OpenAI Forms Safety Council, Trains Next-Gen AI Model Amid Controversies

OpenAI has made significant strides in advancing artificial intelligence technologies, with its most recent achievement being the GPT-4o system that powers the popular ChatGPT chatbot. Today, OpenAI announced the establishment of a new safety committee, the OpenAI Safety Council, and revealed that it has begun training…

OpenAI’s safety oversight reset (what it means) – CyberTalk

OpenAI’s safety oversight reset (what it means) – CyberTalk

EXECUTIVE SUMMARY:

OpenAI is setting up a new safety oversight committee after facing criticism that safety measures were being deprioritized in favor of new and “shiny” product capabilities.

CEO Sam Altman and Chairman Bret Taylor will co-lead the safety committee, alongside four additional OpenAI technical and policy experts. Committee members also include Adam D’Angelo, the CEO of Quora, and Nicole Seligman, who previously served as general counsel for the Sony Corporation.

The committee will initially evaluate OpenAI’s existing processes and safeguards. Within 90 days, the committee is due to submit formal recommendations to OpenAI’s board, outlining proposed improvements and new security measures.

OpenAI has committed to publicly releasing the recommendations as a means of increasing accountability and public trust.

Addressing user safety

In addition to scrutinizing current practices, the committee will contend with complex challenges around aligning AI system operations with human values, mitigating potential negative societal impacts, implementing scalable oversight mechanisms and developing robust tools for AI governance.

AI ethics researchers and several of the company’s own employees have critically questioned the prioritization of commercial interests over detailed safety evaluations. The release of ChatGPT-4o has amplified these concerns, as ChatGPT-4o is significantly more capable than past iterations of the technology.

Major AI research labs (think Anthropic, DeepMind…etc) and other tech giants pursuing AI development will likely follow OpenAI’s lead by forming independent safety and ethics review boards.

AI and cyber security

The extremely fast development of versatile AI capabilities has led to concerns about the potential misuse of AI tools by those with malicious intent. Cyber criminals can leverage AI to execute cyber attacks, spread disinformation and to compromise business or personal privacy.

The cyber security risks introduced by AI are unprecedented, making solutions — like AI-powered security gateways that can dynamically inspect data streams and detect advanced threats — critically important.

Check Point Software has developed an AI-driven, cloud-delivered security gateway that leverages machine learning models to identify attempted exploitations of AI; deepfakes, data poisoning attacks and AI-generated malware, among other things. This multi-layered protection extends across networks, cloud environments, mobile devices and IoT deployments.

Protect what matters most. Learn more about Check Point’s technologies here. Lastly, to receive practical cyber insights, groundbreaking research and emerging threat analyses each week, subscribe to the CyberTalk.org newsletter.

Killer Klowns From Outer Space: The Game Review – More Fun Than A Pie In The Face – Game Informer

Killer Klowns From Outer Space: The Game Review – More Fun Than A Pie In The Face – Game Informer

It’s only a matter of time before IllFonic perfects the asymmetrical multiplayer experience. Say what you will about its previous games; each one offered entertaining tweaks to the formula, small yet clever innovations, and a seemingly better understanding of what makes this genre so compelling. Killer Klowns From Outer Space: The Game embodies all these aspects, making it one of IllFonic’s best asymmetric games yet.

Killer Klowns From Outer Space: The Game offers a familiar gameplay loop for the genre. Seven human players must quickly locate an escape route within a given environment, find its required tools – a gas can and spark plug for a motorboat, for example – and complete a series of skill checks to finally exit the map, all while being hunted by three Klown players. Humans are chased left and right as ominous giggles fill the air. Large popcorn-spewing guns prove to be as deadly as they are silly. Conspiracy nuts relay important information via ham radios. Matches start calmly enough before devolving into a hilariously chaotic mess.  

