Tag Archives: crawling

It turns out that starfish don’t have arms – they’re “just a head crawling along the seafloor” – CBS News

  1. It turns out that starfish don’t have arms – they’re “just a head crawling along the seafloor” CBS News
  2. Scientists Discover “Very Weird” Truth About Starfish Heads, Solving Centuries-Old Mystery Bored Panda
  3. ‘A disembodied head walking about the sea floor on its lips’: Scientists finally work out what a starfish is Livescience.com
  4. Creature Is ‘A Disembodied Head Walking About The Sea Floor On Its Lips,’ Scientists Say Daily Caller
  5. Starfish bodies aren’t bodies at all, study finds Yahoo! Voices
  6. View Full Coverage on Google News

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Ubisoft comes crawling back to Steam after years on Epic Games Store

Enlarge / Artist’s conception of Valve watching the return of Ubisoft games to its Steam platform.


Since early 2019, Ubisoft has made a point of moving its PC releases away from Steam and toward the Epic Games Store and its own Ubisoft connect platform. That years-long experiment now seems to be ending, as Ubisoft has confirmed at least three recent PC releases will be getting Steam versions in the near future.

A page for 2020’s Assassin’s Creed Valhalla was officially added to Steam Monday, listing a December 6 launch date on the platform. Ubisoft has also told Eurogamer that 2019’s Anno 1800 and Roller Champions will be coming to Steam, confirming earlier rumors to that effect.

The coming Steam versions are Ubisoft’s first non-DLC releases on the platform since 2019, when Trials Rising and Starlink: Battle for Atlas launched on Steam. Since then, releases from Far Cry 6 and Watch Dogs Legion to Immortals: Fenyx Rising and Ghost Recon: Breakpoint have all been unavailable on Valve’s industry-dominating PC storefront.

“We’re constantly evaluating how to bring our games to different audiences wherever they are, while providing a consistent player ecosystem through Ubisoft Connect,” a Ubisoft spokesperson said in a statement provided to the press.

That statement is a major reversal from 2019, though, when Ubisoft Vice President for Partnerships and Revenue Chris Early told The New York Times that Steam’s business model—and its 30 percent commissions—were “unrealistic” and didn’t “reflect where the world is today in terms of game distribution.”

Steam’s prodigal publishers

Ubisoft’s return to Steam comes after Activision Blizzard ended a similar years-long Steam absence for the ultra-popular Call of Duty franchise. This year’s Call of Duty: Modern Warfare 2 was the first series game to appear on Steam since 2017’s Call of Duty WW2, with intervening releases available only on Activision Blizzard’s Battle.net launcher.

In 2019, EA also ended a years-long effort to avoid Steam releases in favor of its own Origin storefront. That’s when Star Wars Jedi: Fallen Order became the publisher’s first Steam release since 2012.

While Ubisoft eschewed Steam releases voluntarily, Epic continues to pay huge amounts of money for specific high-profile games to launch as timed exclusives on the Epic Games Store. That includes a $146 million up-front payment against royalties on Borderlands 3, whose exclusive launch on the Epic Games Store in 2019 attracted 750,000 new users to Epic’s platform, according to company documents revealed during the Epic vs. Apple trial. When Borderlands 3 came to Steam months later, though, Take Two CEO Strauss Zelnick said sales on Valve’s platform “exceeded our expectations.”

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Many lockdown babies slower at social development, faster at crawling, study says

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Early in the pandemic, when much of the world was in lockdown, many parents and other caregivers expressed fears about how a historic period of prolonged isolation could affect their children.

Now, a study out of Ireland has shed some light on this question. Its results suggest that babies born during Ireland’s first covid-19 lockdown were likely to be slower to develop some social communication skills than their pre-pandemic peers. They were less likely to be able to wave goodbye, point at things and know one “definite and meaningful word” by the time they turn 1. On the other hand, they were more likely to be able to crawl.

Experts say children’s early years of life are their most formative — their brains soak up every interaction and experience, positive and negative, to build the neural connections that will serve them for the rest of their lives.

