VLC brings its feature-rich video player to Chrome OS

Considered the Swiss Army Knife video players, VLC is available on a plethora of different mobile and desktop platforms. However, the app has proved elusive on Google’s Chrome OS. The web-orientated operating system isn’t really known for its media abilities, but the VideoLAN team have managed to tick it off their list, allowing users to open a wide array of video and audio files, including MKV containers, ISOs, MP3s, FLAC formats. There’s also support for subtitles, network streaming and hardware accelerated decoding.
The app was made possible by Google’s App Runtime for Chrome (ARC), which allows developers to repurpose Android apps to work on Chrome OS and other platforms. The team says it was able to “recycle 95 percent of the Android code and optimizations” it utilizes in its existing Android app. While VLC for Chrome OS has been tested on a Chromebook Pixel and an HP Chromebook 14, some users have reported issues on Samsung Chromebooks. If it doesn’t work for you, VideoLAN’s Jean-Baptiste Kempf says the team will work quickly to fix bugs, so be patient.
Via: VideoLAN
Source: VLC (Chome Web Store)
Target is reportedly working on its own mobile payments, too

Walmart isn’t the only major retailer developing its own mobile wallet. Reuters reports that Target is in the early stagings of planning its own payments system as well. While the company hasn’t committed to launching just yet, it has reached out to credit card companies regarding how transactions will be handled. If you’ll recall, Target is part of the CurrentC mobile wallet initiative, and plans to remain a member (alongside Walmart) of the Merchants Customer Exchange that’s developing the software. The company says it’s just exploring its options.
Last week, retail giant Walmart announced Walmart Pay, an app that allows customers to make purchases by scanning QR codes. While details are scarce for now, Target’s solution sounds more like the regular setup where you hover your phone over a terminal to make a payment. Of course, with retailer opting in, or at least looking into it, the likes of Apple Pay, Android Pay and Samsung Pay could face even more competition.
This also begs the question of whether you’ll eventually need a separate payments app for each store you shop at, which would make your mobile wallet(s) just as cluttered as your physical ones. Target also faces the challenge of convincing customers to trust the retailer with their payment info after 2013’s massive data breach.
[Image credit: Jahi Chikwendiu/The Washington Post via Getty Images]
Source: Reuters
Square Enix Montreal gets what makes mobile games great

Apple recently named Lara Croft Go its game of the year, and deservedly so. But the back-to-basics 2D puzzler wasn’t developer Square Enix Montreal’s first stab at mobile gaming. The studio was initially formed to work on a now-cancelled Hitman project for consoles and then transitioned to making premium smartphone and tablet games.
Since releasing Hitman Go in 2014 the team has been quietly kicking a lot of ass in the space, launching the excellent Hitman Sniper and Lara Croft Go within roughly two months of each other. It’s this type of repeat success that’s afforded lead programmer Antoine Routon and his mobile-exclusive team at Square Enix Montreal the freedom to tinker with publisher Square Enix’s biggest properties in fresh ways.
“We have a lot of creative freedom we acquired by delivering good games,” he says. “What’s the opposite of street cred? Exec cred?” he asks, laughing.
None of the studio’s games are console releases shoehorned onto smartphones because Routon knows those are terrible for everyone involved. They’re something he’d rather not do because he and his team are intimately familiar with mobile gaming on a personal level. Routon’s favorite games these days? Year Walk, SPL-T and Trick Shot — all acclaimed puzzle games. We recently spoke with Routon to learn more about what makes for a great mobile game. Spoiler: He can neither confirm or deny that the studio is working on a Deus Ex entry in the Go franchise.

How do you approach making mobile properties so they don’t feel like they’re exploiting fan goodwill? Hitman Go and Lara Croft Go feel like they’re designed with mobile in mind and they work really well for the platform.
The way we approach [it] is they could be cash-grabs with the brands, but this wouldn’t be fun for us or the players. And most importantly, we wouldn’t make that much money. There’s no easy recipe to make money in the video game business. One option is to make a really good game, and that’s hard. Specifically at Square Enix Montreal, making a really good game means trying to really understand what we’re working with. What is Lara Croft’s universe? What is Agent 47’s universe? What is the platform we’re working with?
We don’t want to be the smaller brother of the big AAA productions, we want to clearly establish our own space. Mobile games are consumed very differently than console games. The controls are different and they way you play them is, too. Shorter sessions, shorter reward loops compared to big console games. [Mobile] is our purpose.

