In another twist on the OpenAI saga that raged over the weekend, Microsoft has swooped in and hired Sam Altman and Greg Brockman just after OpenAI confirmed Altman won't be returning, CEO Satya Nadella announced in a post on X.
The pair, along with colleagues are joining Microsoft "to lead a new advanced AI research team." Nadella added that Microsoft "remain[s] committed to our partnership with OpenAI," but the move looks a giant hedge on that bet. It also means the much of OpenAI's talent may be moving to Microsoft, which may stall the latter's progress with its widely-used ChatGPT product.
We remain committed to our partnership with OpenAI and have confidence in our product roadmap, our ability to continue to innovate with everything we announced at Microsoft Ignite, and in continuing to support our customers and partners. We look forward to getting to know Emmett…
Altman has largely remained quiet since news of his firing dropped Friday, other than thanking OpenAI colleagues for their support. However, he confirmed his hiring by Microsoft, saying on X that "the mission continues." In a reply to that post, Nadella said he was "super excited" to have Altman as CEO of the new group. "We’ve learned a lot over the years about how to give founders and innovators space to build independent identities and cultures within Microsoft, including GitHub, Mojang Studios…"
The appointment was announced just after it was suggested that Altman may return to OpenAI, following his sudden firing on Friday. That was preceded by an outpouring of support for Altman from OpenAI employees, many of whom shared hearts on social media.
Talks between the parties broke down and OpenAI subsequently said that Altman (and co-founder Greg Brockman) would not return, according to reports. Instead, Twitch co-founder Emmett Shear was reportedly appointed as the new CEO.
The story is likely far from over, as the confirmation of Altman's firing and subsequent hiring by Microsoft raise multiple questions. Microsoft has invested $13 billion and owns a 49 percent stake in the for-profit segment of OpenAI and recently unveiled its Copilot AI assistant that's powered by OpenAI's technology.
However, OpenAI has an odd "capped-profit" corporate structure with both a for-profit and non-profit body. And despite Nadella's words, the partnership with OpenAI will no doubt be affected by Microsoft having its own AI research team — particularly since it will be led by OpenAI's former CEO.
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Newly ousted OpenAI CEO Sam Altman and former president Greg Brockman are meeting with executives at the company’s San Francisco headquarters now as discussions about possibly reinstating their positions continue, The Information reports. Per The Information, interim CEO Mira Murati and others have been leading the push to get Altman reinstated as CEO, and invited the two to HQ on Sunday. Altman and Brockman showed up for talks this afternoon, sources told The Information.
Around the time of the report’s publication, Altman tweeted a photo of himself wearing a guest badge for entry into the building, writing, “first and last time i ever wear one of these (sic)” — which could be interpreted several different ways, at this point. Sources told The Verge that Altman has set a 5PM PT deadline for board members to reach an agreement that could ultimately determine whether he walks away from OpenAI, or they do.
After Altman was fired without warning on Friday, Brockman stepped down in solidarity, along with a slew of senior researchers. Other staff members have reportedly pledged to resign as well and follow the two to other projects, signaling their support on social media, according to The Verge. The state of Altman's position — and OpenAI’s future leadership — has remained up in the air this weekend as backlash against the board’s initial decision grows. On Saturday evening, The Verge broke news that the board was considering reinstating him as CEO, and had “agreed in principle” to resign if so. But, the board reportedly couldn’t make up its collective mind in time, and missed the deadline that had been set for the decision.
According to Bloomberg, that’s at least in part because they’ve hit a brick wall in trying to agree on what the board will look and what its role will be if he’s reinstated. Altman reportedly wants the existing board gone if he’s to return, among other “governance changes” — including making former Salesforce CEO Bret Taylor a board member and possibly bringing on a Microsoft executive, Bloomberg reported, though the latter has not yet made a decision.
There has been much speculation over the reason behind Altman’s removal as CEO and from the OpenAI board of directors, which came as a surprise to Altman, staff, and investors. An internal memo sent that morning to staff and seen by Axios said that the decision to unseat Altman came as the result of “a breakdown in communication between Sam and the board.” It “was not made in response to malfeasance or anything related to our financial, business, safety, or security/privacy practices,” the memo from COO Brad Lightcap said.
Altman was fundraising for a custom AI chip project codenamed “Tigris” prior to his unexpected firing, Bloomberg reported. Per Bloomberg and The New York Times, which previously reported on his plans for other AI ventures, Altman has already pitched the idea of custom Tensor Processing Units (TPUs) that would rival NVIDIA’s to potential investors in the Middle East. He was also reportedly looking for backers to fund his hardware collaboration with former Apple designer, Jony Ive, for which he approached SoftBank founder Masayoshi Son. Sources with knowledge of the discussions told Bloomberg that Altman is trying to raise “tens of billions of dollars” to get these projects off the ground.
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Gamers are a passionate bunch, and we’re no exception. These are the week’s most interesting perspectives on the wild, wonderful, and sometimes weird world of video game news.
