Snatcher Is Cyberpunk Noir At Its Best – Kotaku – Kotaku

Satoshi Yoshiokas art from Sdatcher

Snatcher is a cult classic that should be experienced by both science fiction and Metal Gear fans. Even though it appears to snatch many of its influences and throw them together into a science fiction cornucopia, it actually explores the issues of humanity and existence in its own distinctive style.

Snatcher was the brainchild of Hideo Kojima and originally came out in 1988 for the MSX console, a computer format that was popular in Japan and Europe in the 80s. It was ported for the PC Engine (known as the TurboGrafx-16 in America) before reaching American audiences on the Sega CD in 1994, with upgraded graphics and an additional third act. Set in 2047, you play as Gillian Seed, an amnesiac Junker (Japanese Undercover Neuro Kinetic Elimination Ranger) who hunts down Snatchers in the hopes that it will help him to remember his past. The eponymous Snatchers are artificial life forms, or bioroids, designed to blend in with humans. The game takes place in the metropolis of Neo-Kobe, a vibrant melting pot with a whole lot of history and lore. Snatcher uses a text interface similar to the old PC point-and-click adventure games, but it streamlines controls to the point where its considered one of the earliest precursors of the visual novel.

Former Konami artist Satoshi Yoshioka, who designed many of Snatchers characters and worked at Konami for nine years on titles like Batman and Robin and Policenauts, told me in an email: I got a lot of inspiration from classic movies like Blade Runner, The Terminator, and Alien. I made the graphics used in the game with a great deal of respect to [these films]. I was especially interested in the Hollywood SFX [special effects] at that time, and I tried to honor their spirit.

This spirit is felt in many of Snatchers designs, though their combination creates an atmosphere that has its own unique charm. Players get to know Snatchers characters through complex dialogue branches with a surprising variety of options. Small comic book panels appear below the main visual window and give personality to each of the characters. The characters also react with appropriate facial expressions that help convey the games somber themes. Unlike the protagonists in many noirish cyberpunk books and films, Gillian Seed is expressive rather than following the trope of being stoic and subdued. His strong personality goes from melancholy amnesiac to driven investigator and even womanizer (though he gets almost universally rejected). Hes a likable character, even with his flaws. Hes visually inspired in part by Rick Deckard from Blade Runner, but also the more humorous Lupin the Third from the eponymous animated series.

Yoshioka, who created all the face graphics for the conversation parts, said that drawing the expressions of Gilliansurprise, delight, and so onwere the most challenging to me because of the complexity of the character. Gillian had an interesting mix of humor and seriousness. Kojima wanted to convey Gillians witty and charming nature, even in some of the more intense moments, so that it would make him seem more human in contrast to the robotic Snatchers. Designing the characters using Konamis custom drawing application, Yoshioka says he was always guided by Kojima and was mindful of making the graphics as cinematic as possible.

The high quality of the visuals emphasize the cinematic aspect by showcasing graphics that were closer to films than most gamers had seen before on a console. In the combat sequences against the Snatchers, especially one where a fellow Junker named Mika gets captured, the whole battle is framed as an interactive cutscene where you have to kill a villain who uses Mika as a human shield. In another sequence, Gillians Turbocycle gets sabotaged and spins out of control. The film cuts play out like an action movie, with tense music pounding in the background.

Snatchers themes of changing technology were present in the development of the game itself. While itd be easy to say the advanced graphics were due to the increased power of the Sega CD, Yoshioka pointed out that part of what made the development of Snatcher and all its various ports so cohesive is that Snatcher was developed by a small number of people. In comparison, it might be about half of the average number for a NES game development team at that time. So the developers in different roles could work in close proximity to each other. It enabled us to respond directly and quickly to any developing tasks.

He explained, Kinoshita (Tomiharu Kinoshita, the original MSX designer) created the original character design. I took part in drawing the characters as a team member of the port for PC Engine CD-ROM (which in turn would be ported with only minor changes to the Sega CD). I could redesign the supporting roles like Chin Shu Oh relatively freely. So I designed them to suit my preference. I heard that in the earlier stage of the development, Kojima had directed the designer to make the game character a bit like Katsuhiro Otomo (the director of Akira).

This small team had flexibility, but it also meant this small group at Konami had to figure out how development worked when it came to simple things like burning CDs. When we wrote the data [for Snatcher], we used CD-R writers. It was the first time for us to use the devices. We couldnt inhibit some of the unidentified noises showing up in the game itself. The accident disturbed not only Kojima, but all the other members of the developer team. I was not well acquainted with the CD-R writers. I puzzled over the problem, and suggested not to shake it or to make noises when we used it, hahaha. We finally found that the disturbing noises were due to faulty wiring. Of course, we had amused smiles after we discovered the error was our own fault.