How do you approach a property as a mobile developer and keep it feeling like its namesake?
First of all, a lot of us are mobile players. Part of understanding the platform is really playing it ourselves and liking it. At the beginning, our studio was founded to be a AAA studio working on a now-cancelled Hitman game. And then it was repurposed to do mobile. For a lot of people, that wasn’t really their kind of challenge.
And that’s fair. They’re people who want to create massive universes and things that fit on console. Most of those people went in other directions, and the people that are here are people who really understand what’s cool about a mobile game and really understand the medium.
As one of the two people who started the Go franchise, there’s a big part that is not looking too closely at exactly what those [base] games are. You squint a little bit and see what sticks out and you start finding key elements of the franchises. That’s what we’re trying to do: Not be copy-cats or writing down every important moment, but more so asking what Lara Croft is doing on an everyday basis?
Of course, there’s a lot of refinement of remembering a specific moment (if it’s something bigger, or, more general gameplay pillars). It’s a long process, I’m not going to lie.
Right. When you boil it down, Hitman has always been a puzzle game. You’re trying to figure out a way through the environment to get to your goal. The ways you interact with it are either killing someone (or not) or getting past them. That’s what really surprised me the first time I saw Go: It felt like a Hitman game even though it was a board game.
We thought gamers, if they play on mobile, they’re going to want to play on a big screen. Maybe the missing link is tablets. So at the beginning, Hitman Go was really focused on being a tablet game. Later on, we eventually made it work on phones as well. You can still feel from the camera angles that it was really designed for a bigger screen first. It was actually a good thing we ported because we learned only a third of people play on tablets.
I don’t know where it’s going to go, though. There is a “mobile stigma” for gamers.
I had that.
It’s dissipating slowly, but surely. And maybe we can be one of the studios that helps that. It might take a little time, but I think it’s something that’s evolving as we speak. We’re trying to solve this equation. For a while, the mobile market was dominated by free-to-play games and a lot of people really like those games. But you can’t say you’re going to do a new Clash of Clans and it’s going to be a recipe for money because it’s such a saturated market.
For us, we want to find our niche and expand it into a new space: premium, really high quality games.
How does your studio approach mobile in terms of balancing a mobile game for $5 that still feels like a full, appropriate experience for the platform?
We’re constantly trying to find the best answer for that. When you look at Go and Hitman Sniper, they’re very polished experiences. They’re not 2D games developed in two months. [Our games take] one to two years, which is big for mobile games. They usually go much faster than this.
You’re on par with AAA development cycles at that point and it shows.
We are much smaller teams than AAA, though. We’re spending a lot of time concepting. We’re looking at different pricing models to approach this and so far it seems like the premium model, especially with our brands, people feel comfortable having a premium price on those. At the same time, when you think of a game on iOS, it’s $5.
For me, I don’t see premium on one end and free-to-play on the other. The equation is somewhere in the middle. You have to balance the cost of production; make something that’s smart, something you can replay. It’s something that Hitman: Sniper did very well.
Square Enix Montreal also gets the pricing right. I know you aren’t involved with Square Enix Japan, but the Final Fantasy and Dragon Quest stuff costs way more than your team’s games do when they’re ports rather than purpose-built games for the platform.
It’s maybe a little bit of a different approach. If you buy one of those games where there’s a nostalgia factor, it’s more of a collector’s mentality maybe. Or maybe fan mentality where you want it in your pocket at all times. We’re coming up with new products, so we need to convince people that our game is fun. Maybe a price like this for our Go games might be a little high, but at the same time, maybe it’d be interesting to see if we do a game that we feel is worth $15 in terms of quality and depth.
It’s not a console port, it’s made for mobile with all the things I said before — short reward loop, etc. — but we really push the quality and depth so high that you’d say it is worth $15. Maybe that’d be something interesting to see.
The big thing with mobile is that you have to focus on just one design aspect and nail it. There’s no room for bloat.
Someone said that perfection is the point where you can’t remove anymore. From a design perspective, it’s really interesting because we work with very tight design space: You can’t have too many mechanics. We need to work with one mechanic or one system. Sniper, the Go games, they’re one system. There are very few variables, so the equation is very tight.
Everybody says you make great games through iteration, but for us, a small number of people, we don’t have too many voices talking about it, doing a million iterations on everything to get the difficulty curve right, the controls right, make sure it looks good on a small screen. That’s something we really value. We almost have a bit of an indie-ish mentality with the advantage of being Square Enix, working with huge brands and having budgets for marketing.
I’ve played a number of Insomniac Games’ mobile titles and it’s almost to the point where they’re too simple. Then you have something on the opposite end like Infinity Blade 3 which feels way too complicated to me. It’s a matter of finding the right balance and your team is consistently delivering on that.
That’s obviously very nice to hear, but there’s no silver bullet. We’ve spent a lot of time being very critical and really understanding the medium, really understanding the brands and working fucking hard [laughs]. I’m not gonna lie about this: It’s just working really hard, trying, failing, redoing.
You haven’t played all the way through Lara Croft, but there’s this mechanic where you pull a lever and every time you move, the lever goes one notch back until after five or six moves, a door closes. This was a little more complicated to make. You need to convey a lot of information to the player. When we did that, I remember one of our artists here had a huge Photoshop file and basically he had a 10×10 matrix of what it could look like so people would understand clearly what it is on an iPhone 4S screen.
How much has your approach changed from Hitman Go to Lara Croft Go? The difficulty curve is pretty steep with the former. How much changed from the approach to Hitman and not working on mobile before, to releasing it and then going to Lara Croft Go? What’d you learn going from one to the next?
The structure of Hitman Go — three objectives, levels finished in five to ten minutes — that worked well. That’s actually something we mostly kept. We did see a spike of difficulty very early; we can see how many people retried. It worked out nicely because Hitman is a more hardcore brand anyway, so people who played Hitman Go were more into difficult puzzles.
Whereas with Lara Croft Go we want people to finish the game. We don’t want people to drop out because it’s too hard. Our metrics for how we measure success is how many people finish the game. We worked hard on making sure the curve is much, much smoother.
For Lara Croft, one of the things we did differently is that she is not a machine like Agent 47 is. So that’s why we switched the structure from different locations with a target to eliminate, to a book with a narrative curve throughout the game. There’s a story: a beginning, a middle, an end.

