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Essential Tools and Frameworks for Mastering Ethical Hacking on Linux
In today’s digital world, cybersecurity threats are ever-growing, making ethical hacking and penetration testing crucial components of modern security practices. Ethical hacking involves legally testing systems, networks, and applications for vulnerabilities before malicious hackers can exploit them.
SOMDEVICES Expands SoM Lineup with µSMARC RZ/V2N for AI and Vision Applications
SOMDEVICES has introduced the µSMARC RZ/V2N, a System-on-Module based on the Renesas RZ/V2N processor. Designed for AI-driven machine learning, vision applications, and industrial automation, this module delivers high computational performance in a compact form factor.
Kali Linux 2025.1 Ethical Hacking Distro Is Here with Xfce 4.20, Refreshed Theme
Offensive Security announced today the release and general availability of Kali Linux 2025.1 as the first update to this Debian-based distribution for ethical hacking and penetration testing in 2025.
Plasma 6 Finally Lands in Kali Linux 2025.1a
Kali Linux 2025.1a is here with Plasma 6.3, a refreshed theme, and major updates for Raspberry Pi, Xfce 4.20, and NetHunter.
Intel Updates Advanced Performance Extensions “APX” Code For The Linux Kernel
In addition to Intel software engineers this week being busy doing a late restructuring of AVX10 support in moving away from possible 256-bit maximum vector register size (a great move and still so excited to see this materialize!), there are also Intel engineers continuing work on enabling Advanced Performance Extensions (APX) on the Linux kernel side…
The Pebble Smartwatch is back with the Core 2 Duo and Core Time 2 models running PebbleOS open-source firmware
The Pebble Smartwatch was first introduced in 2012 with a black and white e-Paper display, a week of battery life, and an amazingly successful Kickstarter company that raised over 10 million dollars. It was followed by the Pebble Time with a color display in 2015, and the Pebble 2 & Time 2 watches followed in 2016.
Linux Foundation’s trust scorecards aim to battle rising open-source security threats
How do you tell the difference between trustworthy open-source developers and hackers? Here’s one idea.
Set an AppImage Application as Default App
Imagine you found a cool text editor like Pulsar and downloaded it in the AppImage format. You enjoy using it and now want to make it the default application for markdown files.
Stealthy Apache Tomcat Critical Exploit Bypasses Security Filters: Are You at Risk?
By simply sending HTTP requests, attackers can trigger the deserialisation of malicious data in Tomcat’s session storage and gain control.
Bloober Team launches horror publishing label with debut game I Hate This Place
Bloober Team is taking its horror game cred into a new direction with the launch of publisher Broken Mirror Games. This “co-development label” is collaborating with Rock Square Thunder, an indie outfit founded by ex-Bloober devs, for a new open-world survival horror game called I Hate This Place. It’s scheduled for release in the final quarter of 2025 on PC, PlayStation, Xbox Series S/X and Nintendo Switch.
The source material for this adaptation is a comic book series of the same title from Skybound Entertainment by writer Kyle Starks and artist Artyom Topilin. Fittingly, the game has kept a hand-drawn style for its tale of protagonist Elena, who has accidentally unleashed a nightmarish force and now has to fight for her life by using her wits and finding shelter before the sun sets.
While its exact focus in the genre has shifted, Bloober Team has created several well-received horror games such as Layers of Fear, last year’s Silent Hill 2 remake and the upcoming Cronos: The New Dawn.
This article originally appeared on Engadget at https://www.engadget.com/gaming/bloober-team-launches-horror-publishing-label-with-debut-game-i-hate-this-place-220032691.html?src=rss
‘FBC: Firebreak’ first look: Left 4 Dead but with Remedy’s silly, surreal touch
There’s something really exciting about FBC: Firebreak, Remedy’s take on cooperative, online first-person shooters. I’ve been trying to pinpoint a specific wow factor since attending the game’s developer-led demonstration last week, but I’ve concluded it’s a combination of multiple cool features blended perfectly together. FBC: Firebreak is set in the sterile headquarters of the Federal Bureau of Control and it features Remedy’s trademark dark surrealism, but it’s also infused with a healthy dose of silliness and mechanical depth. The result feels like a modern Left 4 Dead in the best possible way, just with Hiss instead of zombies and three players instead of four.
Left 3 Dead, anyone?
FBC: Firebreak takes place six years after the end of Control. The Oldest House, which used to be the seat of power for the FBC, has been sealed with the Hiss inside, and it’s now time to eradicate the invasion and lift the lockdown. The agency is sending in the Firebreak team, a unit composed of government volunteers with no extra combat training and little hope of making it out alive. As a member of Firebreak, you’re handed some special equipment, patted on the back and locked inside the headquarters with the Hiss and every unfortunate employee it’s infested. Good luck.
The game is broken down by Jobs, which are essentially custom-built missions in specific regions of The Oldest House. All Jobs have three zones, but otherwise each one has a unique objective, crisis, and environment. After selecting a Job, you get to customize your run by setting the Threat Level and Clearance Level — Threat Level determines combat difficulty and the number of rewards up for grabs, while Clearance Level sets the number of zones you have to clear and the type of rewards.
