Author name: Kris Guyer

the-last-of-us-episode-5-recap:-there’s-something-in-the-air

The Last of Us episode 5 recap: There’s something in the air

New episodes of season 2 of The Last of Us are premiering on HBO every Sunday night, and Ars’ Kyle Orland (who’s played the games) and Andrew Cunningham (who hasn’t) will be talking about them here every Monday morning. While these recaps don’t delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Andrew: We’re five episodes into this season of The Last of Us, and most of the infected we’ve seen have still been of the “mindless, screeching horde” variety. But in the first episode of the season, we saw Ellie encounter a single “smart” infected person, a creature that retained some sense of strategy and a self-preservation instinct. It implied that the show’s monsters were not done evolving and that the seemingly stable fragments of civilization that had managed to take root were founded on a whole bunch of incorrect assumptions about what these monsters were and what they could do.

Amidst all the human-created drama, the changing nature of the Mushroom Zombie Apocalypse is the backdrop of this week’s entire episode, starting and ending with the revelation that a 2003-vintage cordyceps nest has become a hotbed of airborne spores, ready to infect humans with no biting required.

This is news to me, as a Non-Game Player! But Kyle, I’m assuming this is another shoe that you knew the series was going to drop.

Kyle: Actually, no. I suppose it’s possible I’m forgetting something, but I think the “some infected are actually pretty smart now” storyline is completely new to the show. It’s just one of myriad ways the show has diverged enough from the games at this point that I legitimately don’t know where it’s going to go or how it’s going to get there at any given moment, which is equal parts fun and frustrating.

I will say that the “smart zombies” made for my first real “How are Ellie and Dina going to get out of this one?” moment, as Dina’s improvised cage was being actively torn apart by a smart and strong infected. But then, lo and behold, here came Deus Ex Jesse to save things with a timely re-entrance into the storyline proper. You had to know we hadn’t seen the last of him, right?

Ellie is good at plenty of things, but not so good at lying low. Credit: HBO

Andrew: As with last week’s subway chase, I’m coming to expect that any time Ellie and Dina seem to be truly cornered, some other entity is going to swoop down and “save” them at the last minute. This week it was an actual ally instead of another enemy that just happened to take out the people chasing Ellie and Dina. But it’s the same basic narrative fake-out.

I assume their luck will run out at some point, but I also suspect that if it comes, that point will be a bit closer to the season finale.

Kyle: Without spoiling anything from the games, I will say you can expect both Ellie and Dina to experience their fair share of lucky and unlucky moments in the episodes to come.

Speaking of unlucky moments, while our favorite duo is hiding in the park we get to see how the local cultists treat captured WLF members, and it is extremely not pretty. I’m repeating myself a bit from last week, but the lingering on these moments of torture feels somehow more gratuitous in an HBO show, even when compared to similarly gory scenes in the games.

Andrew: Well we had just heard these cultists compared to “Amish people” not long before, and we already know they don’t have tanks or machine guns or any of the other Standard Issue The Last of Us Paramilitary Goon gear that most other people have, so I guess you’ve got to do something to make sure the audience can actually take the cultists seriously as a threat. But yeah, if you’re squeamish about blood-and-guts stuff, this one’s hard to watch.

I do find myself becoming more of a fan of Dina and Ellie’s relationship, or at least of Dina as a character. Sure, her tragic backstory’s a bit trite (she defuses this criticism by pointing out in advance that it is trite), but she’s smart, she can handle herself, she is a good counterweight to Ellie’s rush-in-shooting impulses. They are still, as Dina points out, doing something stupid and reckless. But I am at least rooting for them to make it out alive!

Kyle: Personality wise the Dina/Ellie pairing has just as many charms as the Joel/Ellie pairing from last season. But while I always felt like Joel and Ellie had a clear motivation and end goal driving them forward, the thirst for revenge pushing Dina and Ellie deeper into Seattle starts to feel less and less relevant the more time goes on.

The show seems to realize this, too, stopping multiple times since Joel’s death to kind of interrogate whether tracking down these killers is worth it when the alternative is just going back to Jackson and prepping for a coming baby. It’s like the writers are trying to convince themselves even as they’re trying (and somewhat failing, in my opinion) to convince the audience of their just and worthy cause.