So the difficulty and design change on a per-game basis then. The next Hitman Go, assuming there will be one, theoretically would be harder than Lara Croft Go because of the audience?
That’s the thing: it’s the same premise, but most mechanics are different between the two games. The way Hitman Go and the mechanics have been built is we are one year older, one year wiser now. I’d say at the very end of Hitman Go, something I don’t necessarily like as much is to make more difficult puzzles, we had to make bigger puzzles. And for a lot of people, that’s fine. Personally, I like what we did with Lara Croft Go because a lot of the mechanics interact with each other more. We’re able to make simpler, more elegant puzzles while increasing the difficulty. In Hitman a lot of the mechanics interact with the player, but they don’t interact with each other.
If you want to increase the difficulty of a Hitman level, you’d add one more element after another and linearly increase it that way. In Lara Croft, with the way these mechanics combine, there’s a way you throw in one more mechanic and it’s going to combine with everything. Maybe it doubles the difficulty, but it’s definitely not linear anymore.

How would Deus Ex translate to a Go game then? How would your team adapt a huge, vastly complicated universe and gameplay to the platform?
That’s a very good question. Probably it’d be the same approach: Trying to identify what the core elements are, squinting our eyes, asking what the key moments are. Can we derive some kind of core mechanic that would satisfy the mobile platform? And then, a lot of iteration and making sure that people from the Deus Ex franchise are also involved. That’s something we did for both Hitman and Lara Croft, making sure that those studios help us really understand what their franchise is about.
Is a Deus Ex Go being considered or worked on?
I can’t really confirm anything at this point. All I can really say is we’re looking at our options. The only thing that’s important to us is that if we do something, that we do it well and something we think is compelling.

Do you feel restricted in any way because you’re working with existing properties?
Yes, there’s more things established, but at the same time it’s very interesting to work around this constraint and come back with something creative. I always come back to this story from being a kid: My parents bought land that was on a big slope. They hired an architect to build the house and I asked if it was difficult for him because the land wasn’t flat. He said that the most boring projects for him are when there’s a huge flat piece of land. Then there is no contour, nothing to work with. When you have an interesting shape to the landscape, then you need get creative.
This is when you really need to work around those constraints. This is true even for video games. When you’ve got things that are established, it’s easier because you don’t have this empty canvas with nothing at all to work with. That being said, there are also cool advantages to making your own universe. You just need to know all the things you’re working against.
This interview has been condensed and edited.
Pink Gold Samsung Galaxy S6 Edge+ hits China
As the days countdown until Samsung announces its new flagships, the Korean OEM still seems smitten with its summer smartphones: today a 128GB Galaxy Note 5 Winter Edition was announced for its home territory, and now it seems a Pink Gold Galaxy S6 Edge+ has been made and manufactured for China!

