Facetune Review: The Ultimate AI Photo App to Edit Selfies

Have you ever scrolled through social media and wondered how so many influencers have such flawless skin and hair? It may not just be their skincare routine. I recently came across Facetune, an AI-powered photo editor focusing on enhancing selfies, and was blown away by the…

Update: Deadrop Studio Drops Co-Founder Dr. Disrespect After Allegations Surrounding The Streamer’s 2020 Twitch Ban Emerge

Update: Guy Beahm AKA Dr. Disrespect has released a statement via X (formerly Twitter). In the statement, Beahm acknowledges that he sent “twitch [sic] whisper messages with an individual minor back in 2017” but denies any illegality or “real intentions” behind the messages. You can see Beahm’s full X post below.

Additionally, Midnight Society studio head Robert Bowling posted the following message on his X account shortly after Beahm’s statement:

Original Story from June 25, 2024 at 7:36 a.m. CT:

Deadrop studio Midnight Society has terminated its relationship with co-founder and streamer Guy Beahm aka Dr. Disrespect. It did so after looking into allegations surrounding Beahm that emerged over the recent weekend regarding his 2020 Twitch ban. 

On Friday, June 21, former Twitch account director of strategic partnerships Cody Conners said on Twitter, “He [referring to Beahm] got banned because he was caught sexting a minor in the then-existing Twitch Whispers product. He was trying to meet up with her at TwitchCon. The powers that be could read in plain text. Case closed, gang.” Conner replied to his own post on X (formerly Twitter) and said, “No one made the wrong decision, f— him and his boys.” 

Though Conners didn’t name Beahm, who was previously banned from E3 and suspended on Twitch after livestreaming from a public bathroom in 2019, it was clear that he was referring to the streamer. Beahm even replied from his Dr. Disrespect account, saying he knows it’s a “hot topic” but that it “has been settled, no wrongdoing was acknowledged and they paid out the whole contract.” He then tweeted separately, “Listen, I’m obviously tied to legal obligations from the settlement with Twitch but I just need to say what I can say since this is the f***ing internet. I didn’t do anything wrong, all this has been probed and settled, nothing illegal, no wrongdoing was found, and I was paid.” 

Back in 2020, when Beahm was suddenly banned on June 26, Twitch shared little of the reasoning behind the decision. It released the following statement, “As is our process, we take appropriate action when we have evidence that a streamer has acted in violation of our Community Guidelines or Terms of Service. These apply to all streamers regardless of status or prominence in the community.” This ban happened shortly after Beahm signed with Twitch (again) for reportedly an eight-figure sum, as reported by The Washington Post

Following this ban, Beahm told The Washington Post weeks later he still didn’t know why Twitch “effectively voided his contract” with the ban. A year after the ban, Beahm sued Twitch and roughly a year after that – so about two years after the ban – he and Twitch settled. At the time, Beahm posted a photo on March 10, 2022, with a paper he signed that read, “I have resolved my legal dispute with Twitch. No party admits to any wrongdoing.” 

During this sequence of events, Beahm also launched a new triple-A studio with Call of Duty and Halo veteran game developers called Midnight Society. After Conners’ reveal about Beahm on Friday, Midnight Society apparently assumed his innocence but began speaking to parties involved. After doing so, it decided to terminate its relationship with Beahm. Here’s the studio’s full statement on the matter:

“On Friday evening we became aware of an allegation against one of our co-founder’s Guy Beahm aka Dr. Disrespect. We assumed his innocence and began speaking with parties involved. And in order to maintain our principles and standards as a studio and individuals, we needed to act. 

“For this reason, we are terminating our relationship with Guy Beahm immediately.

“While these facts are difficult to hear and even more difficult to accept, it is our duty to act with dignity on behalf of all individuals involved, especially with fifty-five developers and families we have employed along with our community of players.” 

Though Midnight Society doesn’t say anything too specific, it did look into the situation following Conners’ reveal, spoke to parties involved, and decided then (after previously assuming Beahm’s innocence) that it was terminating its relationship with the streamer. 

Though Beahm hasn’t acknowledged the Midnight Society situation, people who tuned into the Dr. Disrespect stream happening when the studio posted its statement think they can see the moment he sees the news live on-air. Here’s a clip from Kotaku reporter Ethan Gach

Considering Beahm’s Twitch ban was settled in court with the Amazon-owned streaming service, there’s a good chance we won’t learn about the sitaution as there are likely legal obligations stopping either party from sharing further details. 