Andrew: Yeah, I did notice the points where Our Heroes paused to ask “are we sure we want to be doing this?” And obviously, they are going to keep doing this, because we have spent all this time setting up all these different warring factions and we’re going to use them, dang it!! But this has never been a thing that was going to bring Joel back, and it only seems like it can end in misery, especially because I assume Jesse’s plot armor is not as thick as Ellie or Dina’s.

Kyle: Personally I think the “Ellie and Dina give up on revenge and prepare to start a post-apocalyptic family (while holding off zombies)” would have been a brave and interesting direction for a TV show. It would have been even braver for the game, although very difficult for a franchise where the main verbs are “shoot” and “stab.”

Andrew: Yeah if The Last of Us Part II had been a city-building simulator where you swap back and forth between managing the economy of a large town and building defenses to keep out the hordes, fans of the first game might have been put off. But as an Adventure of Link fan I say: bring on the sequels with few-if-any gameplay similarities to their predecessors!

The cordyceps threat keeps evolving. Credit: HBO

Kyle: “We killed Joel” team member Nora definitely would have preferred if Ellie and Dina were playing that more domestic kind of game. As it stands, Ellie ends up pursuing her toward a miserable-looking death in a cordyceps-infested basement.

The chase scene leading up to this mirrors a very similar one in the game in a lot of ways. But while I found it easy to suspend my disbelief for the (very scripted) chase on the PlayStation, watching it in a TV show made me throw up my hands and say “come on, these heavily armed soldiers can’t stop a little girl that’s making this much ruckus?”

Andrew: Yeah Jesse can pop half a dozen “smart” zombies in half a dozen shots, but when it’s a girl with a giant backpack running down an open hallway everyone suddenly has Star Wars Stormtrooper aim. The visuals of the cordyceps den, with the fungified guys breathing out giant clouds of toxic spores, is effective in its unsettling-ness, at least!

This episode’s other revelation is that what Joel did to the Fireflies in the hospital at the end of last season is apparently not news to Ellie, when she hears it from Nora in the episode’s final moments. It could be that Ellie, Noted Liar, is lying about knowing this. But Ellie is also totally incapable of controlling her emotions, and I’ve got to think that if she had been surprised by this, we would have been able to tell.

Kyle: Yeah, saying too much about what Ellie knows and when would be risking some major spoilers. For now I’ll just say the way the show decided to mix things up by putting this detailed information in Nora’s desperate, spore-infested mouth kind of landed with a wet thud for me.

I was equally perplexed by the sudden jump cut from “Ellie torturing a prisoner” to “peaceful young Ellie flashback” at the end of the episode. Is the audience supposed to assume that this is what is going on inside Ellie’s head or something? Or is the narrative just shifting without a clutch?

Andrew: I took it to mean that we were about to get a timeline-breaking departure episode next week, one where we spend some time in flashback mode filling in what Ellie knows and why before we continue on with Abby Quest. But I guess we’ll see, won’t we!

Kyle: Oh, I’ve been waiting with bated breath for a bevy of flashbacks I knew were coming in some form or another. But the particular way they shifted to the flashback here, with mere seconds left in this particular brutal episode, was baffling to me.

Andrew: I think you do it that way to get people hyped about the possibility of seeing Joel again next week. Unless it’s just a cruel tease! But it’s probably not, right? Unless it is!

Kyle: Now I kind of hope the next episode just goes back to Ellie and Dina and doesn’t address the five seconds of flashback at all. Screw you, audience!

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the-justice-league-is-not-impressed-in-peacemaker-s2-teaser

The Justice League is not impressed in Peacemaker S2 teaser

Cena, Brooks, Holland, Agee, and Stroma are all back for S2, along with Nhut Lee as Judomaster and Eagly, of course. Robert Patrick is also listed in the S2 cast, reprising his role as Chris’ father, Auggie; since Chris killed him in S1, one assumes Auggie will appear in flashbacks, hallucinations, or perhaps an alternate universe. (This is a soft reboot, after all.) New cast members include Frank Grillo as Rick Flagg Sr. (Grillo voiced the role in the animated Creature Commandos), now head of A.R.G.U.S. and out to avenge his son’s death; Tim Meadows as A.R.G.U.S. agent Langston Fleury; and Sol Rodriguez as Sasha Bordeaux.

