreed that this environment was allowed to fester in large part due to the fact that much of the sexist conduct was either instigated by Darveau or a handful of employees he favored. And for those on the receiving end, HR was not an option.

Someone remarked in front of the group that the main character of Season playing the guitar “wasn’t realistic” because it was too complicated for a woman

As Scavengers was a smaller studio — around 30 to 40 people over the last couple of years — there was no dedicated HR. This meant that Lamarche was the go-to person for conflict resolution, even if (as it was in many cases) that conflict was with Darveau, with whom all our sources said she was in a romantic relationship up until the last few years. All those we spoke to also pointed out that they felt this at minimum impacted her ability to be impartial when issues arose, and several said it dissuaded them from reporting problems.

One major incident that many we spoke to were aware of occurred in mid-2018, and involved an employee who one day simply stopped showing up to work. Sometime later, an office meeting was called in which it was announced that she wouldn’t be returning. Employees who spoke to Lamarche later told the story around the office: Darveau allegedly had an affair with the employee, and Lamarche had found out. No one was able to confirm whether or not the employee had left of her own volition following this incident.

One source said that Darveau later explained his behavior to others by comparing himself to a dog in heat — unable to control himself.

The studio’s problems with treatment of women came to a head during a company party in January of 2019. Up to that point, sources said, Scavengers parties typically included alcohol, and Darveau especially would often become drunk and loud. At this one, he was especially drunk, and multiple sources claim they saw him inappropriately touch and grab multiple female employees. One employee who was there described Darveau as “in full predator mode.”

One of the women Darveau is said to have harassed quit the following Monday; at least one other left the studio not long after.

This incident was enough that studio leadership did take action. An external investigator was brought in, but those who were there at the time said that the results of the investigation were never fully made clear to employees. There was one new policy: Scavengers would be greatly cutting back on alcohol available at work events, and Darveau would not be drinking at work functions at all. One employee recalls the incident very much being pinned on the role of alcohol, with Darveau excusing his behavior on his drunkenness.

“They said, ‘You can talk to us,’ but in the end everybody knows you can’t really say anything against the founders, otherwise you’re fucked”

“It felt very frustrating to put that on the back of people being drunk, because Darveau was still pretty shitty before he drank,” said one employee who was at the meeting. “It felt like an excuse.”

That same employee said an eventual meeting held to discuss harassment policies was mostly “just Lamarche reading government bullet points.” We were told by others that the meeting didn’t directly address what Darveau had done at the party. They said there was an attempt to clarify the harassment policy and to put in a reporting process for incidents that didn’t involve either co-founder, but no specifics of why this was happening were mentioned. They recall many employees upset about the new alcohol policy because they weren’t fully clear on why it was being implemented in the first place.

Two of the employees who were there at the time said they recall Darveau cracking jokes through the entire meeting. They described him as “being like a teenager in the audience” and “laughing and riffing on whatever the sexual harassment policies were.”

Some of those we spoke to drew a direct connection between this incident and Lamarche’s appointment as CEO of Scavengers later that year, taking on the role previously held by Darveau and occupying more of a front-facing position for the studio. However, if this was a direct consequence of his behavior at the party, it was never made clear to the employees, and Darveau still remained in a position of power as creative director and co-owner.

“They said, ‘You can talk to us,’ but in the end everybody knows you can’t really say anything against the founders, otherwise you’re fucked,” said one person who was at the meeting.

Following this event, those who were at the studio then said that some of the sexism they had been dealing with up to that point did improve for a time. Darveau, they said, seemed to be at least somewhat ashamed of what happened. However, it didn’t fully quell the “boys’ club” culture that multiple sources described — sexist remarks and dismissal of the studio’s women still continued and went unchallenged.

And for several of those who were at Scavengers at the time, the consequences leadership had doled out for the creative director’s alleged groping of multiple employees weren’t nearly enough.

“What still frustrates me to this day — because I know these people are still there — the more time passes and the more there is an employee rotation, the more it fizzles out,” said one source. “And to me it is a deeply unjust thing to have that kind of thing be swept under the rug.”