How one MSSP’s success story is supported by Check Point – CyberTalk

Jason Whitehurst is the Chairman and CEO of FutureSafe Incorporated. For over eight years, he has been a cyber security services and stack provider in the Managed Service Provider (MSP) space. Jason contributes regularly to large MSP communities as an Evangelist, advocating for the use of Managed Security Services Provider (MSSP) partnerships when selling cyber security to end clients.

FutureSafe specializes in providing MSPs with a comprehensive suite of platforms and services, including SECOPS management. This allows MSPs to offer robust cyber security solutions at competitive margins while minimizing their overall liability. FutureSafe empowers MSPs to present themselves as cyber security experts and providers within their social networks, website and marketing campaigns. Jason maintains a strong advocacy for the Check Point suite of products and capabilities.

In this interview, the CEO of FutureSafe, Jason Whitehurst, discusses how his MSSP business operates, growing cyber security trends, why his partnership with Check Point has been valuable, and why he continues to leverage Check Point’s security technologies. By providing you with new perspectives, this interview will expand your horizons. Don’t miss it!

What inspired you to pursue a career in cyber security? How did your journey lead you to your current role at FutureSafe?

I would say that about eight years ago, I was deep into my career, working with, owning and running a decently sized managed service provider (MSP) for mid-tier and some enterprise businesses, where we worked in a co-managed IT world. We provided expertise that that particular business – usually banks – didn’t have the IT expertise to pursue in-house.

We would often manage them on an ongoing basis. What I noticed, however, was that as IT became more commoditized, the cyber security side started to become significantly more important…The expertise around what was needed to function as a proper CISO or cyber security architect for a client was quite divergent from what someone at the same level, in IT, would do.

So, I closed off the infrastructure side of my business and kept the security side. We were providing security products and consulting to our existing co-managed IT clients. That’s something that we were selling organically. We were just starting to shape up as an industry.

Since then, that’s all that we’ve done – we’ve provided that expertise.

What kinds of businesses do you generally serve?

Yeah, so we’re a little bit unique. We’re an MSSP for MSPs and more direct-to-enterprise businesses. Our MSP (managed service provider) clients are providing a service to their end-client and they’ve recognized that they don’t have any capacity to do cyber security – they just don’t have the expertise, they don’t have anyone who could be sworn in as an expert witness, there’s this whole list of things that they don’t have and that we provide.

We work behind the scenes. The end client doesn’t know that we exist, really. So, we augment the MSP and give them a full team’s worth of cyber security expertise. And the products that we provide and recommend have been fully vetted by us.

So, we have doubled in size, just about every year over the last 3-4 years and certainly, this year, we’ll be up there with our sales targets, reaching historical growth. And a lot of that has to do with what we’re doing with Check Point.

What drives FutureSafe’s ambitions? Organizational mission?

The core of our business is removing the liabilities that MSPs face, and even those that mid-market and enterprise clients face. We provide the proper cyber security despite the fact that they don’t have someone with that expertise in-house.

Companies have been winging it for a long time and tasking cyber security to their existing IT team, which runs into two problems. 1) They can’t make a recommendation because they don’t understand the implications of their recommendation. And 2) IT people feel uneasy because security is often auditing the work that’s been done by IT.

In other words, if an auditor works for IT, then he’s auditing his own boss. And that creates a conflict that we have to make sure isn’t there.

Would you like to provide a brief overview of the challenges that your clients are struggling with?

I think it boils down to standardization, simplification and optimization. Any work that we can do in those three areas will significantly increase the amount of available time, to the MSP, to do whatever it is that’s necessary – they’ll have more time available on their side.

All of our decisions are based around whether or not we can achieve those three objectives. In general, we’ve been able to do those three things very extensively, where our entire security stack is available with one agent that’s put on endpoint, and it doesn’t even require a rebuild. And Check Point is a big part of that stack.

We had to have a platform/stack with ease of onboarding, simplified views and consolidated risk data. Check Point has a level of maturity for that area of need, and there are very very few competitors who can perform at that level.

What kinds of questions do your clients typically have for you concerning stronger cyber security management? What do they want to know about improving their cyber security and cyber resilience?