Set to “Oh Lord” by Foxy Shazam, the teaser opens with Leota driving Chris to a job interview, assuring him, “They’re gonna be doing backflips to get you to join.” It turns out to be an interview with Justice League members Green Lantern/Guy Gardner (Nathan Fillion), Hawkgirl/Kendra Saunders (Isabel Merced), and Maxwell Lord (Sean Gunn), but they are not really into the interviewing process or taking note of Chris’ marksmanship and combat skills. They even diss poor Chris while accidentally keeping the microphone turned on: “This guy sucks.” (All three reprise their roles from Superman and are listed as S2 cast members, but it’s unclear how frequently they will appear.)

The other team members aren’t faring much better. They saved the world from the butterflies; you’d think people would treat them with a bit more respect, if not as outright heroes. Leota is “living in the worst level of Grand Theft Auto,” per John Economos; Emilia Harcourt has anger management issues and is diagnosed with “a particularly severe form of toxic masculinity”; and Vigilante is working in the food service industry. There’s not much detail as to the plot, apart from Chris going on the run from A.R.G.U.S., but the final scene shows Chris walking through a door and encountering another version of himself. So things are definitely about to get interesting.

The second season of Peacemaker will premiere on Max on August 21, 2025.

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doom:-the-dark-ages-review:-shields-up!

Doom: The Dark Ages review: Shields up!


Prepare to add a more defensive stance to the usual dodge-and-shoot gameplay loop.

There’s a reason that shield is so prominent in this image. Credit: Bethesda Game Studios

There’s a reason that shield is so prominent in this image. Credit: Bethesda Game Studios

For decades now, you could count on there being a certain rhythm to a Doom game. From the ’90s originals to the series’ resurrection in recent years, the Doom games have always been about using constant, zippy motion to dodge through a sea of relatively slow-moving bullets, maintaining your distance while firing back at encroaching hordes of varied monsters. The specific guns and movement options you could call on might change from game to game, but the basic rhythm of that dodge-and-shoot gameplay never has.

Just a few minutes in, Doom: The Dark Ages throws out that traditional Doom rhythm almost completely. The introduction of a crucial shield adds a whole suite of new verbs to the Doom vocabulary; in addition to running, dodging, and shooting, you’ll now be blocking, parrying, and stunning enemies for counterattacks. In previous Doom games, standing still for any length of time often led to instant death. In The Dark Ages, standing your ground to absorb and/or deflect incoming enemy attacks is practically required at many points.

During a preview event earlier this year, the game’s developers likened this change to the difference between flying a fighter jet and piloting a tank. That’s a pretty apt metaphor, and it’s not exactly an unwelcome change for a series that might be in need of a shake-up. But it only works if you go in ready to play like a tank and not like the fighter jet that has been synonymous with Doom for decades.

Stand your ground

Don’t get me wrong, The Dark Ages still features its fair share of the Doom series’ standard position-based Boomer Shooter action. The game includes the usual stockpile of varied weapons—from short-range shotguns to long-range semi-automatics to high-damage explosives with dangerous blowback—and doles them out slowly enough that major new options are still being introduced well into the back half of the game.

But the shooting side has simplified a bit since Doom Eternal. Gone are the secondary weapon modes, grenades, chainsaws, and flamethrowers that made enemy encounters a complicated weapon and ammo juggling act. Gone too are the enemies that practically forced you to use a specific weapon to exploit their One True Weakness; I got by for most of The Dark Ages by leaning on my favored plasma rifle, with occasional switches to a charged steel ball-and-chain launcher for heavily armored enemies.

See green, get ready to parry…

Credit: Bethesda Game Studios

See green, get ready to parry… Credit: Bethesda Game Studios

In their place is the shield, which gives you ample (but not unlimited) ability to simply deflect enemy attacks damage-free. You can also throw the shield for a ranged attack that’s useful for blowing up frequent phalanxes of shielded enemies or freezing larger unarmored enemies in place for a safe, punishing barrage.

But the shield’s most important role comes when you stand face to face with a particularly punishing demon, waiting for a flash of green to appear on the screen. When that color appears, it’s your signal that the associated projectile and/or incoming melee attack can be parried by raising your shield just before it lands. A successful parry knocks that attack back entirely, returning projectiles to their source and/or temporarily deflecting the encroaching enemy themselves.

A well-timed, powerful parry is often the only reasonable option for attacks that are otherwise too quick or overwhelming to dodge effectively. The overall effect ends up feeling a bit like Doom by way of Mike Tyson’s Punch-Out!! Instead of dancing around a sea of hazards and looking for an opening, you’ll often find yourself just standing still for a few seconds, waiting to knock back a flash of green so you can have the opportunity to unleash your own counterattack. Various shield sigils introduced late in the game encourage this kind of conservative turtling strategy even more by adding powerful bonus effects to each successful parry.