“Disposables” and “Commandos”

Beyond the issues directed at Scavengers’ women employees, many of those we spoke to said they felt Darveau saw most employees as “disposable.”

Several said that he would frequently degrade the work of others, telling them they didn’t know anything about games or their respective expertise, and would make comments in front of others about how specific employees’ work was terrible and that he would need to fire them.

This attitude, they said, seemed to bear out in how work was rewarded at Scavengers. Many said that promotions or raises were often dangled in front of employees as a carrot to get them to work harder, but without regular performance reviews, there wasn’t a set deadline for when these would be delivered upon. If employees approached leadership about receiving what had been promised, they would be told their work wasn’t good enough, or that they would need to meet previously unmentioned standards to receive what they were asking for.

Darveau’s degrading behavior was directed at a number of employees at the studio, but one group specifically was seemingly immune: the “commandos,” as Darveau called them. This small group of employees, mostly programmers, were Darveau’s favorites and the only people he didn’t seem to view as disposable. Most had been at Scavengers for a long time, and seemingly could do no wrong, with one source describing them as toxic people who are “always enabled and protected by Simon.” Another said they were frequently rude or disparaging, especially picking on members of QA or community management. Still another source said one of the group was the source of many sexist comments around the studio.

“Most of those we spoke to said they had witnessed Darveau yell, scream at, and degrade employees who disagreed with him”

Several of those we spoke with had initially been drawn to the studio by both the compelling nature of both Darwin Project and Season, but also by Darveau himself, who they described as “charismatic,” “energetic,” and excellent at delivering a compelling pitch. While that energy may have served Darveau well in selling his games, within Scavengers, it often took on a different light. Most of those we spoke to said they had witnessed Darveau yell, scream at, and degrade employees who disagreed with him — though two mentioned that his outbursts had become fewer and less extreme over the years.

Many sources cited a specific incident in 2018 where he pulled an employee into a meeting room with himself and Lamarche and yelled such that employees outside the room could hear something going on, until he finally left the room and slammed the door. The employee being yelled at quit immediately following this incident, but four sources said that Darveau had pulled other employees into meeting rooms to scream at them similarly on multiple other occasions.

Multiple employees also remember Darveau yelling at an Xbox representative over the phone when told Scavengers wouldn’t be able to fit a full 10-player set-up of The Darwin Project at an event because there wasn’t enough booth space for that many PCs.

Yelling and degrading the work of others was not limited to Darveau, with some more recent sources saying the amount of yelling in work meetings was amplified by the COVID-19 work-from-home situation.

“The calls were chaotic and stressful, they just allowed people yelling at each other and insulting each other”

“Screaming matches are common,” said one person. “They occur in meetings, and yelling at people to the point you can hear it from outside the meeting room pre-COVID. Post-COVID is even more terrible because everyone is on the call, so now it’s exposed to not just people who walk by the meeting room, it’s everyone who’s connected. And they [Darveau] are sometimes the ones interrupting or cutting people off to say whatever he wanted to say or dismiss someone’s idea. Watching co-workers yelling at each other instead of stopping it is unacceptable. The calls were chaotic and stressful, they just allowed people yelling at each other and insulting each other.”

Aside from anger issues, multiple employees described Darveau’s behavior as “erratic” or “childish.” In one oft-cited example, sources said he would hold grudges against those who disagreed with him and would even refuse to speak to people he felt had wronged him for days or weeks, communicating necessary information through others instead. Several suggested he seemed to live at the office, often sleeping there and leaving messes — including dirty laundry, food, trash, and other personal items — around public areas.

One incident that several said Darveau had told them about directly occurred early in Scavengers’ history, when the studio was working out of a coworking facility in Montreal called GamePlay Space. According to Darveau’s anecdote, he was expelled from the space after he stole alcohol from a number of other studios using the space, with accounts varying from Darveau taking sips out of bottles on or in other people’s desks, or stealing entire bottles of champagne from another studio’s fridge. Multiple sources noted that Darveau seemed to tell this story with delight, “like he was a teenager being mischievous” as one put it.