On their own, these typical gameplay mechanics would suffice. It’s what fans would expect from this type of game. What makes Killer Klowns From Outer Space stand out is how well it balances its competing roles, which is initially expressed through their inherent differences. The humans can loot around for weapons, helpful tools (like a compass that shows where a map’s exits are), and health/stamina-based items to gain an edge over their colorful pursuers. Their smaller size allows them to be quicker on their feet, sneak through windows, and hide relatively easily after breaking a Klown’s line of sight. And while taking on a Klown solo using the right weapons is possible, being a part of a larger group allows for more team-oriented tactics during a scuffle.

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The Klowns, on the other hand, always pose an immediate threat. Not only are they usually sturdier than their human counterparts and have access to powerful abilities, but they also have time on their side; if the human players don’t escape within a 15-minute window, they’ll be caught up in an explosion dubbed the Klownpocalypse. Klown players can speed up this process by harvesting humans – i.e., zapping them with a ray gun until they’ve been encased in a cotton candy cocoon and then hooking them up to Lacky Generators scattered around the map – instead of outright killing them, ending the match prematurely.

This balancing of roles also extends to their varying objectives. The Klowns can cover exit routes with cotton candy that must be removed in order to interact with them. Humans need to take their time with most things, as failing a skill check or otherwise making noise will alert the Klowns to their whereabouts. That said, all hope isn’t lost if you’re caught out in the open, as death isn’t always permanent; humans can visit a resurrection machine, acting as a sub-objective, to bring their teammates back once per match.   

Killer Klowns From Outer Space has a ton of varied yet interconnected game mechanics that collectively succeed at keeping matches as fair as possible. I’m sure that’ll change as more players discover new strategies through prolonged play. But as of right now, no role dominates the other when playing with a full lobby, resulting in one of the most entertaining asymmetrical games I’ve ever played. It’s fun hunting down unsuspecting humans and bashing them into submission with a giant mallet. Using my particular Klown’s special abilities to close the gap on a fleeing victim is also a highlight; ramming folks with an invisible car or tracking them using a living balloon dog never gets old.

Likewise, finding new ways to elude pesky Klowns as a fleetfooted teen always got the blood pumping. Successfully completing a final skill check as the last living player while hearing the sound of big floppy shoes a few feet away is exhilarating. The same can be said of facing a Klown head-on with only one bullet left, knowing that if I missed their rubber nose (their primary weak spot), I would get a face full of deadly popcorn. And because my death was most likely brought upon by some whacky ability or weapon, I always found myself laughing at what happened over being frustrated.

The core gameplay isn’t the only appealing aspect of Killer Klowns From Outer Space. Visually, it’s a treat for movie fans as the vibrant ‘80s aesthetics permeate everything within its five well-designed maps. The humans look decent enough, especially after unlocking more cosmetic options. All five of the creepy-looking Klowns are impressive, though. It’s like they’ve been lifted right from the film the game is based on. I especially love their Klowntatities. These special finishing moves are cinematic, cutting to gamified versions of iconic moments from the movie, letting you and your foe act them out in the middle of a match.

Killer Klowns From Outer Space can be extremely entertaining at times. Unfortunately, it does have some glaring issues that keep it from reaching its true potential. There are plenty of bugs to contend with; glitching objectives, occasional crashes, and more plague what is otherwise a fun experience. 

IllFonic has announced plans to address many of the biggest issues I found while playing. However, even in its current state, aside from one bug that resulted in losing cosmetic unlock progress, the bugs I encountered weren’t egregious. Still, it’s worth noting that Killer Klowns from Outer Space still has plans to improve in these areas.

In its current state, Killer Klowns From Outer Space: The Game is a good asymmetrical multiplayer game. The gameplay mechanics that help balance the competitive roles reinforce the lessons IllFonic has learned over the years, while its comical nods to the film and impressive graphics showcase the respect given to the source material. If IllFonic can iron out the bugs in the coming patch and provide solid post-launch content, Killer Klowns From Outer Space could become the best this genre has to offer.

BlueHost Review – The Best WordPress Host Yet?