This also brought the team together, a spirit that infuses the game. Theres one story Yoshioka shared that perfectly symbolized the unusual development of Snatcher: I cannot forget that Kojima made strange lyrics for the song in the game, Creeping Silence. Its a track that effectively creates a creepy atmosphere, but the lyrics dont appear in the game. He [Kojima] sang it quite often, so the other members remembered the lyrics. Spinner, spinner heeey, and wed iterate on that. We often sang it all together.

Technology can lead to moments of human bonding, but its a double-edged sword that can also wreak destruction. The real life Terminator Conundruma genuine issue debated by the Pentagon about how much autonomy AIs should be granted to killseems straight out of Snatcher. One of the more shocking moments early in the game is when Gillian comes across the body of Junker Jean-Jack Gibson, whose head has been viciously cut off and lies between his legs. The violence punctuates the threat of the Snatchers and, as Yoshioka points out, is the first murdered corpse that the players face. So the staff working on the scenes wanted to evoke a dramatic impact and decided to use the most brutal image. Snatcher doesnt shy away from its robotic violence, including a maggot-infested corpse and an animal whose entrails have been ripped out.

The game doesnt delve into Blade Runners ethical ambivalence when it comes to the existence of Snatchers. Theyre a threat to be eliminated, not beings on the verge of self-awareness. The terror of that moment highlights the theme of humanitys fear of being replaced by technology as represented by the Snatchers themselves. The irony is that humanitys own self-destructive behavior created a vacuum for the Snatchers to supplant them in the first place; the games villain is motivated by his disgust with human behavior. When I asked Yoshioka about the relationship between technology, art, and humanity, he stated: In order to know the things of the present, I believe its essential to know the things of the past. This is also true of arts. We tend to take for granted present technology and the arts. But all of these forms are based on past inventions, innovations, and discoveries.

This theme is also explored more humanely. Metal Gear Mk. II, based on the mechanical nemesis of the original Metal Gear, is Gillians robot companion. Its been imprinted with a personality programmed by Harry, the engineer for the Junkers. In the games big twist, you learn that Harry is actually Gillians son. The reason Gillian and his wife suffered amnesia is that they were part of a secret effort fifty years ago to develop the Snatcher program and replace all the worlds leaders. They were put into artificial sleep after the Lucifer-Alpha biological weapon went off. Harry lived on, oblivious to his parents fate. So the whole game, youre interacting with him, asking about your equipment, and you dont even know who he really is until he dies. That makes your relationship to Metal Gear Mk. II all the more poignant, since he is in essence Harrys creation, your son by mechanical proxy. Metal Gear Mk. II is willing to sacrifice its life to save Gillian, and the implication is that there may come a day when humanity destroys itself and our legacy will only carry on through the technology we birth.

Yoshioka has considered the implications of Snatcher and the movies that inspired it: There have been many SF movies and comics filled with fearful feelings about the progress of AI. Ive got lots of inspirations from these kind of works. Of course, I fear watching and reading about them. But Ive also loved AI robots since I was a child. In 1970, when I was just three years old, I saw several robots playing instruments in the Japan World Exposition at Osaka. I still clearly remember that scene and my feeling of wonder which still resonates. So Im on the side of Metal Gear Mk. II-like robots being able to reach out and communicate with us. Id prefer to believe in the dream of the emergence of robots thatll be partners with humanity, instead of the kind of stories that portend destruction in the wake of AI progression.

Will the advancement of AI and biotechnology reach a point in 2047 where humanity can be replaced by something akin to a Snatcher? Or will the progress made possible by new tech save people from themselves in the face of a catastrophic disease or environmental disaster? Its the fact that there are no easy answers that makes Snatcher so compelling, reminding us that the investigation into human nature never ends. Yoshioka told me, Though I regard myself to be a has-been, Im trying to create some brand new impressions by remixing my works, which is my past. I hope the younger generation today realize they need to be aware of the classic and premier works and arts if they want to create something new.

Satoshi Yoshiokas interview was translated by Yoshihiro Tanigawa.