When reached for comment, GamePlay Space leadership confirmed that Scavengers was a member of the space in its early days, and that there was an incident with Scavengers that required disciplinary action per the code of conduct and membership rules of the space. The group declined to comment further.

Changing Season

Many of the worst complaints about Darveau stem from his time as creative director on Darwin Project, which Scavengers launched in 1.0 at the beginning of 2020 and announced it was shutting down just four months later. Officially, its servers were meant to be shut down at the end of 2020, though at the time of this piece’s publication some servers remain online, with the studio saying it will no longer fix bugs, monitor voice chat or the official Discord, issue bans, or otherwise support the game. Sources told us that a small number of layoffs occurred following the wind-down of Darwin Project, though the specific number impacted was unclear.

With Darwin Project in the rearview in 2020, the studio’s focus began to turn fully to its next project, Season. Officially, Season’s development is being headed up by creative director Kevin Sullivan, with the initial intention being for Darveau to begin work on a third, unannounced project within the studio following Darwin.

Multiple employees said that during this transition period, there was a stressful environment at the studio from a number of leads concerned that Darveau would start working on Season — a concern that even those outside of the Season team became aware of. Some were simply worried about the difference in philosophies: Darveau liked “more gameplay-oriented, fast-paced things” while Season was a narrative-driven title, and they didn’t feel he would be a good fit. Others were concerned he would take over key aspects of the project and hand them off to his favorites, or override decisions that had already been settled on with his own ideas. Still others said that working with him on Darwin Project had been a stressful experience, and they didn’t want to repeat it.

“Every game it’s the same pattern. He builds a vision, sells it…to publishers, but there’s no concrete plan, and there’s never really a game in the end”

Despite these complaints, Darveau ended up working on Season anyway — a decision two sources said was made by Lamarche. Those we spoke to who are still at the studio said they remain unclear what his exact role on the project is, as Sullivan is still serving as creative director. One suggested Darveau seemed to only come to work on Season when he was bored or frustrated with other tasks.

The same sources also suggest that the concerns about Darveau’s influence appear to have been validated. Darveau, they say, is a disorganized leader who often refuses to listen to others, frequently ignoring advice of the domain experts he employs. Two said that his inability to follow through on ideas was directly related to the Darwin Project’s lack of success, and they see the same trend emerging on Season.

“Every game it’s the same pattern,” one said. “He builds a vision of a game, sells it to the team so the team is excited, then he sells it to publishers, but there’s no design, there’s no concrete plan, and there’s never really a game in the end. People working on the game are trying to do their best, but the whole company is built around — we build prototypes, we get money from publishers, and repeat. There’s not a real goal of releasing a quality game, there’s no process to do so.”

With Darveau on board, Season has undergone a considerable shift in focus and scope. Several current employees mentioned that Darveau had used the partnership with Sony to force his own ideas onto the game, saying he had promised a number of features to seal the deal — such as a larger world, quests, and objective markers — that either weren’t planned or had already been scrapped by the team. Now, they said, the studio is on the hook for them.

“I don’t even know what’s been announced because it’s so different from what we had planned. I don’t even recognize the game”

“Now I don’t even know what’s been announced because it’s so different from what we had planned,” one person said. “I don’t even recognize the game.”

Others who were less familiar with the game’s current direction said that while they were happy to see the project announced and proud of their friends at the studio for their good work, they felt that Season’s pitch was dissonant with their own experiences at the studio.

“I don’t want the extremely beautiful and great work the team is doing on Season to whitewash the problematic individual,” said one person. “While it brought me extreme joy to see the work of my friends, it did sting a little bit to see a bunch of people praising the studio, saying how calming and chill and progressive everything looked. It might well be true for the Season project, but it has not been my experience with management.”