“I will say we do have more than three clearance levels, and you get into some pretty interesting stuff later, such as corrupted items that appear during the job,” game director Mike Kayatta said.
Before the match begins, each player gets to select one of three Crisis Kits, loadouts designed with specific playstyles in mind. Crisis Kits come with a tool and an item each. The Jump Kit is based around electricity and it has the Electro-Kinectic Charge Impactor, a portable jackhammer kind of device with a conductive metal plate on the end, capable of slamming into enemies or propelling yourself into the air. It also has the BOOMbox, which plays music to attract enemies before exploding. The Fix Kit gives you a big wrench that’s able to repair machinery and stagger Hiss, and it also includes a turret that you have to smack with the wrench to assemble. The Splash Kit is for all the water signs out there — it features the Crank-Operated Fluidic Injector, an industrial water cannon that can extinguish fires and soak enemies so they’re primed for extra damage, plus a Humidifier, which sprays healing water in a wide area.
“A good way to look at all of this is that you’re going to kind of combine the threat level and the clearance level and the type of job you want to play to sort of create your own load, your own experience, exactly the session that you’re looking for with whatever group you’re playing with that night,” Kayatta said.
Members of the Firebreak squad have their own Research Perks, or upgrade slots. You purchase Perks with currency earned during Jobs, and stacking upgrades of the same type strengthens their effect. Equipping three Perks of the same type lends that ability to nearby teammates as well.
“For example, one perk might give you the feature that each missed bullet has a chance to return to your clip, or the ability to extinguish yourself by jumping up and down, which is how that of course works,” community manager Julius Fondem said. “If you equip just one perk, you get its effect. Simple, straightforward. If you equip two of the same type, you get a stronger version of that perk. And if you equip three of the same perk type, you can actually share its effect with your nearby crewmates. As you increase your kit proficiency, you’ll increase the slots you have to play with, giving you the opportunity to play with a lot of different builds and strategies.”
Killing Hiss is all fine and dandy, but collecting currency is a major goal of each run in FBC: Firebreak, too. Currency is used to purchase new gear and cosmetics as well as Perks. Regardless of whether you actually escape a Job alive, you’re rewarded with XP and proficiencies for the gear you used. You can only earn currency by finding it in the environment and successfully escaping with it (and your life).
“Ultimately, Firebreak is about efficiency,” Fondem said. “You can’t fail objectives, but the longer you spend doing them, the more and more Hiss will show up to stop you, increasing the chance that your crew dies on the job. That means the longer you spend exploring for currency, the more risk you’re inviting and the harder it will eventually become to make it back to headquarters in one piece.”
Speaking of currency — Remedy promises it won’t charge for critical content post-launch.
“We want to keep all of our players united, which means that all playable post-launch content, such as Jobs, will be free for everyone who has the game,” Fondem said. “We’ll support the game by offering paid cosmetic content as well.”
The Job that Remedy showed off in the media briefing (and featured in today’s Future Games Show Spring Showcase) was Paper Chase, a mission filled with flying yellow sticky notes, sticky-note monsters, and one hulking sticky-note titan as the final boss. It’s set in a classic FBC office space, concrete walls and blood-orange carpet, and players have to eradicate the rogue, multiplying sticky notes as well as the rushing Hiss. Little squares of paper swirl through the air and cling to the player’s face, covering the screen at times, amid explosions, flickering lights and showers of bullets. At one point, a player places a piggy bank in their melee weapon and smashes it on the Hiss, screaming, “Stand back, piggy’s coming out!” It activates an AOE wind effect on nearby enemies. There are environmental factors to mess with and a range of weapons to deploy — shotguns, machine guns, rifles, pistols, water cannons, turrets, grenades, electrified impact devices, boomboxes — and overall, Paper Chase seems like a damn good time.
It’s taken plenty of iteration to get to this point. And as it turns out, FBC: Firebreak isn’t limited to three players just to differentiate itself from a slightly similar 16-year-old game with a four in its title.
“The reason why we did three-player squads, really, it was like an organic quirk of the development,” Kayatta said. “We actually started testing with four players. I think it just didn’t feel quite as good. It was a little harder to understand where people were. That’s something that’s, like, not required but definitely helpful in this game. And it just felt like, with all of the chaos and all of the fun systems going off, three just felt right over time. So that’s it. And yeah, you can play solo or duo.”
FBC: Firebreak is due out this summer, and it’s heading to PlayStation 5, Xbox Series X/S and PC via Steam and Epic Games Store, plus it’ll be available day-one on Game Pass and PlayStation Plus. It’ll support cross-play. Remedy is aiming for a “lower-minimum” PC spec requirement and optimizing the game for Steam Deck. Still, FBC: Firebreak will ship with full ray-tracing support, DLSS 4 with Multi Frame Generation and NVIDIA Reflex capabilities.