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Snatcher Is Cyberpunk Noir At Its Best - Kotaku - Kotaku

The Last Night was one of E3’s most dazzling games and also its most frustrating – The Verge

Its rare that a game becomes one of the biggest wins and the biggest losses of E3 at the same time, but The Last Night a cyberpunk side-scroller made by indie studio Odd Tales may have done it. The Last Nights stylish, neon-drenched trailer was a highlight of Microsofts annual press conference, overshadowing much bigger games from much larger teams. But not long after the show, a series of controversial tweets surfaced from co-creator Tim Soret, suggesting that the game would reflect the worldview of the anti-feminist Gamergate movement. Within a few hours, The Last Night went from universally appealing to bitterly divisive.

Based on what Ive now seen of The Last Night, the final game wont be either of those things. This game is one of the most beautiful things at E3, and also one of the most nebulous. The Last Night is a cinematic platformer that may have almost no platforming, with a cyberpunk plot and setting that the developers insist is not cyberpunk, based on a view of the world that seems less reactionary than naive. Its a game whose creators appear determined to make socially relevant, but in a way that may ultimately hurt The Last Night as a piece of art.

The Last Night wasnt playable at E3, but Odd Tales appeared at the show with a series of animated environments: a bustling neon-lit street, a subway station, a harbor at night. Each one is composed of flat pixel art layered in a three-dimensional space, which is then lit like an ordinary 3D scene. The world is magnetic, with a warmth and depth that brings its buildings and inhabitants to life.

Its less clear what form that life will take. The game is set in a future of ubiquitous computing, where labor has been rendered obsolete by artificial intelligence. Its about a man who is medically unable to get the implanted computing devices that other people in the world depend on, drifting around the edges of society until hes drawn into a life-or-death plot.

A cinematic platformer where you dont jump

Odd Tales calls The Last Night a cinematic platformer in the vein of Another World, whose developer Soret cites as an inspiration. But he describes gameplay that sounds more like a complex interactive drama based on talking to people and exploring the environment, with a cast of characters whose reactions will change based on what you say and do. Despite the platformer label, the game supposedly wont include a jump mechanic Soret jokes that you dont see people leaping around the streets in real-world cities.

These kinds of branching narratives are hard to pull off, and we dont know how good Odd Tales is at writing them, since we havent seen the game in action. And Odd Tales seems to be grappling with what kind of future it wants to make which is exactly what got it into trouble at E3. In 2014, Soret wrote that The Last Night takes place in a cyberpunk world where modern feminism won instead of egalitarianism, appending the Gamergate hashtag. Around the same time, he claimed the game would show the dangers of extreme progressivism, and inquired about the possibility of using Gamergate mascot Vivian James in the game.

Soret has disavowed the tweets and the sentiment, and when I met with him, he reiterated that they were mistakes that dont reflect his current worldview or plans for The Last Night. He cast some of his earlier statements in a more neutral light: where his old tweets seemed to condemn artificial wombs as a kind of extreme feminism meant to let women smoke and drink during pregnancy, he now describes them simply as something that could change womens role in his future, possibly for the better. Its neither utopian nor dystopian, he says.

Soret still seems dubious of modern feminism and social justice, but expresses it in vague terms of seeing the movement as divisive, and theres no sign this will translate into the game itself. Nothing about The Last Nights world sounds preachy if anything, its social commentary sounds remarkably mild, covering ubiquitous future-shock anxieties like gamification, automation, and consumerism. The danger is that nothing seems particularly well-considered, either. Would a post-work future really look so much like Blade Runner or Neuromancer, both of which were full of hustlers looking for their next score? Will the developers engage with feminism enough to address its future with any depth, the way that recent games like VA-11 HALL-A have done?

There's little sense of context or self-awareness around The Last Night

Odd Tales expresses a confusingly bellicose conviction that its turning the science fiction world on its head, without offering much justification for why. The Last Night began as an entry in the 2014 Cyberpunk Game Jam, but Odd Tales later rejected the label in an online manifesto, declaring that the cyberpunk vision established by Blade Runner and William Gibson is just too normal and deriding every cyberpunk-adjacent game of the past decade as trope comfort food.

Every time Odd Tales tries to explain why The Last Night isnt cyberpunk, though, it ends up describing something that could come straight out of Blade Runner when I asked Soret whether The Last Night took the genres aesthetic in a new direction, he mentioned drawing influence from a trip to Hong Kong. (Even William Gibson himself retweeted a joke about the games straightforward visual homage.) Theres a common thread here with the Gamergate controversy, which is that theres very little sense of context or self-awareness around The Last Night. Its seemingly post-cyberpunk the way that people who dont know much about feminism identify as post-feminist, advancing past an unrecognizable strawman of the genre.