Another said, “A lot of times you can see the quality of a product reflects the chemistry behind the team. [Darwin Project] was a good concept but the execution didn’t follow. It’s a pity…I saw that they pitched Season and got lots of positive feedback from people in the industry, players, and I agree! It’s good, it’s a feel-good type of game. But it’s so ironic, it didn’t feel that good to work there.”

Closing Ranks

Ultimately, the most heinous problems that sources described from their time at Scavengers are at least two years old. And when we asked the studio to comment on the allegations brought against them, Scavengers admitted that at least at one point, it had some clean-up to do.

“Scavengers Studio appreciates that there have been situations during its rapid growth and takes the position that any type of harassment is unwelcomed and unacceptable and takes any complaints in this respect very seriously,” the company said in a statement. “You should note that Scavengers Studio has taken positive steps to look into its culture to see what aspects need to be adjusted.

“In early 2019, Simon Darveau was replaced as CEO by Lamarche who took full control of the company. As a new female CEO, Lamarche started to build a mid-management team composed of competent team members to continue to lead the company in its mission of creating new gaming experiences with very strong and innovative empathetic twists. The new management team has since then recreated a sense of calm and happiness in the workplace where talents are gathered around interesting and dynamic projects and where differences are embraced.”

The company outlined a series of actions it said Lamarche had put in place to “prevent harassment situations and maintain a safe environment,” many of which correspond to measures our sources told us has been put in place but had either been unclear or ineffective. The actions were described by the company as follows:

  • Set up of the policy for prevention of harassment;
  • Harassment prevention training and compliance training provided by a third-party HR Professionals;
  • A process for handling complaints and reports with two designated trained employees;
  • A director of operations has been hired to drive HR process management ensuring HR operational rigor and standardization;
  • A third-party HR consultant that supports the studio and its employees through various training and our current initiatives;
  • A Wellness Committee was put in place which goal is to reflect on various initiatives and ideas to maintain a safe and pleasant working environment;
  • A yearly anonymous survey to probe the needs to keep a healthy and safe environment and also give an opportunity to raise issues that have not been raised through our normal channels in order for them to be addressed in a structured and rigorous way

Additionally in its response, Scavengers asserted that “Certain elements in your assessments are false, somewhat blown out of proportion or lacking important pieces.” When GamesIndustry.biz followed up to ask for specificity as to which elements those were, Scavengers declined to comment further on the allegations “for privacy concerns.”

GamesIndustry.biz has seen copies of the studio’s anti-harassment policy, one from 2019 and one that was distributed to employees this past Friday evening. Both policies appear to be near-identical to a Quebec government provided model available for general use. The version distributed last week contained an update to the “two designated trained employees” who handle complaints and reports, with sources confirming that the two original designees from 2019 were no longer with the company. One had left in the summer of last year, the other was let go in November.

“There were a lot of circumstances at work where [Lamarche] should’ve done something, like when Simon would make inappropriate jokes or yell at people, but she didn’t

No one that we spoke to who was at the company following the implementation of the policy changes in 2019 felt that the measures fully resolved the studio’s issues. For one, the studio is still co-owned by Lamarche and Darveau. While they no longer appear to be in a relationship, even the more recent employees we spoke to were still aware they had been in one, and everyone we spoke to said they acknowledged this presented a conflict of interest.

This is especially true given that Lamarche has served in a de facto HR role for the studio since its inception. A few of those we spoke to said that there had been a few administrative HR hires over the years, and multiple confirmed that they had been directed to speak with the aforementioned two designated trained employees if they had issues. But our sources still did not feel this was sufficient, as these employees were only designated to process and follow-up on complaints, and make recommendations. Ultimately, any concrete action still went through Lamarche, they said, who consistently makes efforts to protect Darveau.

“Darveau…has lots of charisma and he gets away with a lot,” one said. “But [Lamarche]…is actually worse. Because she covered a lot of what he did or what he does.”

“If half of what [I know of Season] is true then the game is going to be great…but I do not feel comfortable with Scavengers being praised as a fun, cool, indie, inclusive place

Another person said they specifically felt Lamarche was part of the problem given her outspokenness about being a woman CEO and frequent voicing of desires to hire and empower more women.