For the cohort of “lockdown babies,” the “first year of life was very different to the pre-pandemic babies,” Susan Byrne, a pediatric neurologist at the Royal College of Surgeons in Ireland and lead author of the study, told The Washington Post.

But she and the other authors of the study have one message for parents: Don’t be too worried. “Babies are resilient and inquisitive by nature,” they note, and are likely to bounce back given the right support.

Pregnancy complications spiked during the pandemic. No one knows exactly why.

While the pandemic is not over, and experts say it could be years before they have a fuller picture of its effects on children, parents around the world have already begun to report noticing differences in their lockdown babies.

When Chi Lam, 33, had her first child, Adriana, in April 2020, England was in lockdown. Most people were not permitted to leave their homes without a “reasonable excuse.” Her parents and in-laws, who were in Hong Kong, were also unable to visit, as Hong Kong had closed its border.

As a result, for the first few months of Adriana’s life, it was “just us three,” Lam told The Post. There were no play dates or visits from family and friends, and Adriana wasn’t regularly exposed to children her own age until she turned 1.

Lam thinks the prolonged isolation had some impact on her daughter Adriana. At her two-year checkup, doctors told Lam that Adriana had “weak” gross motor skills — actions like jumping and walking that engage the whole body. “I guess it’s because we only let her play in the park when she turned 1-ish because we thought it’s not safe” because of the pandemic, Lam said. Adriana was also easily startled by loud noises, such as motorcycle exhausts.

It’s difficult, Lam says, to disentangle how much of this is inherent to who Adriana is, and how much is tied to the unusual circumstances of her first year of life. But her observations echo the findings of studies that are beginning to suggest that lockdowns and the pandemic did affect children — though how much and through what mechanisms remains a largely open question.

The Irish study, published this month in the British Medical Journal, asked parents of 309 babies born between March and May 2020 to report on their child’s ability to meet 10 developmental milestones at age 1 — including the ability to crawl, stack bricks and point at objects. The researchers compared those parents’ responses to data collected on over 1,600 babies as part of a large-scale study that followed babies born in Ireland between 2008 and 2011 and assessed their development over time.

There were some small but significant differences between the two groups. Fewer babies in the study could wave goodbye — 87.7 percent compared to 94.4 percent, point at objects around them — 83.8 percent compared with 92.8 percent, or say at least one “definite and meaningful word” — 76.6 percent compared to 89.3 percent — at their 12-month assessment, according to their parents. They were more likely than their pre-pandemic peers to be able to crawl at age 1, however. In the other six categories, the researchers found no meaningful differences.

Studies that rely on observations can identify differences but not shed light on the reason for the difference. However, the authors of the Irish study have some theories.

They suggest that the babies in the lockdown cohort may have had fewer visitors, and so fewer occasions to learn to wave goodbye. With limited trips outside of the house, babies may have seen fewer few objects they’d want to point to. And they may have “heard a narrower repertoire of language and saw fewer unmasked faces speaking to them,” due to lockdown measures.

Conversely, lockdown babies may have learned to crawl faster because they spent more time at home, playing on the floor, “rather than out of the home in cars and strollers.”

“The jury is still very much out in terms of what the effects of this pandemic are going to be on this generation,” Dani Dumitriu, an assistant professor of pediatrics at Columbia University who was not involved in the Irish study, told The Post.

Dumitriu, who is a co-author of a separate study on babies born in 2020, characterized the findings as reassuring. “They’re not finding major developmental delays, just like we didn’t.”

Pandemic brought out something positive for some people — resilience

The study, which was peer-reviewed, has some limitations. It relies on parents’ observations of their own children, which can be flawed or incomplete. There were demographic differences between the population of pre- and post-pandemic babies, and in each case, the parents were asked to assess their children’s development “in a slightly different way.”

What is needed, the authors and other experts say, is a large-scale study that follows babies over time and measures their development in standardized ways — what’s known as a longitudinal cohort study. The authors of this study assessed the cohort of lockdown babies when they turned 2 with a standardized set of developmental questionnaires, and hope to publish their findings, which are under review, in a follow-up paper.