If only one web host had the bragging rights for being the best WordPress host on the market, it’d be BlueHost. Whether you are a webmaster or are looking to migrate your existing website to a new provider, you have definitely heard of BlueHost.  Many of…

Saurabh Vij, CEO & Co-Founder of MonsterAPI – Interview Series

Saurabh Vij is the CEO and co-founder of MonsterAPI. He previously worked as a particle physicist at CERN and recognized the potential for decentralized computing from projects like LHC@home. MonsterAPI leverages lower cost commodity GPUs from crypto mining farms to smaller idle data centres to provide…

Harnessing Silicon: How In-House Chips Are Shaping the Future of AI

Artificial intelligence, like any software, relies on two fundamental components: the AI programs, often referred to as models, and the computational hardware, or chips, that drive these programs. So far, the focus in AI development has been on refining the models, while the hardware was typically…

UltaHost Review – Outstanding Performance and Protection

As a web hosting consultant who’s helped hundreds of my clients choose the best hosting providers, I can tell you that Ultahost is one of the best hosts currently. A relatively new company, they already outperform some of the older hosting providers in the market. However,…

Kingmakers Preview – Historically Accurate Absurdity – Game Informer

If you haven’t seen the trailer for Kingmakers, I encourage you to watch it now before continuing. If you have, or perhaps you are reading this magazine in an effort to limit screen time (you’re doing great, and we appreciate your support), I can’t continue to talk about the game without spoiling its major twist. The trailer teases what appears to be a medieval strategy game with base-building elements before a contemporary, but admittedly junky truck screams through time to arrive in the middle of a battlefield brimming with horses, suits of armor, and presumably the shouting of old English phrases, but it’s difficult to hear through the chaos.

What follows is something closer to Dynasty Warriors, where one man with modern weapon technology like guns and missile launchers wages war against armies of the past. The premise is immediately enticing, bizarre, and funny, but Kingmakers’ creators, brothers Ian and Paul Fisch, are taking a surprisingly grounded approach to its game while fully embracing the absurd but compelling idea.

Kingmakers Preview – Historically Accurate Absurdity – Game Informer

“The plot is important, especially when it comes to the historical accuracy,” Ian says. “It’s not just a generic medieval setting. You’re in the 15th century. You’re fighting against Henry Bolingbrook – Henry IV – and his son, Henry V.” This came as a shock to me because after watching the trailer, I fully assumed Kingmakers was a tongue-in-cheek action game about fighting medieval soldiers with modern weaponry, and while that is certainly the case, Ian is clearly passionate about history. He spends the next few minutes of our interview talking about that era of history, England’s relationship with France at the time, and commiserating about how the 2018 Timothée Chalamet film The King and Shakespeare’s Henry V both got the history wrong. “Ian likes to history-nerd out and go really deep,” Paul says. “We do try to keep this accurate lore, and then you intervene. Then the idea is that – you know – you’re altering history.”

And that historical intervention will apparently offer different outcomes. “The game has many endings,” Paul confirms. The trailer does not go deep into the game’s story, which is by design. The Fischs did not want to bog down potential players with lore in that first look. “I don’t think a trailer should start naming a bunch of proper nouns and places and characters,” Ian says. But for those who do dive into Kingmakers when it releases, the story will be a driving force.

Despite the action of fighting medieval armies with modern weaponry, you will not be playing as a trained soldier. Instead, you are a member of a team of scientists who are trying to figure out what in the past led to the current-day apocalypse. Your team has invented a time machine that lets them see the world shift and change around them due to decisions made in the past. They learn they must unite England, Wales, Scotland, and “a little bit of Ireland,” as Ian phrases it, to prevent a terrible future. You’re not an army with an unlimited government budget – you’re a scientist trying to prevent present-day calamity.

And it is possible to fail, or at least arrive at a very confusing finale. The trailer offers a tease of what appears to be an optimistic outcome in a futuristic city with cat-shaped floating ships, but everything is not as it seems. “If you pay close attention at the end, you’ll see that that cat-ship opens up and just rains down human skulls and other bones. So, it’s not exactly optimistic,” Ian says.