And ironically, insisting that The Last Night is unprecedented makes it a lot less likable. It suggests that the studio doesnt understand why people enjoyed its trailer so much: not because it offered something totally new, but because it handled a familiar formula with fantastic competence. The project is in such an early state that I cant say whether Odd Tales will be able to deliver a finished game by 2018, the current release date. But if it does, The Last Night could be the best cyberpunk comfort food of the year. I dearly hope thats where it goes.

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The Last Night was one of E3's most dazzling games and also its most frustrating - The Verge

The Funded: Justin Kan’s latest startup gets backing from more than 100 investors – Silicon Valley Business Journal


Silicon Valley Business Journal
The Funded: Justin Kan's latest startup gets backing from more than 100 investors
Silicon Valley Business Journal
Rythm, San Francisco, $22 million: The neurotechnology company raised money from investors that include MAIF and angel investors Xavier Niel and Dr. Laurent Alexandre. Culture Amp, San Francisco, $20 million: Sapphire Ventures led the Series C ...

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Accuray (ARAY) versus Stryker Corporation (SYK) Head-To-Head Review – The Cerbat Gem


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The Company offers a range of medical technologies, including orthopedic, medical and surgical, and neurotechnology and spine products. The Company's segments include Orthopaedics; MedSurg; Neurotechnology and Spine, and Corporate and Other.
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Cloning To Revive Abaco Wild Horses – Bahamas Tribune

Some of the wild horses in Abaco.

ON April 4, the government approved a proposal to restore life to an extinct sub-breed of Spanish horses through cloning, according to a press release from the Wild Horses of Abaco Preservation Society (WHOA).

The WHOA said government approval of the proposal to initiate the cloning process and to bring the horses back to Abaco enables it and another group, Arkwild Inc -- a charity in the US -- to begin major fundraising to make the restoration a reality by restoring the horses' preserve to excellent condition prior to the arrival of the clones.

"The Abaco island horses thrived on the island of Abaco...when they were imported in the late 1800s," the press release noted. "Human intrusions and an increasingly toxic environment led to a decline. A 25-year effort to save the horses ended on July 23, 2015 when the last mare died.

"Living tissue was saved from that last mare and in a dramatic series of events --worthy of an international suspense thriller -- the tissue was airlifted to the US where ViaGen, a Texas firm engaged in cloning, found the cells viable and nurtured enough to clone two mares.

"Pro bono services valued at close to $2m have been pledged to the cloning effort by companies and individuals in the US."

The group also explained its plans for the horses' preserve.

"Along with the dramatic restoration of the herd, the horses' preserve will become a showcase for equine assisted therapy, alternative energy systems, ecotourism and many related activities consistent with UN (United Nations) sustainable development goals.

"In an environment that is unique in the world, a unique horse once again will roam the pine forests of Abaco, 200 miles out at sea.

"Genetically unique after over a hundred years of isolation on Abaco, the Abaco horses were direct descendants of the distinctive horses of the Conquistadores who led the first major forays into the 'New World.' Those June 12, 2017 horses could best be described as 'Jeeps,' being tough, steady, sturdy and needing far less water and feed than standard domestic horses," the preservation society noted.

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Theory of Evolution Needs Update, Scientists Say – Voice of America

Scientists from several U.S. and Chinese universities say new findings about microbes and their interaction with other species show that Darwin's theory of evolution needs an update.

Their contention is based on discoveries that all plants and animals, including humans, evolved in interaction with a huge number of microscopic species bacteria, viruses and fungi not only in harmful but also in beneficial ways.

In a paper published by the scientific journal Trends in Ecology and Evolution, scientists from the University of Colorado, Sun Yat-sen University in Guangzhou, China, and several other universities say Darwin's tree of life fails to recognize that many forms of life are linked physically and evolved together in so-called symbiomes.

The authors propose creating a working group that would use advanced computational methods to create a multidimensional evolutionary tree describing our complex interaction with microbes.

For centuries, mythologies around the world used the so-called tree of life as a metaphor for diversity stemming from a single source.

In 1859, Charles Darwin used the same concept to explain his theory of evolution, depicting it as a two-dimensional tree with individual species evolving independently of other branches.

Scientists say an updated view on symbiomes could have a profound effect not only on biology but also on many areas of science, including technology and even on society.