The window for executing a successful parry is pretty generous, and the dramatic temporal slowdown and sound effects make each one feel like an impactful moment. But they start to feel less impactful as the game goes on, and battles often devolve into vast seas of incoming green flashes. There were countless moments in my Dark Ages playthrough where I found myself more or less pinned down by a deluge of green attacks, frantically clicking the right mouse button four or five times in quick succession to parry off threats from a variety of angles.

In between all the parrying, you do get to shoot stuff.

Credit: Bethesda Game Studios

In between all the parrying, you do get to shoot stuff. Credit: Bethesda Game Studios

In between these parries, the game seems to go out of its way to encourage a more fast-paced, aggressive style of play. A targeted shield slam move lets you leap quickly across great distances to get up close and personal with enemy demons, at which point you can use one of a variety of melee weapons for some extremely satisfying, crunchy close quarters beatdowns (though these melee attacks are limited by their own slowly recharging ammo system).

You might absorb some damage in the process of going in for these aggressive close-up attacks, but don’t worry—defeated enemies tend to drop heaps of health, armor, and ammo, depending on the specific way they were killed. I’d often find myself dancing on the edge of critically low health after an especially aggressive move, only to recover just in time by finishing off a major demon. Doubling back for a shield slam on a far-off “fodder” enemy can also be an effective strategy for quickly escaping a sticky situation and grabbing some health in the process.

The back-and-forth tug between these aggressive encroachments and the more conservative parry-based turtling makes for some exciting moment-to-moment gameplay, with enough variety in the enemy mix to never feel too stale. Effectively managing your movement and attack options in any given firefight feels complex enough to be engaging without ever tipping into overwhelming, as well.

Even so, working through Doom: The Dark Ages, there was a part of me that missed the more free-form, three-dimensional acrobatics of Doom Eternal’s double jumps and air dashes. Compared to the almost balletic, improvisational movement in that game, playing The Dark Ages too often felt like it devolved into something akin to a simple rhythm game; simply wait for each green “note” to reach the bottom of the screen, then hit the button to activate your counterattack.

Stories and secrets

In between chapters, Doom: The Dark Ages breaks things up with some extremely ponderous cutscenes featuring a number of religious and political factions, both demon and human, jockeying for position and control in an interdimensional war. This mostly involves a lot of tedious standing around discussing the Heart of Argent (a McGuffin that’s supposed to grant the bearer the power of a god) and debating how, where, and when to deploy the Slayer (that’s you) as a weapon.

I watched these cutscenes out of a sense of professional obligation, but I tuned out at points and thus had trouble following the internecine intrigue that seemed to develop between factions whose motivations and backgrounds never seemed to be sufficiently explained or delineated. Most players who aren’t reviewing the game should feel comfortable skipping these scenes and getting back to the action as quickly as possible.

I hope you like red and black, because there’s a lot of it here…

Credit: Bethesda Game Studios

I hope you like red and black, because there’s a lot of it here… Credit: Bethesda Game Studios

The levels themselves are all dripping with the usual mix of Hellish symbology and red-and-black gore, with mood lighting so dark that it can be hard to see a wall right in front of your face. Design-wise, the chapters seem to alternate between Doom’s usual system of twisty enemy-filled corridors and more wide-open outdoor levels. The latter are punctuated by a number of large, open areas where huge groups of demons simply teleport in as soon as you set foot in the pre-set engagement zone. These battle arenas might have a few inclines or spires to mix things up, but for the most part, they all feel depressingly similar and bland after a while. If you’ve stood your ground in one canyon, you’ve stood your ground in them all.

Each level is also absolutely crawling with secret collectibles hidden in various nooks and crannies, which often tease you with a glimpse through a hole in some impassable wall or rock formation. Studying the map screen for a minute more often than not reveals the general double-back path you’ll need to follow to find the hidden entrance behind these walls, even as finding the precise path can involve solving some simple puzzles or examining your surroundings for one particularly well-hidden bit that will allow you to advance.

After all the enemies were cleared in one particularly vast open level, I spent a good half hour picking through every corner of the map until I tracked down the hidden pathways leading to every stray piece of gold and collectible trinket. It was fine as a change of pace—and lucrative in terms of upgrading my weapons and shield for later fights—but it felt kind of lonely and quiet compared to the more action-packed battles.