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The story was the unexpected element of Kingmakers that drove my conversation with the Fisch brothers, but the duo and their team are also passionate about making a compelling action game with unique mechanics. As the time-traveling scientist, you will be jumping into the middle of the fray, but you will also be building defendable bases and commanding your army. So, alongside firing guns and driving trucks through swaths of soldiers, you will also be issuing orders, and doing it all with others online if you so choose. You will be able to assist your friends with their ongoing campaigns, and they can do the same for you. While specific details about how multiplayer will work are still being locked in, the Fisch brothers make it clear they want it all to be jump-in-jump-out.

“It’s a third-person, but it’s also simulation?” Paul says, not ready to fully commit to a specific genre. “It doesn’t have to be these narrow genres because people like lots of genres, and they want to see interesting matchups of those genres,” Ian says. Kingmakers enters Early Access later this year, which will be our chance to see exactly what this unusual game really is.


This article originally appeared in Issue 365 of Game Informer.

From Canabalt To Tunic – Finji’s Independent Approach To Publishing And Creating Games

In 2009, a video game called Canabalt was published on the iOS App Store. It had a simple premise: Your character flees through a crumbling urban landscape, making great leaps across rooftops at the touch of your phone screen. It met great success and charted in what was then only a burgeoning mobile game ecosystem. Canabalt popularized the infinite runner genre and would ultimately put its designer, Adam Saltsman, on the map.

Now working under the name of Finji as its creative director, Adam’s rise as a designer as well as his partner’s, Bekah Saltsman, as both a publisher and CEO, has been stunning to watch, especially considering the simplicity of that first big hit. Whether you’re playing the bass guitar as Mae Borowski in Night In The Woods, organizing patchwork-colored boxes in Wilmot’s Warehouse, or floating listlessly through space in Capsule, Finji continues to offer memorable, beautiful experiences from trailblazing game designers unlike any other.

But for Adam and Bekah, in those early days of entering the indie game industry, everything always led back to that original, impossible question: How do you even make a video game?

From Canabalt To Tunic – Finji’s Independent Approach To Publishing And Creating Games

Overland

Bridging The Gap

For as long as Adam can remember, he wanted to be a video game artist. Fascinated with the vibrant colors and rich SunSoft sound chips of original NES cartridges, the video games of his childhood quickly took over his imagination. He designed his own levels for Super Mario Bros. on sheets of grid paper. He ordered floppy disks with the Wolfenstein level editor built-in. He experimented with the Doom level editor, then eventually the Quake editor. However, despite being a part of this growing generation of designers with a dream to create console games that felt like some of their childhood favorites, it was never clear how exactly you get from hobbyist to career.

“That gap, in the early 1990’s in rural Michigan, is a very wide gap,” Adam says.

Upon graduating from the University of Michigan alongside Bekah, the Saltsmans made the move out to where the ever-growing indie scene was just beginning to flourish: Austin, Texas. An environment with excellent studios and cheap rent seemed the perfect place for Adam to cut his teeth and enter the industry. Unfortunately, getting your foot in the door at major developers of the time was much more complicated than anticipated, so he looked to other routes. In 2006, Adam transitioned into tech contractor work to dedicate sufficient time toward launching his and Bekah’s new studio, Last Chance Media. Beginning with only a few days each month, the two created simple, arcade-feeling Flash and iOS games that promoted simple game mechanics and aesthetic sensibilities that fit into Adam’s love for pixel art and incredible game soundtracks. Around this time, Adam’s first major titles begin appearing: Canabalt, Gravity Hook, and Fathom. Adam’s platformer, Fathom, had an especially intriguing finale that took some of his fans at the time by surprise – a boss fight you could not win.

Canabalt

“You die, and you have this bizarre exploration experience,” Adam says. “You find this door at the bottom of the ocean, it opens up, and you sink down into it.”

Until that point, the Saltsmans’ stories in games always seemed to present something both unexpected and unnerving: a sinking robot, a crumbling city, a suffocating space mission. The games were always fun and engaging, but they had something larger to say. Each new project from Adam and Bekah were then examples of both creativity in design and were challenging the idea of what a game could even look like. That philosophy would eventually spur the change of Last Chance Media into their latest team-up and best-known collaboration: Finji.