The big question that they want to know the answer to is ‘what’s the best use of our cyber security budget spend?’ They want to know where to spend it, and where cyber attackers are attempting to infiltrate most frequently.

Oftentimes, we can tell them not only about what that threat landscape looks like, but we can also tell them about the products and services that we can deploy to mitigate corresponding threats.

We try to keep that (products and services) flexible as the threat landscape changes. That seems to work well. It’s better than guessing what will happen over the next 12 months and trying to build accordingly.

When you see client emergencies, what typically triggers those? Example of a client emergency?

It’s predominately business email compromise attack these days. Phishing is part of that, but the vast majority of compromises that we see right now involve threat actors trying to get in through SaaS apps, cloud apps, API connections…It’s a lot easier to exfiltrate that way and extort the exfiltrated database for ransom.

I don’t have a problem handling it when these situations do come to pass, but we just don’t see traditional ransomware as much anymore.

What is FutureSafe’s process for working with clients? How do you ensure that you’re providing comprehensive cyber security coverage?

The first step for us is reviewing whether or not our business — our model, the way that we work, my internal SOC team working in conjunction with the MSP, so that the client doesn’t know that we exist — is a fit. We also look at whether our cultures are a fit, meaning we’re about to start taking over a fair amount of the day-to-day incident response and care-and-feeding and all of that.

Because an MSP has been handling that for quite some time, we have to come to some agreement as to how to proceed…If they truly want to work with us, then we have to qualify if that’s a good fit.

As a vendor, what is your decision-making process when it comes to cyber security tools?

The first thing that we do is determine what level of compliance maturity a given product may have. If they don’t have a baseline of product maturity, it’s not worth looking at that particular platform.

We generally invest in economies of scale with enterprise players. We do have others. But that is the modality that we tend to choose. And that has to do with risk mitigation.

It’s not difficult to explain why I chose the de-facto leader in overall Azure, Microsoft 365 email security – which is Check Point Harmony. There’s just no comparison. So, I don’t really have to qualify that decision. Everybody gets it.

If I’m choosing some other product that is brand new to the market, that hasn’t been vetted or tested really, that says that it can do all of these magical things, we really have to determine whether or not it’s a good fit.

Again, for us, from a culture perspective, if it is, then the next step for us is to determine what piece of that stack we may use. Check Point is one of those vendors that seems like it has a never-ending number of products to solve problems. Trying to pick out what makes the most sense can be a real challenge.

What are your thoughts around leveraging AI within cyber security solutions? How does your team currently work with AI-based products, if at all?

I think that when it comes to AI, leveraging AI in the threat identification workflow is a little premature. I think that the ability to provide the AI platform with enough data, and then to integrate it within an adaptable platform, and to use it to provide actionable intel right now — I’m a little worried about people just accepting the output that comes from an AI platform for a risk decisioning framework.

At some point, the security business will change fundamentally due to the improvements related to AI, but I don’t see it right now. It does need to be in every platform to analyze information and to determine what it means, but I think that letting it function as the sole decision maker for a threat is too risky at the moment.

Is there anything else that you would like to share with the Cyber Talk audience?

Yeah, I think that right now, when folks look at where to spend money and what that budget cycle looks like, as an organization with hundreds of MSP clients and of course, downstream clients, it can be tough to see through the fog.

Look, we’ve tested a multitude of products in-depth, after spending months and months, sometimes 3-4 months, trying to verify that a product does what it says it does…

Based on that time that I’ve already put in, leverage Check Point Harmony with Avanan front-end if you need multi-tenancy, and then using the appropriate version so that you can protect Teams, OneDrive, SharePoint, DropBox, Box.net, ShareFile, as well as a unified quarantine. There just isn’t anything else that comes close.

There’s such a gap between Check Point Harmony and the next vendor that it very much was an easy decision for us.

Breaking Down Dragon Age: The Veilguard’s Classes And Factions

As part of the character creation process for Dragon Age: The Veilguard, players will have to select both a class for their player-controlled Rook and a faction. After customizing much of your Rook’s body, including things like a Qunari’s horn type and material, for example, with the hundreds of options available in Veilguard, it will be time to pick said class. 