Don’t unleash the dragon

Speaking of changes of pace, by far the worst parts of Doom: The Dark Ages come when the game insists on interrupting the usual parry-and-shoot gameplay to put you in some sort of vehicle. This includes multiple sections where your quick-moving hero is replaced with a lumbering 30-foot-tall mech, which slouches pitifully down straight corridors toward encounters with equally large demons.

These mech battles play out as the world’s dullest fistfights, where you simply wail on the attack buttons while occasionally tapping the dodge button to step away from some incredibly slow and telegraphed counterattacks. I found myself counting the minutes until these extremely boring interludes were over.

Believe me, this is less exciting than it looks.

Credit: Bethesda Game Studios

Believe me, this is less exciting than it looks. Credit: Bethesda Game Studios

The sections where your Slayer rides a dragon for some reason are ever-so-slightly more interesting, if only because the intuitive, fast-paced flight controls can be a tad more exciting. Unfortunately, these sections don’t give you any thrilling dogfights or complex obstacle courses to take advantage of these controls, topping out instead in a few simplistic chase sequences where you take literally no incoming fire.

Between those semi-engaging chase sequences is a seemingly endless parade of showdowns with stationary turrets. These require your dragon to hover frustratingly still in mid-air, waiting patiently for an incoming energy attack to dodge, which in turn somehow powers up your gun enough to take out the turret in a counterattack. How anyone thought that this was the most engaging use of a seemingly competent third-person flight-combat system is utterly baffling.

Those too-frequent interludes aside, Doom: The Dark Ages is a more-than-suitable attempt to shake up the Doom formula with a completely new style of gameplay. While the more conservative, parry-based shield system takes some getting used to—and may require adjusting some of your long-standing Doom muscle memory in the process—it’s ultimately a welcome and engaging way to add new types of interaction to the long-running franchise.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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a-star-has-been-destroyed-by-a-wandering-supermassive-black-hole

A star has been destroyed by a wandering supermassive black hole

But note the phrasing there: “in most cases” and “eventually.” Even in the cases where a merger takes place, the process is slow, potentially taking millions or even billions of years. As a result, a large galaxy might have as many as 100 extremely large black holes wandering about, with about 10 of them having masses of over 106 times that of the Sun. And the galaxy that AT2024tvd resides in is very large.

One consequence of all these black holes wandering about is that not all of them will end up merging. If two of them approach the central black hole at the same time, then it’s possible for gravitational interactions to eject the smallest of them at nearly the velocity needed to escape the galaxy entirely. As a result, for millions of years afterwards, these supermassive black holes may be found at quite a distance from the galaxy’s core.

At the moment, it’s not possible to tell which of these explanations accounts for AT2024tvd’s location. The galaxy it’s in doesn’t seem to have undergone a recent merger, but there is the potential for this to be a straggler from a far-earlier merger.

It’s notable that all of the galaxies where we’ve seen an off-center tidal disruption event are very large. The paper that describes AT2024tvd suggests this is no accident: larger galaxies mean more mergers in the past, and thus more supermassive black holes floating around the interior. They also suggest that off-center events will be the only ones we see in large galaxies. That’s because larger galaxies will have larger supermassive black holes at their center. And, once a supermassive black hole gets big enough, its event horizon is so far out that stars can pass through it before they get disrupted, and all the energetic release would take place inside the black hole.

Presumably, if you were close enough to see this happen, the star would just fade out of existence.

The arXiv. Abstract number: 2502.17661 (About the arXiv). To be published in The Astrophysical Journal Letters.

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industry-groups-are-not-happy-about-the-imminent-demise-of-energy-star

Industry groups are not happy about the imminent demise of Energy Star

One of Bush’s “points of light”

Energy Star was first established under President George H.W. Bush’s administration in 1992, the year of the Earth Summit in Rio, where nations around the world first joined in a framework convention to address climate change.

That international treaty, at Bush’s urging, relied on voluntary action rather than targets and timetables for reducing greenhouse gas emissions. Back at home, the Energy Star program, too, was a way to encourage, but not force, energy savings.

“It was kind of one of his thousand points of light,” Nadel said. “He didn’t want to do serious things about climate change, but a voluntary program to provide information and let consumers decide fit very nicely into his mindset.”

At first focused just on personal computers, monitors and printers, Energy Star expanded over the years to cover more than 50 home appliances, from heating and air conditioning systems to refrigerators, washers and dryers and lighting. Beginning in 1995, Energy Star certification expanded to include homes and commercial buildings.