This article originally appeared on Engadget at https://www.engadget.com/gaming/fbc-firebreak-first-look-left-4-dead-but-with-remedys-silly-surreal-touch-214657219.html?src=rss
FCC chairman Brendan Carr starts granting telecom lobby’s wish list
The Federal Communications Commission is making it easier for telcos to turn off old copper phone and DSL networks with four changes that relax requirements related to copper shutoffs. FCC Chairman Brendan Carr—who is also pushing a “Delete, Delete, Delete” initiative to get rid of as many rules as possible—said in an announcement today that agency rules have prevented providers from upgrading to faster networks.
“Outdated FCC rules have left Americans sitting in the slow lane for far too long,” Carr said. “Those FCC rules have forced providers to pour resources into maintaining aging and expensive copper line networks instead of investing in the modern, high-speed infrastructure that Americans want and deserve.”
The key question for people using old copper service is whether they will ever get a big upgrade to fiber lines for phone and Internet access or if they’ll have to make do with wireless replacements that vary greatly in quality and speed. As we previously reported, AT&T is aiming to eliminate copper phone and DSL lines from its 21-state wireline network but will not deploy fiber in the more sparsely populated half of that territory.
How to Get Caught Blowing Up a Tesla
In this day and age, technology like automated license plate readers make it trivial to hunt down vandals.
Apple loses $1B a year on prestigious, minimally viewed Apple TV+: report
The Apple TV+ streaming service “is losing more than $1 billion annually,” according to The Information today.
The report also claimed that Apple TV+’s subscriber count reached “around 45 million” in 2024, citing the two anonymous sources.
Ars reached out to Apple for comment on the accuracy of The Information’s report and will update you if we hear back.
Elon Musk’s Dad Says He Wasn’t Political as a Kid, Was Friends With His Black Servants
Not sure this helps his cause.
DRM Sync Object Optimizations Show Minor Benefit On The Steam Deck
Tvrtko Ursulin of Igalia has been working on some optimizations to the DRM synchronization object “drm_syncobj” code for slightly more efficient use on the CPU side.
Hands-on with Frosthaven’s ambitious port from gigantic box to inviting PC game
Frosthaven, a board game that was somehow even bigger and more ambitious than its considerably weighty forebear Gloomhaven, asks a lot of its players.
Each turn means picking two from maybe a dozen different possible action cards. Each of those cards has two options (plus a “default”), and each of those cards is played out against multiple other actions by your enemies and companions. And that’s just the game itself—actually getting the game set up and getting your fellow gamers to agree on semi-regular appointments is a whole other crusade against tough odds.

Credit:
Arc Games

Credit:
Arc Games

Credit:
Arc Games

Credit:
Arc Games
Like Gloomhaven before it, Frosthaven is getting a PC game, which should make exploring a baddie-infested tundra easier to set up and potentially easier to do multiplayer. A closed beta test begins March 27, with sign-ups at the game’s website. The game will launch into early access during 2025, with more than 35 quests across the first two acts available, with over 130 quests planned in total. It will have single-player and up to four-player multiplayer, with players able to pick up their teammates’ characters if there’s a momentary dropout.
Game companies will standardize accessibility labels on storefronts and product pages
Console makers and game developers like Microsoft, Nintendo and Electronic Arts have created a new initiative, managed by the Entertainment Software Association (ESA), that aims to make it easier to know what accessibility features games have.
The new Accessible Games Initiative has defined a set of 24 accessibility tags that will appear in participating game storefronts and product pages so players can know what features a game has before they buy it. The tags have easy to understand definitions and cover a range of accessibility features games offer, like subtitles, input remapping for controls, text-to-speech and speech-to-text in chat and narrated menus. All of the tags and definitions are available to view on the Accessible Games Initiative’s website. The ESA also says it will provide developers with criteria for the tags so they can develop accessibility features with them in mind.
The new tags are designed to co-exist with existing accessibility information on product pages, but some companies may choose to focus exclusively on the new “cross-industry” standard. For example, Microsoft plans to “replace existing Xbox Game Accessibility Feature tags with their equivalent Accessible Games Initiative tags” to avoid duplication, while keeping its own tags that aren’t in the initiative’s list.
The idea for the Accessible Games Initiative “was first developed by Electronic Arts, Google, Microsoft, Nintendo of America, Sony Interactive Entertainment and Ubisoft,” according to the ESA, and new companies have joined in time for launch, like “Amazon Games, Riot Games, Square Enix and Warner Bros. Games.”
Offering some kind of standardized way to know what accessibility features a game has is desperately needed. While developers have gotten better at offering accessibility features in their games by default, players interested in a specific feature have mostly had to rely on third-party resources like Can I Play That? to figure out how well they’ve been interpreted and implemented. These tags should start to fix that.
The only open question is when they’ll be adopted. The ESA told The Verge that “the timeline for implementation of the tags is company-dependent,” meaning there could be a wait ahead for players hoping to take advantage of the Accessible Games Initiative’s work.
This article originally appeared on Engadget at https://www.engadget.com/gaming/game-companies-will-standardize-accessibility-labels-on-storefronts-and-product-pages-211335539.html?src=rss
Nvidia’s RTX 5060 May Have Just Joined the Queue of Hardware Delayed This Week
I’m sure everything at Nvidia is fine, and big tech is certainly unconcerned about tariffs.