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Konami’s Increasingly Odd Decisions About Pro Evolution Soccer – Bleeding Cool News

Konami is in a really, really weird place these days. Especially in the western world, their two main franchises arePro Evolution Soccer andMetal Gear.And with Hideo Kojima no longer at Konami, the state ofMetal Gear is entirely up for grabs. So,Pro Evolution Soccerand scattered mobile titles it is. ButPESdoesnt do well in North America. Not with EAsFIFA and a lack of proper soccer culture.

But still, there was always a sense thatPro Evolution Soccer was just going to continue to be what it was until the franchise literally curled up and died, or continued on in perpetuity. However, withPro Evolution Soccer 2018, Konami has made some odd decisions. The first had to do with that whole Diego Maradona lawsuit. Sure, it ended in a settlement out of court in which Maradona appears as a Legacy character inPESgames with all proceeds going to charity, but. Thats one hell of a way to get a talent you are already repping to press as one of your major players.

Then they announcedUsain Bolt as one of their pre-order bonus players. The track star as a soccer player. Definitely an odd move. When explaining the decision at thePES2018 media presentation at E3, the company representatives described the move as something new they were doing withPES2018 as a surprise factor. It turns out Bolt wanted to rep the game as he reportedly wants to transition to a soccer career after exhausting his track career. Konami also hopes that the partnership will open their game up to new audiences who otherwise wouldnt playPES.

Both of those licensing deals are pretty damn odd, but Konami isnt the company it was a few years ago, especially when it comes to the international market. Of course theyd be making some strange moves to try and find footing.

But it seems like, amidst all the strange PR moves, theyve also learned something. For the first time in 8 years,Pro Evolution Soccer is getting an online beta. Because the games online modes are not up to standard, and Western gamers love their online play. Even more interestlingly, that beta (being run July 20-23rd on PS4 and Xbox One) will specifically test the new 3v3 co-op quick match. Why its a 3-on-3 match is beyond me, but it marks the first timePESis getting a co-op mode.

Then, rather than try and market their game to the dust-dry North American market, theyre focusing their campaign with a World Tour in Europe and Latin America this summer. You know, places that get really, really into the World Cup.

But where all that learning falls apart is the game itself.PES2018 will support Xbox 360, PS3, Xbox One, PS4, and PC. Yes, last gen console support in 2017. And while Konami is pushing the Super 7 areas of focus forPES2018, none of them hold water. Sure, the game looks pretty solid when you sit down and play it, because youre viewing the character models from a very decent distance. But the up-close shots in the press briefing and in the slow-mo recap videos show it all. While Konami may be trying to update the visuals, get better motion capturing, and add facial animations,PES2018 when viewed at close range makesMass Effect: Andromeda look like a hyper-realistic painting.

And sure, the updates to player AI and their ability to control the ball has increased, as have the set pieces like specific penalty kicks and free kicks, the game build at E3 was unstable. And for a game launching this fall, thats not a good sign. Sure,PES has always played better thanFIFA. But this late in the game, even increased licenses and celebrity ambassadors cant helpPES beatFIFA. And I think we all need to stop thinking there will be a year PES beats FIFA.

(Last Updated June 16, 2017 8:08 am )

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Bee antennae offer links between the evolution of social behavior … – Phys.Org

June 15, 2017 As bees' social behavior evolved, their complex chemical communication systems evolved in concert. An international team of researchers, including those from Princeton University, reported that a certain species of bees, called halictid bees, have more sensorial machinery compared with related solitary species. The difference is measured by the density of tiny, hollow sensory hairs called sensilla on their antennae. Credit: Sam Droege, U.S. Geological Survey

As bees' social behavior evolved, their complex chemical communication systems evolved in concert, according to a study published online by the journal Proceedings of the National Academy of Sciences.

An international team of researchers, including those from Princeton University, reported that a certain species of bees, called halictid bees, have more sensorial machinery compared with related solitary species. The difference is measured by the density of tiny, hollow sensory hairs called sensilla on their antennae.

Because social living requires the coordination of complex social behaviors, social insects invest more in these sensory systemsused to communicate information about resources, mates and sources of danger to their colonies and, therefore, are integral to survivalthan their solitary counterparts, according to Sarah Kocher, an associate research scholar at the Lewis-Sigler Institute for Integrative Genomics and the paper's corresponding author.

Kocher and her colleagues imaged the antennae of adult females from 36 species that Kocher netted in the wild, mostly in France, or secured from specimens from the Museum of Comparative Zoology in the Department of Organismic and Evolutionary Biology at Harvard University and the American Museum of Natural History in New York. Using a scanning electron microscope at Princeton, they obtained information about the antennae's surface topography and composition and observed convergent changes in both sensilla structures and the chemical signals of the groups as sociality was gained and lost.