A Republican-controlled Congress wrote Energy Star into law in a sprawling 2005 energy bill that President George W. Bush signed. It is not clear that the Trump administration can eliminate the Energy Star program, which is administered by both EPA and the Department of Energy, without a new act of Congress.

In a report to mark the 30th anniversary of Energy Star in 2022, the Biden administration estimated the program had achieved 4 billion metric tons of greenhouse gas reductions by helping consumers make energy-efficient choices. Nadel said the impact in the marketplace is visible, as companies increase the number of product choices that meet Energy Star standards whenever a new standard is adopted by EPA through a public notice and comment process.

The nonprofit Alliance to Save Energy has estimated that the Energy Star program costs the government about $32 million per year, while saving families more than $40 billion in annual energy costs.

Eliminating the program, Nadel said, “is million-wise and billion foolish.”

“It will not serve the American people”

Word of Energy Star’s potential demise began to circulate weeks ago. On March 20, a wide array of manufacturers and industry associations signed on to a letter to Zeldin, urging him to maintain the Energy Star program.

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when-doctors-describe-your-brain-scan-as-a-“starry-sky,”-it’s-not-good

When doctors describe your brain scan as a “starry sky,” it’s not good

A starry sky can be stunning—even inside a hospital emergency room.

But instead of celestial bodies sparkling in the night, doctors in South Korea were gazing at bright brain lesions punctuating a magnetic resonance imaging (MRI) scan. The resulting pattern, called a “starry sky,” meant that their 57-year-old patient had a dangerous form of tuberculosis. The doctors report the case in this week’s issue of the New England Journal of Medicine.

The man had previously been treated for the infection in his lungs but came into the hospital’s emergency department after two weeks of unexplained headaches, neck pain, and tingling in his right hand. The MRI and Computed-Tomography (CT) scans clearly revealed the problem: rare nodules and lesions, called tuberculomas, speckling his lungs and central nervous system, including both cerebral hemispheres, the basal ganglia deep inside the brain, the cerebellum at the back of the brain, the brain stem, and the upper spinal cord.

Magnetic resonance imaging (MRI) of the head with gadolinium enhancement revealed numerous small, spherical, peripherally enhancing nodules in the cerebral hemispheres (Panels A and B), basal ganglia, cerebellum, and brain stem, as well as in the upper spinal cord with surrounding edema (Panel C). Credit: NEJM, 2025

The condition, called CNS tuberculoma, is a relatively rare manifestation of tuberculosis, which typically infects the lungs but can invade any part of the body. It’s unclear exactly how tuberculomas form, but evidence suggests that the bacteria that cause tuberculosis—Mycobacterium tuberculosis—can spread around the body via the blood. M. tuberculosis can get past the blood-brain barrier, possibly by hiding inside a type of white blood cell called a macrophage, in a “Trojan horse” mechanism or by breaking through the barrier. Tuberculomas are thought to form when bacteria and macrophages clump together into masses that may contain calcifications or cheese-like dead tissue called caseum.

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trump-kills-broadband-grants,-calls-digital-equity-program-“racist-and-illegal”

Trump kills broadband grants, calls digital equity program “racist and illegal”

President Donald Trump said he is killing a broadband grant program that was authorized by Congress, claiming that the Digital Equity Act of 2021 is racist and unconstitutional.

“I have spoken with my wonderful Secretary of Commerce, Howard Lutnick, and we agree that the Biden/Harris so-called ‘Digital Equity Act’ is totally UNCONSTITUTIONAL. No more woke handouts based on race! The Digital Equity Program is a RACIST and ILLEGAL $2.5 BILLION DOLLAR giveaway. I am ending this IMMEDIATELY, and saving Taxpayers BILLIONS OF DOLLARS!” Trump wrote in a Truth Social post yesterday.

The Digital Equity Act provided $2.75 billion for three grant programs. As a National Telecommunications and Information Administration webpage says, the grants “aim to ensure that all people and communities have the skills, technology, and capacity needed to reap the full benefits of our digital economy.”

The digital equity law, approved as part of the Infrastructure Investment and Jobs Act, allows for grants benefitting a wide range of Americans who lack reliable and affordable Internet access. The law covers low-income households, people who are at least 60 years old, people incarcerated in state or local prisons and jails, veterans, people with disabilities, people with language barriers, people who live in rural areas, and people who are members of a racial or ethnic minority group.