“She gives this vibe of, ‘I support women in games,’ …but it’s really not the case,” they said. “There were a lot of circumstances at work where she should’ve said something and should’ve done something, like when Simon would make inappropriate jokes or yell at people, but she didn’t.”

And while two of the people we spoke to weren’t affected by the alleged toxic behavior, they were still aware of many of the incidents reported in this piece and saw the lack of an HR reporting process that didn’t involve either of the two founders as a serious issue.

Almost everyone we spoke to emphasized that the problems at Scavengers were squarely on the shoulders of Darveau, Lamarche, and the handful of favorites they enabled. Many had praise for the teams they worked with, the friendships they made, and their collective accomplishments on both Darwin Project and Season.

But ultimately, they said, the alleged toxic work environment that leadership created made it challenging to create something successful. One former employee described it as their “worst experience ever in the gaming industry.”

Another said, “If half of what [I know of Season] is true then the game is going to be great, and I do not want to remove that from all my friends who are working on it. But I also do not feel comfortable with Scavengers being praised as a fun, cool, indie, inclusive place.”

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Report: Diablo 2 remake in development at reorganized Blizzard

A remake of 2000’s Diablo 2 has been in development, though the team now working on it is the former Activision subsidiary Vicarious Visions, which is now part of Blizzard Entertainment, Bloomberg reported this weekend.

The intrigue in Bloomberg’s report is twofold: First, that the Diablo 2 remake is in the works, and second, that the ramshackle launch of Warcraft 3: Reforged a year ago may have played a role in corporate leadership taking the remake, called Diablo 2: Resurrected, from Blizzard’s hands.

Blizzard’s Team 1 had been responsible for the Diablo 2 remake, but after an internal post-launch analysis of Warcraft 3: Reforged, Activision Blizzard took that project away from Team 1. Last week, Albany-based Vicarious Visions was merged into the development operations of Irvine, California-based Blizzard.

The dissolution of Vicarious Visions and its consolidation with Blizzard development was first reported on Jan. 22 by GamesIndustry.biz. GamesIndustry.biz also reported that Jen Oneal, the Vicarious Visions studio head, is now executive vice president of development for Blizzard and reports directly to Blizzard boss J. Allen Brack.

Bloomberg called the move a further consolidation of control over Blizzard by publishing executives of Activision Blizzard Inc. at large. Blizzard and Activision have been together since a 2008 merger that brought Vivendi Games, then Blizzard’s parent company, aboard Activision. Blizzard continued to work autonomously, developing games like Overwatch and World of Warcraft internally and largely remaining separate from Activision’s publishing realm of Call of Duty, Destiny, and other mega franchises.

Bloomberg reports that the 2018 departure of Blizzard co-founder Mike Morhaime “widely signaled the beginning of Activision’s takeover.” Two months after Morhaime left, Blizzard effectively shut down Heroes of the Storm and then, in October 2020, the company announced it was ending all development on StarCraft 2, which launched in 2010.

Both HOTS and StarCraft 2 were Blizzard Team 1 projects. StarCraft 2’s retirement was announced the same day that Team 1 was reorganized internally, Bloomberg said.

Warcraft 3: Reforged, a remake of the 2002 fantasy real-time simulation, was a critical flop, with most reviewers and players deeply disappointed in the prevalence of bugs and glitches and the absence of expected features. A week after its Jan. 28, 2020 launch, Blizzard apologized for Reforged’s launch state, promised that post-launch support would rectify the problems, and offered refunds to anyone unhappy with the purchase.

Diablo 4 was announced at BlizzCon in November 2019. It does not yet have a launch date or window.

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Sony’s WH-1000XM4 headphones are back down to their lowest price yet

If you’ve found yourself wanting some peace and quiet, whether it’s from the upstairs neighbor’s kid stomping around above you or just to silence other distractions, today’s marquee deal has your name written all over it. The Sony WH-1000XM4 are $72 off at Amazon, Best Buy, and other retailers — matching the lowest price yet that we’ve seen happen a few times now. We first saw this price drop occur during Prime Day last October, and it went on to become one of the most popular deals of 2020.