Spec-wise the phone is the same as standard Galaxy S6 Edge+ units, save for the removal of all Google-related services and framework. The phone looks to have the same reflective “mirrored” surface as the Gold Platinum and Silver Titanium variants.
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At the moment it is not clear as to if Samsung plans to release this color variant in other territories. Given the fact that the Galaxy S6 Edge+ has not been reported to have stellar sales, it seems less likely. On the other hand, given said sales situation, the device might become more desirable with a new look.
For reference, a Pink colored Galaxy Note 5 was released in South Korea a few months back.
Any thoughts on this latest and perhaps – depending on opinion – greatest looking Galaxy S6 Edge+ yet? Would you consider importing one to have a rare color? Let us know your thoughts in the comments section below!
Samsung Pay will make its way to China in Q1 2016
Earlier today, Samsung announced that it has teamed up with China’s only domestic bank card organization, UnionPay, to launch its NFC-based contactless payment service, entitled Samsung Pay, in the region in January, 2016.
All of the juicy details can be seen in the press release below:
Samsung and China UnionPay Cooperate on Samsung Pay
Samsung Electronics and China UnionPay announced the cooperation on Samsung Pay on December 18, 2015. With Samsung mobile phones, UnionPay card holders in China will soon be able to enjoy the fast and secure mobile payment service.
Injong Rhee, Executive Vice President at Samsung Electronics said, “With technological innovation, Samsung Pay expands the usage of mobile payments. It simplifies the procedure for better user experience, and adopts multi-layered protection to ensure security, allowing easier and safer mobile payment experiences. The collaboration with China UnionPay, coupled with the support from major UnionPay partner banks in China, will bring this secure and easy-to-use mobile payment solution to more Samsung mobile users.”
Chai Hongfeng, Executive Vice President of China UnionPay, said: “With the development of the mobile payment industry, China UnionPay is committed to open cooperation with other parties in the industry to provide more secure and more convenient products and services for consumers. This cooperation between China UnionPay and Samsung will combine the strengths of the former in payment and the expertise of the latter in mobile terminals to jointly create brand new mobile payment experience for consumers, and to further expand the user base of UnionPay QuickPass brand. ”
This collaboration between Samsung and China UnionPay will enable UnionPay cardholders to manage and use credit cards and debit cards on the smartphones via Samsung Pay. Key features of Samsung Pay include its simplicity to use, wide coverage, as well as a high-level of security. First, payment can be easily made within just a few seconds with a simple swipe up, scan and pay. Second, Samsung Pay-supported contactless payment can be accepted in most of the POS terminals in China, including QuickPass-enabled NFC POS terminals. Lastly, working with China UnionPay, Samsung Pay ensures secure transaction with a reliable triple-layered protection mechanism including fingerprint identification, tokenization and KNOX.
The products and technologies in Samsung Pay strictly comply with national mobile payment and financial industry standards in China. Samsung Pay will receive relevant tests and certification as required by Chinese regulators before its official rollout to UnionPay cardholders in China as soon as early 2016.
Come comment on this article: Samsung Pay will make its way to China in Q1 2016
Deal: the iRing will help ensure you never drop your phone again for $15.99

Butter finger smartphone users rejoice. The AA Deals Store is offering a sweet deal on a product that will help you say goodbye to broken screens and smartphone dings.
The iRing is a little accessory that sticks to your smartphone, tablet or whatever you want to hold more securely. The idea is that you put your finger through it while holding your gadget, ensuring a nice grip and a sense of security most of us have never experienced while handling an expensive piece of technology.