[embedded content]

There are three classes to choose from: Rogue, Mage, and Warrior. As the names suggest, each features a unique combat system and plays differently as a result. Though you’ll be performing things like light and heavy attacks using the same buttons, what those attacks do varies based on your class. For example, a sword-and-shield Warrior can hip-fire or aim their shield to throw it like Captain America, whereas a Mage can use that same button to throw out magical ranged attacks – read more about the combat of Veilguard in Game Informer’s exclusive feature here. Plus, as you spec out these classes and unlock their individual specializations, the differences will only grow even more stark. 

  • The Rogue has access to three specializations. The Duelist is the fastest of the three, with two blades for rapid strikes; the Saboteur uses tricks and traps; and the Veil Ranger is purely range, sniping enemies from afar with a bow.
  • The Mage can utilize necromancy with the Death Caller specialization; Evokers wield fire, ice, and lightning; and the Spellblade uses magic-infused melee attacks.
  • The Warrior can become a Reaper, which uses night blades to steal life and risk death to gain unnatural abilities; a Slayer, a simple but strong two-handed weapons expert; or the Champion, a tactical defense fighter.

While these specializations don’t matter upfront – you class into them via the skill trees you progress through the game – it’s nice to see the potential of each class before you choose it. 

Dragon Age: The Veilguard Dreadwolf Game Informer Cover Story

For the penultimate step of the character creator, at least during the demo BioWare shows me, players select a faction. The Grey Wardens return, joined by other returning favorites and new additions like the Antivan Crows, the Mourn Watch, the Shadow Dragons, the pirate-themed Lords of Fortune, which is what I chose in my demo for the current Game Informer cover story, and the Veil Jumpers.

Each faction has unique casual wear, which is worn in specific cutscenes when the character isn’t donning armor, and three unique traits. The Lords of Fortune, for example, gain additional reputation with this particular faction, have increased damage versus mercenaries, and perform takedowns on enemies with slightly less effort. Veilguard game director Corinne Busche says this faction selection, which ties into your character’s backstory, determines who your Rook was before, how they met Varric, why they travel with Varric instead of their faction, and more.

“The message of The Veilguard is you’re not saving the world on your own – you need your companions, but you also need these factions, these other groups in the world,” creative director John Epler tells me. “You help them, they help you now.”

He says BioWare wanted to avoid the trope of needing to gather 200 random resources or objects before helping you save the world. Instead, the team aimed to create factions that want to help you but have realistic challenges and problems in front of them so that narratively, it makes sense why you help them in return for their help when the time comes. 

“Gameplay-wise – each of our classes has a specialization, and each of them is tied to a faction,” Epler continues. “But beyond that, each faction has a [companion] as well as [people we’re calling agents, ancillarily] who exist as the faces of these factions. We didn’t want to just say, ‘Here’s the Grey Wardens, go deal with them.’ We wanted characters within that faction who are sympathetic, who you can see and become the face of the faction, so that even if there are moments where the faction as a whole may be on the outs with you, these characters are still with you; they’ve still got your back.” 

If you find yourself unhappy with your lineage or your class, you can change them using the Mirror of Transformation, found in the main Veilguard hub, The Lighthouse. You can also change your Rook’s visual appearance there, too. 


For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below. 

EvolutionaryScale Secures $142M to Advance Generative AI in Biology

EvolutionaryScale, an artificial intelligence startup focused on biology, has announced a successful seed funding round, raising $142 million. The company aims to leverage generative AI models to drive innovation and accelerate discoveries in the field of biology. With this significant investment, EvolutionaryScale is poised to make…

Hyperrealistic Deepfakes: A Growing Threat to Truth and Reality

In an era where technology evolves at an exceptionally fast pace, deepfakes have emerged as a controversial and potentially dangerous innovation. These hyperrealistic digital forgeries, created using advanced Artificial Intelligence (AI) techniques like Generative Adversarial Networks (GANs), can mimic real-life appearances and movements with supernatural accuracy….

Disney Epic Mickey: Rebrushed Paints A September Launch Date, Collector’s Edition Revealed

Disney Epic Mickey: Rebrushed, the remake of 2010’s Epic Mickey, has a release date. Look for it to arrive on September 24.