Finji Begins

Having scraped and saved for nearly 10 years, the Saltsmans were finally ready to unveil their development studio, Finji, on March 3, 2014, along with its first major internal project: Overland. It marked an exceptionally creative endeavor for Adam and Bekah, leaving behind action platforming in favor of eerie, strategic grid-based movement. Any given level is presented from a bird’s eye view, showing various interactable elements for your character and hiding others within obscuring shadows.

“The diorama, at a glance, should look like a little apocalyptic story,” Adam said. “That was the rule for the level design: there should clearly be your characters, menacing forces and an escape route.”

Night In The Woods

However, before they could reach that final product, the Saltsmans put out a very candid, transparent request on their blog, seeking animators and audio engineers who weren’t looking to create something that sounded or looked like anything else on the market. Rather than base qualifications simply on prior experience or padded portfolios, they ensured interested artists were considered through paid, practical demos and tests that proved their intuition and problem-solving skills rather than simply their past work.

Adam and Bekah have always been keenly aware of the toxicity in some of the gaming industry’s highest-stake work environments, particularly regarding “crunch time” before release. That attitude bleeds not only into their game development but also into their relationships with creators as studio publishers themselves. In fact, before they agreed to publish Tunic with creator Andrew Shouldice, they mentored him on the project for years prior. This way, Finji could view Shouldice’s work on the game not only from a marketability, quality-assurance, or localization perspective (which was crucial) but also as fellow creative partners.

I Was A Teenage Exocolonist

“Our relationship didn’t start with a publishing negotiation; it started with them taking time to give a stranger some feedback and advice,” Shouldice said. “It’s that willingness to help that I think makes them such an important part of the game development community.”

Another of Finji’s published games, Wilmot’s Warehouse, first appeared as a part of Humble Monthly on Steam, but creator Richard Hogg knew that in order to improve the game’s performance and expand its audience, he would need a proper publisher. While Hogg had worked with various publishing groups before, it seemed that Finji was especially capable of providing a friendly, cooperative relationship in which everyone involved could have input on the game’s design. Much like an indie record label that emerges from veteran bands supporting younger artists, Finji’s own history in creating games sets it apart from other publishers.

“Finji is exactly like this, and, just like with those labels, there is an integrity and a camaraderie that naturally comes out of it,” Hogg said.

Ten years after those initial Overland blog posts, Finji is still looking for projects unlike anything else and continues to make space for game developers and creators who wouldn’t usually be in the room. In Adam’s experience, he’s found that indie developers often fit into two modes: People who want to make games just like their favorites or people who want to make games that correct the flaws in those same titles and invent something new. More often, however, a Finji game fits in neither category. There would be no Chicory: A Colorful Tale without Link’s Awakening. No Canabalt without Mirror’s Edge. No Night In The Woods without one of Adam’s own personal favorites: Kentucky Route Zero.

“You are giving the player an experience they otherwise would not have had,” Bekah said. “They are able to experience games in a way that they’ve never experienced games before. That idea is fed through Night In The Woods.”

Wilmot’s Warehouse

Seven years since Night In The Woods’ initial release, the game continues to leave as much of an impact as it did when fans first played it. Its casual platforming roots meant for an especially approachable gaming experience, and Scott Benson’s wholly unique art direction helped the game transcend its medium and find itself in myriad forms; fan art, tattoo designs, cosplays, and more.

“There were thousands upon thousands of responses on social media, from people who discovered it last week to people who discovered it seven years ago, talking about how that game not only changed what games were for them but also changed them as a person,” Bekah said.

The sheer approachability and ease of access toward Finji games like Night In The Woods remains one of the studio’s hallmark factors and one the Saltsmans pride themselves on. “No Fail” mode was included in Tunic so combat-averse players can still enjoy the adventure. In the BAFTA award-winning Chicory: A Colorful Tale, you have a fast-paced, engaging action-adventure that still relies on a touching story about creativity and passion. In these same seminal titles, Finji brings together creative teams and designers who lend their original voices to the blossoming indie game industry.