“President Trump’s move to end the Digital Equity Act is blatantly unconstitutional,” consumer advocacy group Public Knowledge said. While Trump is “labeling efforts to address racial inequity as discriminatory themselves,” his action “will also severely impact his voter base of white Americans who live in rural areas in red states, including veterans and the elderly,” the group said.

Some states already received funding last year. If Trump cancels grants that haven’t yet been distributed, it will likely result in lawsuits against the administration.

The law allows funding to be used in a variety of ways, including “to make available equipment, instrumentation, networking capability, hardware and software, or digital network technology for broadband services to covered populations at low or no cost,” and “to construct, upgrade, expend, or operate new or existing public access computing centers for covered populations through community anchor institutions.” It can also cover training programs for using technology and workforce development programs.

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kids-are-short-circuiting-their-school-issued-chromebooks-for-tiktok-clout

Kids are short-circuiting their school-issued Chromebooks for TikTok clout

Schools across the US are warning parents about an Internet trend that has students purposefully trying to damage their school-issued Chromebooks so that they start smoking or catch fire.

Various school districts, including some in Colorado, New Jersey, North Carolina, and Washington, have sent letters to parents warning about the trend that’s largely taken off on TikTok.

Per reports from school districts and videos that Ars Technica has reviewed online, the so-called Chromebook Challenge includes students sticking things into Chromebook ports to short-circuit the system. Students are using various easily accessible items to do this, including writing utensils, paper clips, gum wrappers, and pushpins.

The Chromebook challenge has caused chaos for US schools, leading to laptop fires that have forced school evacuations, early dismissals, and the summoning of first responders.

Schools are also warning that damage to school property can result in disciplinary action and, in some states, legal action.

In Plainville, Connecticut, a middle schooler allegedly “intentionally stuck scissors into a laptop, causing smoke to emit from it,” Superintendent Brian Reas told local news station WFSB. The incident reportedly led to one student going to the hospital due to smoke inhalation and is suspected to be connected to the viral trend.

“Although the investigation is ongoing, the student involved will be referred to juvenile court to face criminal charges,” Reas said.

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celsius-founder-alex-mashinsky-sentenced-to-12-years-for-“unbank-yourself”-scam

Celsius founder Alex Mashinsky sentenced to 12 years for “unbank yourself” scam

As the case dragged on, Mashinsky and his family appeared unremorseful, victims said, even while facing threats of violence and significant public shaming. Some victims accused Mashinsky of lying to their faces and pushing them to continue depositing funds even when the end was near and he knew that the money would be lost.

In victim statements sent to US District Judge John Koeltl, customers accused Mashinsky of weaponizing his family-man brand to scam many naïve investors out of their life savings. Some suicides were reported, victims said, and elderly victims were among the most vulnerable, with many becoming homeless after retirement funds were drained. Among the victims was Rien Vanmarcke, who confessed to feeling haunted by guilt after convincing his aging mother to invest in Celsius and losing the majority of their savings.

And “Mashinsky’s cruelty didn’t end with the collapse,” Vanmarcke wrote. “His family mocked victims with ‘unbankrupt yourself’ merchandise funded by stolen savings, while flaunting luxury lifestyles online.”

Other victims also described feeling palpable shame, even if they felt their road to recovery wasn’t as bad as others. One victim, Daniel Frishberg, was still in high school when he lost 70 percent of his crypto to Mashinsky’s false promises.

“I am lucky that I am young and have plenty of time to make back the money I lost due to naively trusting Mr. Mashinsky—many are not as fortunate,” Frishberg wrote.

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trump-just-made-it-much-harder-to-track-the-nation’s-worst-weather-disasters

Trump just made it much harder to track the nation’s worst weather disasters

The Trump administration’s steep staff cuts at the National Oceanic and Atmospheric Administration (NOAA) triggered shutdowns of several climate-related programs Thursday.

Perhaps most notably, the NOAA announced it would be shuttering the “billion-dollar weather and climate disasters” database for vague reasons. Since 1980, the database made it possible to track the growing costs of the nation’s most devastating weather events, critically pooling various sources of private data that have long been less accessible to the public.

In that time, 403 weather and climate disasters in the US triggered more than $2.945 trillion in costs, and NOAA notes that’s a conservative estimate. Considering that CNN noted the average number of disasters in the past five years jumped from nine annually to 24, shutting down the database could leave communities in the dark on costs of emerging threats. All the NOAA can likely say is to continue looking at the historic data to keep up with trends.