You can literally wave your hand around and not ever drop your phone! And all with only one hand. By the way, this thing also works as a stand, hanger or mount. It can support up to 15 pounds, so you are good. I mean, an average tablet is not much heavier than a pound.
The iRing is convenient, well built (made partly of metal) and only $15.99 from the AA Deals Store.
ICYMI: Dark matter search, the personal plane and more
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Today on In Case You Missed It: The new Icon A5 personal aircraft is available for $189,000, shrinking middle class be damned. China’s space agency launched a spacecraft to hunt for signs of dark matter’s existence. And Netflix‘s latest Make It project is a cosy nod to what too many of us will likely be doing over holiday breaks: Going on prolonged Netflix binges. The company is giving instructions for how to construct socks that will pause your show if you should fall asleep.
And because it hits our funny bone just right, here’s the link to the video of the 10-year-old with amazing yo-yo skills. Even his comments under the video are cute, for the love.
We’ll be back to normal for tomorrow, so if you see any interesting science or tech videos, please share with us! Just tweet us with the #ICYMI hashtag to @mskerryd.
Veteran Affairs to pick up the tab for paralyzed vets’ robotic legs

When the US Department of Veteran Affairs paid for Retired US Army Sergeant Theresa Hannigan’s ReWalk exoskeleton, it also decided to pick up the tab for other vets. Now, the agency has made it official: it has recently sent out a memorandum that outlines its plans to train staff in a dozen centers — though there are plans to expand even further in the future — to be able to fit more paralyzed veterans with ReWalk. The product, if you recall, is a robotic exoskeleton that attaches to the users’ legs and helps them walk again. The FDA cleared it for home use last year, but you don’t exactly see a lot of paraplegics use it, because it costs a whopping $77,000.
AP says sales have been slow since the FDA approval, but the company’s hoping that the Veteran Affairs’ support will compel more insurance companies to agree to cover it for their customers. VA has already looked at the applications of 45 veterans that meet the height and weight requirements needed to be able to operate the exoskeleton, but it hasn’t announce anything formal yet. Based on previous tests, anyone lucky enough to get a ReWalk will experience better bowel/bladder control and reduced back pain, not to mention they’ll become a lot more independent by being able to stand and walk on their own again.
[Image credit: AP Photo/Mel Evans]
Source: AP
LifeLock forced to pay $100 million FTC fine

LifeLock is a company that purports to provide protection for people at risk of identity theft in exchange for a monthly fee of $10. The FTC doesn’t feel that the firm does enough to justify that fee, which is why it’s slapped the business with a $100 million fine. Officials believe that LifeLock has been exaggerating the extent of its services, saying that it hasn’t done enough — or anything — to protect personal data like social security, credit card and bank account numbers. It’s not the first time that LifeLock has been told off by the FTC after being found guilty of exaggerating its services in 2012 and failing to protect its customers in 2012.
Of that $100 million settlement, $68 million will be earmarked to pay back members of a class action lawsuit that was brought against the firm. As Ars Technica reports, one of the things that LifeLock stands accused of is charging a monthly fee simply for adding a fraud alert on a paying customer’s credit file. That, you can probably work out, is not a magic bullet to prevent people from getting at your good stuff.
LifeLock’s track record in maintaining its users personal data borders on the slapstick, like the time it had to pull a wallet app because it was hilariously insecure. Or the time its CEO posted his social security number to prove how well the system worked, only to have it stolen 13 times. Thankfully, LifeLock will be able to shoulder the burden of that $100 million fine as it brought in $476 million revenue last yea… sorry, how much?
Via: Ars Technica
Source: FTC
Software error overinflates thousands of UK divorce settlements

An error in an electronic form used to help calculate the financial aspects of a divorce could potentially open old wounds for thousands of UK couples, the Ministry of Justice has confirmed. The Guardian reports that the software, known as a “Form E” on the HM Courts and Tribunals website, would wrongly state that wife or husband was worth more than they really were. If a minus figure was entered against the financial liabilities of each partner, the form failed to recognise them, boosting the overall value of their assets significantly.
Over 20,000 of the forms are believed to have been downloaded since April 2014, which means that the error went undetected for 20 months. Not all of them will have been used to calculate a division of assets between divorcing couples, however. It was spotted earlier this month by family law expert Nicola Matheson-Durrant and the Ministry of Justice only publicly confirmed the fault on Thursday.
“We are urgently investigating this issue,” says a HM Courts and Tribunals spokesperson. “Officials are taking steps to identify rapidly cases where this regrettable error may have had an impact, and we will be writing to anyone affected as soon as possible.”
Although the glitch has now been rectified, thousands of divorce judgements may have been based on erroneous data. The Guardian suggests it may open a route for unhappy couples to launch proceedings against their legal representatives or the Ministry of Justice itself. It certainly won’t be fun for anyone involved, especially for those who thought they had finally seen the back of their estranged partner.
Via: The Register
Source: The Guardian