SpaceX's second test flight of its Starship spacecraft — which it hopes will one day ferry humans to the moon and Mars — ended in an explosion Saturday morning minutes after taking off from the company's spaceport in Boca Chica, Texas. Starship launched just after 8AM ET atop a Super Heavy rocket, the largest rocket in the world.
Moments after completing stage separation, when the Super Heavy booster detached itself from Starship, the rocket's first stage exploded. Starship, however, continued on for several more minutes, surpassing the flight time of its predecessor. A faint explosion could be seen in the livestream around the 8-minute mark, and hosts confirmed soon after that they'd lost contact with the craft.
The booster experienced a rapid unscheduled disassembly shortly after stage separation while Starship's engines fired for several minutes on its way to space
But, as with the last test that ended in an explosion, SpaceX is still billing it as a success. Kate Tice, one of the livestream's hosts and a quality engineering manager for SpaceX, said it was “an incredibly successful day, even though we did have a RUD — or rapid unscheduled disassembly — of both the Super Heavy booster and the ship. We got so much data and that will all help to improve for our next flight.”
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Alan Wake II is a fantastic game. It tells a twisted, serpentine story of paranormal murder, shifting realities and demonic possession, with two brooding investigators at its core. Developers at Remedy Entertainment are masters of mood and Alan Wake II is their latest showpiece, highlighting the studio’s eye for psychedelic terror and complex mysteries. This game is packed with monsters, ghosts, cults, Old Gods, rock operas and mind-bending perspective swaps. And on top of all that, its character models and set pieces are absolutely gorgeous. Even though it just came out at the end of October, it’s no surprise that Alan Wake II is nominated in multiple categories at The Game Awards, including Game of the Year.
There’s a lot more than clue-gathering going on in Alan Wake II. The game regularly mixes full-motion video with CGI in a way that doesn’t feel silly or contrived; set in a universe of broken realities, the visual styles bleed into each other like alternate timelines fighting for dominance, fitting both the narrative and mechanical storytelling on display.
Remedy Entertainment
There are two playable characters, Saga Anderson and Alan Wake, and they’re each able to escape inside their own mind to solve the mysteries at hand. Saga, the stoic FBI agent, has a Mind Place where she can connect pieces of evidence with red string on a large, wood-paneled wall, and she can also profile people of interest, using her intuition to speak with their subconscious selves and uncover their secrets. Alan, the author who’s been lost in purgatory for 13 years, has a Writer’s Room with a plot board that literally alters reality when he adds new ideas to it. Players are able to switch between Saga and Alan throughout the game, as they attempt to crack the same case from opposite sides of the underworld.
Both of their environments have been infiltrated by shadow people, the standard enemies in this universe. The black silhouettes, glitching around the edges and hissing Alan Wake’s name, are affected by light — many of them fade away under the beam of a flashlight, but some of them transform into corporeal enemies and immediately attack, requiring multiple gunshots or one strong explosion to take them out. Saga and Alan can find temporary solace under lampposts and other well-lit areas, but these tend to flicker out in the heat of combat.
Which brings us to my issue with Alan Wake II, a game I very much enjoyed and highly recommend. Because I can still hear the furious typing from people who won’t read a negative word about something they love — please remember, it’s possible to enjoy something and also discuss what it could’ve done better. In the case of Alan Wake II, this means removing the guns.
There’s a delicious undercurrent of tension running beneath Alan Wake II, propelled by dark corridors, gruesome rituals and a creeping wave of personal loss. This sense of unease builds throughout the story and bursts through the screen in jump-scare vignettes as the characters’ situations become more desperate. Mystery is the heart of Alan Wake II’s horror. Unfortunately, the slow-burning narrative tension is routinely interrupted by gunplay, replacing it with a different, harsher kind of anxiety that feels out of place in this survival horror experience.
Again and again, I’d be exploring a new area, mentally putting the clues together as the story unspooled, when suddenly — time for a gunfight. The tone would immediately shift from dark, inquisitive terror to pew pew pew, replacing my train of thought with standard action-game things like landing headshots and dodging. After the scuffle, it would take a long moment for me to find the rhythm again, remind myself what I was looking for, what was at stake, what reality I was in. The tension and terror would start to build again, and then — another gunfight.
Remedy Entertainment
There’s nothing wrong with the combat in Alan Wake II, but it isn’t revolutionary and it doesn’t serve the game’s narrative. It’s an unnecessary interruption. Alan Wake II has intense detective work, horrific setpieces, paranormal drama, reality-shifting mechanics, secrets uncovered with light, two versions of a Sherlock-style mind palace, small puzzles, grand mysteries, murderous demons and plenty of action without guns at all.