This model is almost identical to the previous generation (WH-1000XM3), with its similarly sublime audio quality and noise cancellation effect. What’s new in this set, though, is a sensor that automatically pauses music when you remove them, then resumes when you put them back on. It also has improved voice quality and, perhaps the biggest improvement, support for two simultaneous Bluetooth connections.

Image: Aukey

Apple’s USB-C 20W wall adapter costs $19, but you don’t have to pay that much to get the fastest-possible charging speeds for your iPhone. Aukey’s 20W USB-C wall charger is $7.69 at Amazon (usually $13) right now. You’ll need your own USB-C cord (either one that ends in USB-C if you own an iPad Pro or the latest iPad Air, or USB-C to Lightning for all iPhones). Of course, this is also a nice, affordable option that’s suitable for any USB-C device, be it an Android phone or a Nintendo Switch.

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MTV star Charlie Balducci’s cause of death revealed

The cause of death of one of reality TV’s first breakout stars has been revealed.

MTV’s “True Life” scene stealer Charlie Balducci succumbed to “acute intoxication” from a deadly cocktail of prescription drugs, the New York Medical Examiner’s office confirmed to The Post on Monday.

Oxycodone, hydrocodone and Alprazolam — the anti-anxiety drug commonly known as Xanax — were found in the bloodstream of the 44-year-old native New Yorker, who was discovered unresponsive on July 25 at his Staten Island home. He was pronounced dead at the scene.

Better known as “Charlie B,” the flamboyant entertainer was a proud pioneer of the reality TV genre after starring in “True Life: I’m Getting Married” back in 2001. He allowed MTV cameras to follow him for four months while preparing to wed his fiancée, Sabrina.

Charlie Balducci was found unresponsive in July at his Staten Island home. He was pronounced dead at the scene.Facebook

The series showcased one of the most infamous moments in MTV history: When the limo driver was running late on Balducci’s wedding day, the groom vowed: “I will gut you like the piece of s–t you are” and “I’ll hunt you down like cattle.”

Alas, Balducci — clad in a snazzy white suit — still arrived at his nuptials two hours late.

The Great Kills resident was proud of introducing the “guido” lifestyle to the masses, and said fellow borough residents should roll with the jokes — while simultaneously taking digs at MTV’s “Jersey Shore” kids who he claimed ripped off his schtick.

“Obviously, these people are playing on the stereotypes of Staten Island,” he said in 2009. “It’s just funny to me how terribly actors do when they’re trying to re-create the authenticity of a guido or a guidette.”

He later pursued multiple acting roles, including a part as a talk show host in the Derrick Simmons film “Nobody’s Perfect,” and as the narrator of the indie flick “Staten Island.” He also had a brief appearance on the ABC soap “All My Children” and guest-starred on “The Ricki Lake Show.”

However, in real life Balducci went on to found the Staten Island-based 501c3 non-profit organization NYC Arts Cypher in 2005, which was dedicated to creative programs geared toward at-risk youths. He spearheaded everything from sanctioned graffiti murals to anti-bullying campaigns to breakdancing programs, with a stated mission of keeping kids out of trouble in the streets.

He was married to wife Sabrina for over a decade, but they were reportedly split at the time of his death. His is survived by their two sons, Louis, 19, and CJ, 17. 

At the time of his unexpected death, Balducci’s mother told TMZ the last words he spoke to her were that “he’s happy to have his boys.”

Charlie Balducci will a volunteer at NYC Arts Cypher non-profit on Staten Island.
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Microsoft mocks Apple’s doomed Touch Bar in new Surface ad

Microsoft has a habit of reigniting the Mac vs. PC conflict for its Surface ads, and this time it’s going after Apple’s Touch Bar. In a new TV commercial, aired during Sunday night’s NFL championship games, Microsoft pits Apple’s MacBook Pro against the company’s Surface Pro 7. It’s a chance for Microsoft to mock Apple’s Touch Bar in a TV commercial for the first time.