In the meantime, the authors of the study say most babies can overcome any delay caused by the pandemic with the right support. Researchers who have studied this cohort of babies have called on governments to provide more resources to families of lockdown babies — particularly those most at risk — and to follow those babies over time to ensure there are no long-term delays. “If we do notice a delay, then we can quickly intervene and set that child back onto a correct trajectory,” Dumitriu explains.

Parenting a child under 12 in the age of delta: ‘It’s like a fire alarm every day’

Ultimately, Byrne is hopeful that “with the reopening … babies will really thrive.”

“There is such scope for plasticity in the brains of babies and children,” she told The Post.

Lam is also optimistic that Adriana will catch up with any delays as she gets older. “People around me are telling me, once they go back to study in a school, then they’ll be fine,” she told The Post. “I believe that as well.”

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Magic: The Gathering’s new D&D cards bring more dungeon crawling

Wizards of the Coast knocked it out of the park last summer with Adventures in the Forgotten Realms, a crossover with Dungeons & Dragons that became the company’s best-selling summer set of all time. Its next D&D crossover, Commander Legends: Battle for Baldur’s Gate, comes out on June 10, and on Tuesday lead designer Corey Bowen gave the first full explanation of how it’s going to work. Fans should expect a complex, draftable set of Commander-focused cards and a gameplay experience that evokes the feeling of actually playing D&D.

Image: Wizards of the Coast

Image: Wizards of the Coast

Like 2020’s Commander Legends set, Battle for Baldur’s Gate is primarily designed for drafting, meaning that players will need to create novel new decks on the fly just as a game begins. Job one will be selecting a Commander from the two Legendary Creatures that appear in each pack of Draft Boosters. Next, players will want to select a background for that creature, if applicable.

According to Bowen, background cards perform a similar function to the partner mechanic (which was introduced with Commander 2016) by adding versatility to a given creature. It also dovetails nicely into the D&D theme, using the conceit of character creation to add to the potential mana colors Commanders can use while also sprinkling in powerful new abilities.

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

From there, players will draft two cards at a time from each pack as it makes its way around the table, building 60-card decks in all (down from Commander’s traditional 100 cards). Unlike the traditional Commander format, the singleton rule won’t apply. That means players can have multiple versions of the same card in their deck.

Preconstructed decks that align with the standard 100-card format will be sold separately.

A key feature of the new set will be the introduction of even more classic characters from D&D lore. That includes Elminster, the powerful wizard created by Ed Greenwood for the beloved Forgotten Realms setting; elf vampire Astarion and Githyanki warrior Lae’zel, companions from Baldur’s Gate 3; and Baba Lysaga, a hag from Barovia and the mother of Tasha, in-fiction author of Tasha’s Cauldron of Everything. There are also lots of deeper cuts from the original Baldur’s Gate video game and its various sequels and expansions. Even fan favorites Minsc and Boo will make an appearance as planeswalkers (naturally) that can also serve as your Commander.

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

A new dungeon card will also be available. Adventures in the Forgotten Realms introduced dungeons to Magic — cards that allow players to press their luck by pouring energy into exploring a physical space in the hope of earning lucrative rewards. This time around, players will be able to explore the legendary Undercity below Baldur’s Gate. But the way they do it will be just a little different.

Players will make use of the new initiative mechanic, gaining initiative on their turn to move their characters through the dungeon. The frequency of initiative cards should be a bit higher — especially when played alongside adventure cards — allowing players to travel a bit more quickly.

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

Image: Wizards of the Coast

Dice rolling also makes its return with Battle for Baldur’s Gate. Certain cards will allow players to roll a d20 — just like in D&D — with rewards dependent on how high you roll. Only a single card called Wand of Wonder was shown, however.

Previews of the set’s preconstructed Commander decks will be available online starting May 30. So far we only know their names: Party Time, Mind Flayarrs, Draconic Descent, and Exit from Exile.

Commander Legends: Battle for Baldur’s Gate arrives at retail on June 10. We’ve included a complete gallery of all the new cards revealed today below.

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