“Chicory is a great example because you have somebody who maybe hasn’t art directed a game that size before, and so it looks super special,” Adam said. “And you have very subversive gameplay. You don’t hurt anybody in Chicory.”

Tunic

These past 10 years, Finji has shown that person-first, supportive video game publishing and development can lead to higher quality experiences, never sacrificing camaraderie for crunch. The unifying factor between their games, then, is the incredible attention to detail each of their gathered teams present toward story, setting and character.

“You can tell these all go together, even though none of them look the same,” Bekah said. “They have this hyper-dedication to place, where the place is an extra character in the game that has motivations that act out upon the player.”

Nowhere will this be truer than in Finji’s upcoming 2025 title.

Spiritual Successor

Overlapping with the marketing and releases of both Tunic and I Was A Teenage Exocolonist (from Sarah Northway, marking the first woman-led release with Finji) development began for Finji’s newest title, Usual June, in February 2021. The fundamental design was going to be very different from its past published releases, like Tunic. Usual June would be a more bespoke and considered experience, less so an open-world for the player to freely explore. It’s also the first development project from Finji since Overland’s release in 2019. But while Overland and Usual June are both stories about the end of the world, the latter marks another major genre departure for the Saltsmans and Finji: a 3D action-adventure.

“An initial inspiration was Secret Of Mana, which is Bekah’s favorite game,” Adam said. “It has real-time battles with dodging and charge attacks. We thought, let’s take the guts of that.”

Chicory: A Colorful Tale

Usual June is a paranormal story, fundamentally a mystery story, but not with a normal, formulaic detective structure. The playable character, June, has the supernatural ability to speak with ghosts, which when combined with the “weird-looking, glowing stuff” (as Adam puts it) briefly shown in the trailer, you’re left with the notes of impossibility lying at the root of Usual June’s mystery. The worldbuilding for Finji and their narrative collaborator, Sweet Baby Inc., then became a sort of experiment: How would a normal-enough town of people react to sudden changes of supernatural phenomena? What are the consequences of learning about the paranormal beneath the surface?

“In Usual June, you will mostly see what June sees and mostly understand what June understands, which is not going to be everything,” Adam said. “There will be things that you don’t fix, there will be some things that don’t get explained or are too hard to explain. I hope that’s one of the things that people love about it, that there’s space to inhabit and think about it.”

Usual June

One way players will be able to inhabit the mystery of June’s town, Fen Harbor, more fully is through its inclusive storytelling within the detective-mystery as a whole. Rather than rely on checklists for June to mark down as the mystery comes to a close, Adam and Bekah lean further into the common tropes of some of their favorite sci-fi and supernatural mysteries, like Buffy The Vampire Slayer, I Am Not Okay With This, and even, for Adam especially, the Godzilla films.

To demonstrate this, Adam began to act out a noir-like scene where a hard-hitting journalist might be visiting a mysterious character who knows more about the mystery than they’re letting on. He proceeded to fish around and pick up miscellaneous objects from nearby shelves in order to seem aloof as he continued to question his suspect.

“Outside of Phoenix Wright, I’ve never seen a game work like that,” Adam said. “The story areas weren’t a 3D space where you can wander around and look at weird stuff on the shelf while you banter with a character.”

Adam and Bekah Saltsman

With much more to learn about Usual June before its release sometime next year, the Saltsmans and their team at Finji look forward to teasing further secrets. How does a missing kid case fit into June’s life? Where is this alternate world full of neon-colored caves and crystalline monsters? And what’s the connection between June’s powers and Teddy, her friendly ghost companion?

All of that remains to be answered… Or will it be?

“It’s not going to be a game where all the things get explained,” Adam said. “A lot of the joy for us is going to live in leaving places for people to have fun in the fog.


This article originally appeared in Issue 365 of Game Informer.