“Mac gave me this little bar, but why can’t they just give me a whole touchscreen?” asks a boy comparing the two laptops. That’s something that some MacBook Pro users have been calling for, or just the removal of the Touch Bar altogether. Apple is now reportedly planning a redesign for the MacBook Pro later this year, with the Touch Bar rumored to be replaced by physical function keys.

Elsewhere in the ad, Microsoft tries to position the Surface Pro 7 as a gaming device. “It is a much better gaming device,” claims the ad, which is an unusual way to frame Microsoft’s popular Surface device. The Surface Pro 7 is barely capable of running the latest PC games at acceptable frame rates with its integrated Intel graphics, so it’s not the biggest selling point.

Microsoft has previously compared its Surface Pro to the MacBook Air, bashed Macs in general, and found a guy named Mac Book to tell people to get a Surface Laptop.

This latest ad also focuses on the older Surface Pro 7, which has now been replaced by the Surface Pro 7 Plus for businesses and schools at least. The new model includes a bigger battery, Intel’s 11th Gen processors, a removable SSD, and LTE.

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Gabe Newell has big plans for brain-computer interfaces in gaming

Valve co-founder and president Gabe Newell talks about Valve’s exploration of brain-computer interfaces (BCIs) for gaming and beyond, in an interview with New Zealand’s 1 News. Although Newell admits that the idea of having your brain interface directly with a computer sounds “indistinguishable from science fiction,” he says developers would be making a “silly mistake” if they ignore the area.

Newell says that Valve is currently working with OpenBCI headsets to develop open-source software with the aim of making it easier for developers to understand the signals coming from people’s brains. At its most basic, this could allow software to understand whether a player is enjoying a game, and adjust the experience accordingly. For example, games could turn up the difficulty if they sense a player is getting bored. But Newell’s more ambitious ideas involve actually writing signals to people’s brains, rather than just reading them.

Newell suggests our ability to experience existing games is limited by our physical body — or “meat peripherals” as he puts it. But interfacing directly with a player’s brain could open up a lot more possibilities. “The real world will seem flat, colorless, blurry compared to the experiences you’ll be able to create in people’s brains,” Newell says.

Valve has spoken publicly about its work on brain-computer interfaces before. Back at 2019’s Game Developers Conference, Valve’s principal experimental psychologist, Mike Ambinder gave a talk on the company’s work in the area, VentureBeat reported at the time, covering many of the same possibilities and use cases that Newell outlines in his recent interview.

Beyond their use in gaming, Newell says that BCIs could help with other areas of human life like sleep. “One of the early applications I expect we’ll see is improved sleep — sleep will become an app that you run where you say, ‘Oh, I need this much sleep, I need this much REM,’” he says.

Despite the possibilities, Newell admits that brain-computer interfaces carry their risks. He says that the idea of a BCI making someone feel pain is a “complicated topic,” and adds that the interfaces will be susceptible to viruses like other technologies, suggesting that they’ll need similar safeguards in place.

“Nobody wants to say, ‘Oh, remember Bob? Remember when Bob got hacked by the Russian malware? That sucked — is he still running naked through the forests?’” Newell quips. “People are going to have to have a lot of confidence that these are secure systems that don’t have long-term health risks.”

Regardless, it sounds like Valve doesn’t have any plans to commercialize its research just yet. Newell says that they’re making such rapid progress that any device risks being outdated once it’s gone through the slow process commercialization. “The rate at which we’re learning stuff is so fast,” Newell says.

Other high-profile companies currently exploring brain-computer interfaces include Facebook, which is working on a way to allow users to type with their brains, and Elon Musk’s Neuralink, which is attempting to develop a less-invasive way of connecting a computer to the human brain.

You can check out more of Newell’s thoughts on the potential for brain-computer interfaces in the full write up from 1 News, who he also recently spoke with about Valve’s future game development plans.