The game was first revealed during a Nintendo Partner Direct in February. The remake is being handled by developer Purple Lamp and features reworked gameplay (the original was played with Wii motion controls, after all), new brush abilities for Mickey, and a graphical upgrade. A new trailer features a chat with the game’s original creative director Warren Spector, who is also involved with this remake, to reveal Rebrushed’s Collector’s Edition.

For $199.99, this special box is available for pre-order now and includes the following items:

  • The full game Disney Epic Mickey: Rebrushed
  • A 28 cm Mickey Mouse statue
  • An Oswald the Lucky Rabbit keychain
  • A vintage Mickey Mouse tin sign
  • Six Disney Epic Mickey: Rebrushed postcards
  • A Collector’s Steelbook
  • The Disney Epic Mickey: Rebrushed costume pack

[embedded content]

If you missed the original game, it sees Mickey explore a fantasy world called the Wasteland filled with obscure Disney characters, namely antagonist Oswald the Lucky Rabbit, Disney’s original animation star who predates Mickey Mouse. The Wasteland has been taken over by an entity called the Blot, which Mickey accidentally unleashed and must now stop. The 3D action platformer sees Mickey wielding a magic paintbrush that can create new objects while erasing others, and Mickey’s actions shape his destiny and the game’s story. 

Disney Epic Mickey: Rebrushed will be available on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC. You can read our review of the original Epic Mickey here

Still Wakes the Deep Review – I Sea Dead People – Game Informer

There’s something quite special about Still Wakes the Deep. A horror game, quintessentially Scottish through and through, with an atmosphere so tense you could hear your heart pounding as you explore areas, has the right ingredients to make for a memorable experience. Additionally, it’s made by The Chinese Room, the studio behind multi-awarded titles such as Dear Esther, Everybody’s Gone to the Rapture, and Amnesia: A Machine for Pigs. And yet despite these advantages, it still falters when it comes to the fundamental facets.

Still Wakes the Deeps puts you in the shoes of Cameron “Caz” McLeary, an engineer working aboard the Beira D oil rig, which is located somewhere in the North Sea. Caz, who’s having domestic troubles, will soon experience much worse, as what was initially thought of as a machinery malfunction leads to something darker and deadlier. His fellow workers all know that something has gone wrong, but when you’re stuck in the middle of nowhere, you don’t really know if help will ever arrive. What follows is a tightly woven, dread-inducing romp where you’re not entirely sure if anyone will survive the night. Think of it as The Thing meets Amazon’s The Rig – just replace the glowing spore pods with actual monsters, and you’re on the right track.

Right from the onset, Still Wakes the Deep immerses you in its setting thanks to a talented voice cast composed of Scottish actors. To be clear, I’m Filipino and I know next to nothing about Scotland, save for the fact that figures like William Wallace and WWE’s Drew McIntyre are from thereabouts. Despite this, I was hooked, especially when characters started churning out regional slang after slang, some in the Glaswegian dialect.

[embedded content]

Granted, I did have a hard time understanding the thick accents and certain terms; for instance, I wondered who “Leckie” was, only to realize that it’s another word for electricity. However, this just proves the studio’s dedication to offering an authentic experience, and I appreciated having a little glimpse at a culture and dialect I’m not familiar with.

Likewise, I found the layout of the oil platform nothing short of fascinating. Yes, the facility consists of small rooms, narrow hallways, and large decks, and I mostly revisited the same areas during my playthrough. However, a certain creative flair arose when I realized how each area looked and felt different due to the events that transpired as I progressed. For instance, corridors accessible beforehand might be flooded down the line, and open doors might become barred later, covered in a mysterious pustulent growth. Interconnectivity also comes into play, especially with facility maps that point to my location as I reach new sections.

Moreover, the game has its fair share of context-sensitive interactions, such as using fire extinguishers, unscrewing ventilation shaft covers, and removing latches off contraptions. There are also several platforming sections, where you jump or shimmy across gaps or climb on ladders, with quick-time event button presses to prevent you from falling. And, yes, there are some parts where you have to swim to safety. All in all, these sections are simple, straightforward, and unchallenging to a fault, though they served as welcome respites from the core theme: body horror.

What drew me in within the first few hours of playing Still Wakes the Deep was the sense of foreboding. As mentioned earlier, the machinery malfunction on the oil rig leads to eldritch nightmares “waking from the deep.” At first, I could only see a few glimpses of what’s in store, like some red sinewy branch jutting out from the water or a vine-like object stretching across several corridors. Then, things got progressively darker, with the tense atmosphere building up thanks to spectacular shadow and lighting effects.