Kocher and her colleagues chose to examine halictid bees because they exhibit remarkable diversity in social behavior, from eusocial to solitary. Eusocial refers to an organizational structure in which individual insects in a colony forgo their reproductive capacity and perform a specific task, such as caring for young or gathering food, as seen in many ant, wasp and honeybee species. Also, within this family of insects, social behavior has evolved independently several times, and there are numerous examples of reversion, or a reappearance of an earlier physical characteristic, and replicated losses of sociality. These repeated gains and losses make the species one of the most behaviorally diverse social insects on the planet, and good candidates for studying sociality, according to Kocher. "What we have is a system with tremendous comparative power," she said.

Relatively little is known about the evolutionary transition between solitary and social living, according to Kocher. But in this paper, "[The researchers] provide an elegant solution to this problem," said Tom Wenseleers, a professor of evolutionary biology at the University of Leuven in Belgium who is familiar with the research but had no role in it. "By studying a group of primitively eusocial insects that evolved sociality more recently and on several occasions reverted back to a solitary lifestyle, [they] succeed in making an accurate comparison of the investment in chemosensory systems made by social and derived, closely related, nonsocial species."

In the paper, the researchers also noted that ancestrally solitary halictid beesthose bees that had never evolved social behaviorshad sensilla densities similar to eusocial species, while secondarily solitary halictid beesthose bees that evolved from social to solitary and backexhibited decreases in sensilla density. Kocher was surprised by these patterns, but concluded that "sensilla density may be an important precursor to the evolution of social behavior."

"This study demonstrates that changes in social structure are reflected in changes to the sensory systems of insects," she said. "[It] not only illustrates the evolutionary shift from reproducing as an individual to having to coordinate reproduction as a group, but also how this behavioral change can create an evolutionary feedback loop in which traits are selected in order to increase sociality in subsequent generations."

Explore further: The high cost of communication among social bees

More information: Bernadette Wittwer et al, Solitary bees reduce investment in communication compared with their social relatives, Proceedings of the National Academy of Sciences (2017). DOI: 10.1073/pnas.1620780114

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Bee antennae offer links between the evolution of social behavior ... - Phys.Org

On Amazon buying Whole Foods: ‘The ramifications for all of retail are seismic’ – Yahoo Finance

When Kroger (KR) dropped 18% on Thursday following disappointingfirst quarter results, CEO Rodney McMullen acknowledged straight-on challenges in the industry.

There is a lot of change in the food retail industry, both in terms of the operating environment and the competitive landscape, he said. We know there is a lot of upheaval in the food retail industry.

On Friday, that remark became a historic understatement.

Kroger shares fell another 14% on Friday morning after Amazon (AMZN) announced it would acquireWhole Foods (WFM) for $13.7 billion or $42 per share.

The ramifications for all of retail are seismicnot just retailers that sell grocery, but for everyone, according to Gordon Hasketts Chuck Grom.

The online retail boom has been devastating for brick-and-mortar sellers of electronics, clothes, books, and many other goods where price and convenience are priorities for consumers. While online grocery shopping has been around for a while, it was never considered a major threat to traditional grocers like Kroger and Safeway. That is, until now.

The acquisition says as you look toward the future, you cant just do brick and mortar groceries and you cant just do online groceries, according to Needhams Kerry Rice. A big piece of this is logistics, where the grocery stores havent been able to do wellGetting it to you quickly and building out a network.

Barclays Karen Short called the deal Darwinism at its best.

Whole Foods, which traded as high as $65 a share in October 2013 before falling to under $30 earlier this year, had tried vigorously to push through an online strategy amid declining sales and pressure from activist investor Jana Partners (which revealed in April it had built a 9% stake in the company).

In November 2015, the organic food pioneer outlined a nine-point turnaround plan to combat declining sales, and CEO John Mackey specifically emphasized digital strategies as part of that.

We will invest in digital strategies to convert the strong traffic we generate online into sales, he said during the companys conference call that month. We have integrated Instacart into our app, will soon launch a national sales flyer, and will continue to make upgrades to provide more functionality and streamline our customers digital experience.

Shoppers line up outside a Whole Foods Market in Palm Beach Gardens, Fla. (Cydney Scott/Palm Beach Post via AP)

Mackey continued to tout digital initiatives on the companys latest conference call, which included a partnership with Instacart for direct delivery to customers fulfilled out of its stores. The company has also made additional investments in an e-store for catering along with meal delivery with DoorDash.