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Exclusive: China’s Huawei in talks to sell premium smartphone brands P and Mate – sources

(Reuters) – China’s Huawei Technologies Co Ltd is in early-stage talks to sell its premium smartphone brands P and Mate, two people with direct knowledge of the matter said, a move that could see the company eventually exit from the high-end smartphone-making business.

FILE PHOTO: The Huawei logo is seen at the IFA consumer technology fair, amid the coronavirus disease (COVID-19) outbreak, in Berlin, Germany September 3, 2020. REUTERS/Michele Tantussi

The talks between the world’s largest telecommunications equipment maker and a consortium led by Shanghai government-backed investment firms have been going on for months, the people said, declining to be identified as the discussions were confidential.

Huawei started to internally explore the possibility of selling the brands as early as last September, according to one of the sources. The two sources were not privy to the valuation placed on the brands by Huawei.

Shipments of Mate and P Series phones were worth $39.7 billion between Q3 2019 and Q3 2020, according to consultancy IDC.

However, Huawei has yet to make a final decision on the sale and the talks might not conclude successfully, according to the two sources, as the company is still trying to manufacture at home its in-house designed high-end Kirin chips which power its smartphones.

“Huawei has learned there are unsubstantiated rumours circulating regarding the possible sale of our flagship smartphone brands,” a Huawei spokesman said. “There is no merit to these rumours whatsoever. Huawei has no such plan.”

The Shanghai government said it was not aware of the situation and declined to comment further.

The potential sale of Huawei’s premium smartphone lines suggests the company has little hope that the new Biden administration will have a change of heart towards the supply chain restrictions placed on Huawei since May 2019, the two people said.

The Shanghai government-backed investment firms may form a consortium with Huawei’s dealers to take over the P and Mate brands, according to the second person, a similar model to the Honor deal. Huawei is also likely to keep its existing P& Mate management team for the new entity, if the deal goes through, the two people said.

OVERCOMING U.S. CURBS

Huawei, the world’s biggest telecoms equipment vendor and No.2 smartphone maker, last November announced the sale of its budget phone brand Honor to a consortium of 30 dealers led by a company backed by the Shenzhen government.

The second source said the all-cash sale fetched more than 100 billion yuan ($15.5 billion). Honor declined to comment.

The Honor sale was aimed at keeping the budget brand alive, as sanctions slapped on Huawei by the United States had hampered the unit’s supply chain and cut off the company’s access to key hardware like chips and software such as Alphabet Inc’s Google Mobile Services.

Huawei may have a similar objective in pursuing the sale of the mobile brands. The two sources said that Huawei’s latest plans for the two high-end brands were motivated by insufficient chip supplies.

Washington says that Huawei is a national security threat, which Huawei has repeatedly denied.

On Friday, Honor indicated that the goal of the spin-off had been reached by announcing it had formed partnerships with chip makers such as Intel and Qualcomm and launched a new phone.

Last year, the company’s Consumer Business Group Chief Executive Richard Yu said U.S. restrictions meant Huawei would soon stop making Kirin chips. Analysts expect its stockpile of the chips to run out this year.

Huawei’s HiSilicon division relies on software from U.S. companies such as Cadence Design Systems Inc or Synopsys Inc to design its chips and it outsources the production to Taiwan Semiconductor Manufacturing Co (TSMC), which uses equipment from U.S. companies.

The P and Mate phone series are among the top players in the higher-end smartphone market in China and compete with Apple’s iPhone, Xiaomi Corp’s Mi and Mix series and OPPO’s Find series.

The two brands contributed nearly 40% to Huawei’s total sales over the third quarter of 2020, according to market research firm Counterpoint.

Analysts have already noted recent insufficient supplies of the flagship P40 and Mate40 series due to a severe components shortage.

“We expect a continuous decline in sales of P and Mate series smartphones through Q1 2021,” said Flora Tang, an analyst at Counterpoint.

Reporting by Julie Zhu, Yingzhi Yang and David Kirton, Additional reporting by Brenda Goh; Editing by Sumeet Chatterjee & Shri Navaratnam

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