Shortly thereafter, I’d hear the pained moans of a worker begging for help and the bloodcurdling screeches of another who’s been driven mad. And then I’d see what had happened to them: words like macabre and grotesque are understatements when I saw people who’ve been smashed into fleshy blobs, faces frozen in a death scream. They have multiple limbs, clickety-clacking as they move about, all while calling out Caz’s name. One of them is actually just a big head with little arms who chases Caz all over the facility. The creature designs, as well as people who are in the throes of mutation, are gross, vile, and downright impressive to boot.

Sadly, Still Wakes the Deep botches the “survival” in “survival horror.” The single most surprising part of the game is that all these eldritch creatures, no matter how scary they look, are dumber than a bag of rocks.

Since there’s no combat or weapons, I primarily relied on stealthily making my way through rooms crawling with enemies, sometimes throwing bottles to create a distraction. If a monster so much as spotted me, all I had to do was hide underneath a desk, walkway, or pantry, and they’d be none the wiser. Those long limbs they have? They just clickety-clack; they don’t clickety-grab. Those sharp serrated teeth and gaping mouths? They won’t bite you if there’s a structure above your head. They’d see you, and then they’d forget about you after a few seconds, or they’d simply wiggle in front of you. 

Outside of chase sequences, which were few and far between, there was very little to excite me upon encountering these monsters once I realized the A.I.’s limitations. Coincidentally, blurry and spotted outlines do appear on the edges of your screen when staring at these entities and their otherworldly goop, though there are no other effects; it walks up to the line of including debilitating “sanity” mechanics, but since they aren’t actually present, it felt more like a tease.

Still Wakes the Deep is a relatively short game (I completed the campaign in under five hours). The story is strictly linear, akin to some of The Chinese Room’s other games, with no collectibles or secrets. While it’s true that the game builds on the setting, atmosphere, tension, and body horror, it flubs the most crucial aspect: the moments when you actually face the creatures. It’s like if The Thing was “from another world,” but it’s revealed to be E.T. due to how harmless it is. In the end, this romp through an infested oil rig might look slick, but it spills over and slips when it matters most.

Atari 50 Expansion Adds Over 30 Games And New Timelines This October

Atari 50: The Anniversary Celebration is already a fantastic history lesson and playable compilation of Atari’s heyday, but it’s about to become even more comprehensive. The 2022 interactive documentary is getting an expansion that adds new timelines and 39 games.

This new version of the game is called Atari 50: The Anniversary Celebration Expanded Edition, and it arrives on October 25. It will be released as DLC to Atari 50 owners and as a standalone title, both digitally and physically. Developer Digital Eclipse (which Atari acquired in 2023) is bolstering the compilation with two new timelines.

First is “The Wider World of Atari”, which features 19 playable games and eight video segments. Topics discussed include Pong creator Al Acorn discussing the birth of Breakout, a spotlight on artist Evelyn Soto, who helped create Atari’s “Fuji” logo, and a deep dive into Stern Electronics’ Berzerk. 

The second timeline is called “The First Console War” and includes 20 playable games. It features six video segments and focuses on the rivalry between the Atari 2600 and Mattel’s Intellivision, with interviews from former Intellivision game director Don Daglow, Activision’s David Crane and Garry Kitchen, M Network programmer Jne Terjung, and more. This timeline also features playable M Network games (which, for the unaware, were Mattel-produced games for the 2600) and rare Atari 2600 and 5200 prototypes. 

Atari 50: The Anniversary Celebration Expanded Edition Steelbook Version (Switch only)

Atari 50: The Anniversary Celebration Expanded Edition will be available for PlayStation and Xbox consoles, Switch, and PC. The standalone standard edition costs $39.99. The physical Switch version is getting an exclusive Steelbook version for $49.99 and includes extras like a replica of Al Acorn’s business card, Atari 2600 art cards, and miniature arcade marquee signs (as seen in the graphic above). Atari did not reveal how much the add-on will cost for existing Atari 50 owners. 

For more on the collection, read our glowing review of the original game here. Be sure to also listen to our interview with current Atari CEO Wade Rosen on this episode of All Things Nintendo.