However, these initiatives have failedto move the needle. In the first quarter of 2017, the grocery chain said comparable store sales fell 2.8%, the seventh straight quarter of declines, just as they rejiggered the board of directors with new retail leadership.

This slow shift to digital sales bytraditional names has been a cloud over the retail industry more broadly, from Macys (M) to Nordstrom (JWN) and beyond. While some brands and industries have been able to dodge this change, todays deal is a sign that no industry is safe from disruption.

The dealis not just about pain for grocery chains. Its also about Amazon gaining a new channel for salesin other categories, according to Morgan Stanleys Brian Nowak.

Grocery is also an important order/traffic velocity driver, given the average US consumer visits the supermarket 1.6 times per week, Nowak said. As such, Amazons ability to capture this traffic flow creates upsell opportunities across its other categories.

Plus, grocery shopping is a significant portion of consumption, accounting for 30% of total US personal spending, according to Morgan Stanley.

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Before today, Amazons entry into the $800 billion grocery business has been focused largely on Amazon Fresh, which it started a decade ago. The deal confirmsthe companys commitment, allowing it to quickly enter the category without upfront build-out costs (Whole Foods has about 460 locations, with the majority in the US).

Injecting Amazons DNA into Whole Foods businesscould create an incredible challenge for the supermarket industry.

We anticipate Amazons ownership is likely to result in lower prices at Whole Foods, forcing other grocery participants to follow, negatively impacting category margins, according to Stifels Mark Astrachan. There is a generally strong correlation between price and comp store sales growth, and we also note Amazon has largely foregone profits in other categories in which it competes, which we believe is likely to happen with Whole Foods/grocery.

In other words, profitability may not be the top priority for Whole Foods, which puts even more pressure on peers to implement what are called price investments in the industry, which is another way of saying lowering prices.

This comes at a time of increasing competition over price, which Kroger noted on their conference call Thursday. And beyond online, the brick-and-mortar landscape has already been increasingly challenging and competitive.

Whole Foods leadership in the naturalfood category paved the way for others to expand in the category. Big-box retailers like Costco (COST), Target (TGT) and Walmart (WMT); traditional grocers like Kroger and privately-held Wegmans; and convenience stores like Walgreens (WBA) have all gone organic. Specialty organic rivals have flexed their muscles as well, with names like like Sprouts Farmers Market (SFM) and privately-held Trader Joes growing rapidly.

Amazons announcement didnt come with too many details, keeping with the companys reputation of disclosing minimal information about future plans. So for now, all we can do is speculate. But itll certainly be interesting to see how it all unfolds.

Nicole Sinclair is markets correspondent for Yahoo Finance.

Please also see: Whole Foods co-CEO defends turnaround plan Economist warns: Once again, the Feds credibility is on the line The bar is set low for GEs new CEO Infrastructure stocks arent buying Trumps infrastructure talk Trump is trying to revitalize a dying part of the energy industry

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On Amazon buying Whole Foods: 'The ramifications for all of retail are seismic' - Yahoo Finance

DARPA Robotics Challenge (DRC)

The Department of Defenses strategic plan calls for the Joint Force to conduct humanitarian, disaster relief, and related operations. Some disasters, due to grave risks to the health and wellbeing of rescue and aid workers, prove too great in scale or scope for timely and effective human response. The DARPA Robotics Challenge (DRC) seeks to address this problem by promoting innovation in human-supervised robotic technology for disaster-response operations.

The primary technical goal of the DRC is to develop human-supervised ground robots capable of executing complex tasks in dangerous, degraded, human-engineered environments. Competitors in the DRC are developing robots that can utilize standard tools and equipment commonly available in human environments, ranging from hand tools to vehicles.

To achieve its goal, the DRC is advancing the state of the art of supervised autonomy, mounted and dismounted mobility, and platform dexterity, strength, and endurance. Improvements in supervised autonomy, in particular, aim to enable better control of robots by non-expert supervisors and allow effective operation despite degraded communications (low bandwidth, high latency, intermittent connection).

The DRC program website (http://archive.darpa.mil/roboticschallenge/) provides program highlights, including the DRC Trials held in December 2013 and the DRC Finals in June 2015.

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DARPA Robotics Challenge (DRC)

Novi High robotics team gives helping hand to kids around world – Fox 2 Detroit

NOVI, Mich. (WJBK) - School is winding down for most area students this week, but even though school year is ending the impact of some students in Novi goes on.

Novi High School's robotics team is giving a helping hand to kids all over the world.