Light is the shadow people’s weakness, and Saga and Alan both carry flashlights for most of the game. Turning on the high beam stuns the shadow enemies and sometimes opens weak points in their chests. Light hurts the ghosts, but it doesn’t kill them. To kill the ghosts you need bullets. I find this concept silly enough, but there are also scenes where the ghostshave guns, which is downright hilarious. On top of that, some of the shadow people are true bullet sponges, eating eight to twelve shots before going down. This sucks in general, but it’s especially egregious in a horror game, as it replaces feelings of dread with frustration and bullet math. Tediously shooting a ghost eight times instead of one doesn’t make an encounter any scarier.
With light as a weapon, Alan Wake II doesn’t need guns. Activating the high beam already uses precious battery power, and both Saga and Alan have to find batteries hidden around their environments, keeping resource-management fears alive. There are scenes where a flashlight and weapon combination actually works well — mainly, the flashlight and flare gun offer a swift one-two punch for standard enemies, preserving the panic of an attack while offering twitchy combat moments that don’t interrupt the overall vibe. Here, the gun is secondary, while the light does most of the work. In terms of game logic, this makes way more sense than a ghosts-and-guns approach.
Remedy Entertainment
Remedy is calling Alan Wake II the studio’s “first foray into the survival horror genre,” which makes its reliance on guns and even more perplexing. Regardless of whether Alan Wake II is more of an action horror or survival horror game, I’m most concerned with how it serves horror. In this regard, the gunplay just gets in the way.
I turned on story mode about two-thirds through my playtime, and I didn’t feel cheated out of any tension or terror; the enemies were still scary, and the game’s puzzles remained challenging. Remedy does weird stuff really well, and Alan Wake II is grotesque, mind-melting and darkly soapy, like The X-Files or Twin Peaks, with a touch of Outlast and Resident Evil 4. I just wonder what game we would’ve gotten if the developers didn’t design around basic third-person shooter tropes (feel free to save those for Control, Remedy — guns make sense in that game).
You know how every big-studio action movie nowadays feels like a modified version of Iron Man? The Marvel Cinematic Universe set the modern standard for big-budget action flicks, and it seems like many other movies now attempt to imitate its tongue-in-cheek tone, the epic scale of each battle, its predictable narrative flow and climax, the green-screen action scenes, its cliffhangers and after-credits scenes. A similar phenomenon is occurring with big-budget mainstream games, where there seems to be a formula that developers attempt to emulate, and this includes gunplay with hordes of bullet-absorbing enemies.
It feels like Alan Wake II fell victim to this unnecessary constraint, with negative consequences for the game’s sense of storytelling and terror. I get it — guns, ammo and inventory management are a familiar, accepted mechanic in video games as a whole, which makes firearm combat an easy element to include in mainstream titles. I just don’t think Alan Wake II needed it to be successful.
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At 8AM ET today, SpaceX will open a 20-minute launch window for Starship's second-ever fully integrated test flight. If everything goes well during the pre-flight procedures, and if the weather cooperates, then we'll see the company's spacecraft make another attempt to reach space. SpaceX completed Starship's first fully integrated launch in April. While it was considered a success, the company wasn't able to meet all its objectives and had to intentionally blow up the spacecraft after its two stages failed to separate.
As a result of that incident, the Federal Aviation Administration (FAA) had grounded Starship while authorities conducted an investigation. They found that the explosion scattered debris across 385 acres of land, caused pulverized concrete to rain down on areas up to 6.5 miles northwest of the pad site, and started a wildfire at Boca Chica State Park. The FAA required SpaceX to make 63 corrective actions before it could give the company clearance to fly its reusable spacecraft again.
SpaceX said that this flight will debut several changes it implemented due to what happened during Starship's first test flight. They include a new hot-stage separation system, a new electronic Thrust Vector Control (TVC) system for Super Heavy Raptor engines, reinforcements to the pad foundation and a water-cooled steel flame deflector.
The company's live broadcast of the launch starts at 7:24AM ET on its website and on X. If the Starship's stages can successfully separate this time around, its upper stage will fly across the planet before splashing down off a Hawaiian coast.
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Following months of rumors, a PS5 version of The Last of Us Part 2 is all but confirmed as the game has appeared on the PlayStation Network’s backend. Sony and Naughty Dog have yet to make an official announcement, but reports of a native PS5 release have been circulating since July 2023.
The Last of Us 2 composer previously hinted at a PS5 version
Players have been expecting news on this front ever since series composer Gustavo Santaolalla mentioned an “improved version” in a Spanish interview. Many thought that his comments may have been misconstrued or he misspoke, but in October, fans spotted a LinkedIn profile belonging to a Naughty Dog employee in which they mentioned “The Last of Us 2: Remastered.”
Fast forward to earlier today, where Twitter user PlayStation Game Size — known for scraping PSN backend for information not yet made public — found a PS5 entry for The Last of Us 2.
Interestingly, last month a PS Store ad displayed an image of The Last of Us 2 as part of PS Plus marketing, leading to speculations that the game was headed to PS Plus Extra and Premium. We also speculated that Sony may add a PS Plus Premium game trial for the new PS5 version.
An announcement for The Last of Us Part 2 PS5 is expected soon.