“In alignment with evolving priorities, statutory mandates, and staffing changes, NOAA’s National Centers for Environmental Information (NCEI) will no longer be updating the Billion Dollar Weather and Climate Disasters product,” NOAA announced. “All past reports, spanning 1980-2024, and their underlying data remain authoritative, archived, and available,” NOAA said, but no data would be gathered for 2025 or any year after.

According to NCEI’s FAQ, every state has experienced at least one billion-dollar disaster since 1980, while some states, like Texas, have been hit by more than 100. The Central, South, and Southeast regions of the US are most likely to be hurt most by the data loss, as those regions “typically experience a higher frequency of billion-dollar disasters,” the FAQ said.

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report:-doge-supercharges-mass-layoff-software,-renames-it-to-sound-less-dystopian

Report: DOGE supercharges mass-layoff software, renames it to sound less dystopian

“It is not clear how AutoRIF has been modified or whether AI is involved in the RIF mandate (through AutoRIF or independently),” Kunkler wrote. “However, fears of AI-driven mass-firings of federal workers are not unfounded. Elon Musk and the Trump Administration have made no secret of their affection for the dodgy technology and their intentions to use it to make budget cuts. And, in fact, they have already tried adding AI to workforce decisions.”

Automating layoffs can perpetuate bias, increase worker surveillance, and erode transparency to the point where workers don’t know why they were let go, Kunkler said. For government employees, such imperfect systems risk triggering confusion over worker rights or obscuring illegal firings.

“There is often no insight into how the tool works, what data it is being fed, or how it is weighing different data in its analysis,” Kunkler said. “The logic behind a given decision is not accessible to the worker and, in the government context, it is near impossible to know how or whether the tool is adhering to the statutory and regulatory requirements a federal employment tool would need to follow.”

The situation gets even starker when you imagine mistakes on a mass scale. Don Moynihan, a public policy professor at the University of Michigan, told Reuters that “if you automate bad assumptions into a process, then the scale of the error becomes far greater than an individual could undertake.”

“It won’t necessarily help them to make better decisions, and it won’t make those decisions more popular,” Moynihan said.

The only way to shield workers from potentially illegal firings, Kunkler suggested, is to support unions defending worker rights while pushing lawmakers to intervene. Calling on Congress to ban the use of shadowy tools relying on unknown data points to gut federal agencies “without requiring rigorous external testing and auditing, robust notices and disclosure, and human decision review,” Kunkler said rolling out DOGE’s new tool without more transparency should be widely condemned as unacceptable.

“We must protect federal workers from these harmful tools,” Kunkler said, adding, “If the government cannot or will not effectively mitigate the risks of using automated decision-making technology, it should not use it at all.”

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microsoft-effectively-raises-high-end-surface-prices-by-discontinuing-base-models

Microsoft effectively raises high-end Surface prices by discontinuing base models

While the Surface Pro and Laptop get price hikes that aren’t technically price hikes, some Surface accessories have had their prices directly increased. The Surface USB-C Travel Hub is now $120 instead of $100; the Surface Arc Mouse is now $90 instead of $80, and a handful of replacement parts are more expensive now than they were, according to recent Internet Wayback Machine snapshots. Generally, Surface Pen accessories and Surface Pro keyboard covers are the same price as they were before.

Microsoft also raised prices on its Xbox consoles earlier this month while warning customers that game prices could go up to $80 for some releases later this year.

If you’re quick, you can still find the 256GB Surface devices in stock at third-party retailers. For example, Best Buy will sell you a Surface Laptop 7 with a 256GB SSD for $799, $100 less than the price of the 13-inch Surface Laptop that Microsoft just announced. We’d expect these retail listings to vanish over the next few days or weeks, and we wouldn’t expect them to come back in stock once they’re gone.

Increased import tariffs imposed by the Trump administration could explain at least some of these price increases. Though PCs and smartphones are currently exempted from the worst of them (at least for now), global supply chains and shipping costs are complex enough that they could still be increasing Microsoft’s costs indirectly. For the Surface Pro and Surface Laptop, the decision to discontinue the old 256GB models also seems driven by a desire to make the new 12-inch Pro and 13-inch Laptop look like better deals than they did earlier this week. Raising the base price does help clarify the lineup; it just does so at the expense of the consumer.

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