"It really makes me feel amazing to be able to see that high schoolers can change the world. That high schoolers can have the ability to help someone out in a literal helping hand way," says Heidi Aguas.

They call the project Helping Hands, and it's part of the outreach efforts of Frog Force 503.

"Frog Force is the high school robotic team, and what we do is build these 120 pound robots to complete a specific challenge, and that challenge changes year from year," explains Eric Mazza.

Frog Force is known for their impressive record. They have qualified for the world championships 16 of the past 17 years. They've proven themselves in robotics - but they're also known for giving back.

"We really don't just build robots. There's so much more going on. Outside of the robots, we do a lot of volunteer work," says Mazza.

"Last year, we held over 93 different events that gave back to the community," says Fenton Lawler.

'We'd have community nights where we have demos, where we try to get more kids involved with robotics and create more teams," says Anne George.

"There's just a ton of different opportunities that students get to work with people, make connections, and help out and have a sense of joy," says Mazza.

Their Helping Hands project is a partnership with an organization called e-NABLE - a global network of volunteers using 3D printers to create free prosthetic hands for those in need around the world, focusing on children in underserved countries where a typical prosthetic hand would be too expensive.

"A normal prosthetic costs so much. The good thing about 3D-printed prosthetics is that you can easily replace them and it's for such a low cost," says George.

With a 3-D printer donated by Bosch and the enthusiastic support of the Novi School District, Frog Force started reaching out across the world.

"Obviously our students are very talented and gifted in the classroom in regards to their achievements academically, and with this group their achievements are at the world level, even but we take things a step further," says Novi High School principal, Nicole Carter. "One of the taglines of the district is service over self, and Frog Force definitely embodies that."

So far they have donated 75 hands - and they're just getting started.

"We are actually looking to expand it here in the community since the school district got some new printers were hoping to print at different schools, start activities with people at the schools so we want to go in and have kids assemble hands," says Lawler.

Their hope is to inspire children in the Novi community to help children around the world. It's a global movement bringing together creative and kind people, using technology to change lives.

"Last year we were able to give a hand to a girl in Tbilisi, Georgia. She is about six. Her name is Misha," says Aguas. "I got a thank you picture of her holding her Barbie for the first time while I was at a competition, and it sounds really cheesy but IO actually started tearing up because she looked so happy holding her doll for the first time with the pink prosthetic that we gave her."

"It's like, 'Oh, she's holding her Barbie for the first time with her prosthetic' - and it just hits you. It's a younger kid finally holding her Barbie. When I was little I used to pick them up with both hands, but to think that she's never held it with both hands, it really hits you," says Shivani Bongu.

Frog Force may be Novi High School's robotics team but they're not just building robots, they're building a better community.

"Anyone can take initiative, which anyone can find something that they love, run with it, give a helping hand to someone else -- you may be helping something bigger than yourself," says Aguas.

All of that wonderful video of kids using their prosthetic hands came from e-NABLE. They're hands made by volunteers from all over the world just like Novi's Frog Force volunteers.

If you would like to support the cause, CLICK HERE for the e-NABLE site and HERE for the Facebook page.

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Novi High robotics team gives helping hand to kids around world - Fox 2 Detroit

RCBI camps offer students opportunity to explore LEGO robotics – Charleston Gazette-Mail (subscription)

The Robert C. Byrd Institute (RCBI) will offer a camp this summer for 9- to 15-year-old students interested in robotics.

Activities kick off June 26-30 with a camp for both those with robotics experience and first-timers. During the five-day event, campers will learn to build, program and operate LEGO Mindstorms EV3 robots and participate in the World Robot Olympiad the final day.

The camp will run from 9 a.m. to 5 p.m. Monday through Thursday, and from 9 a.m. to 3 p.m. Friday at RCBI Huntington. The cost is $125 for each camper and includes lunch and snacks.

Students are encouraged to register as small teams. Sign up at http://www.rcbi.org/go/robotics1.

RCBI Huntington also will host a free, two-day Boot Camp from 9 a.m. to 4 p.m. Aug. 7-8 focused on boosting participation in FIRST LEGO League (FLL) robotics and promoting STEM education in southern West Virginia counties. Groups interested in forming teams are encouraged to apply for the free camp by contacting Mike Friel at 304-781-1686 or mfriel@rcbi.org.

Five teams will receive a free Mindstorms EV3 robot and expansion set after completing training and agreeing to compete in future FLL events. Teams must include two adult coaches and between two and six students age 9 to 14.

Both camps will be taught by employees from NASAs IV&V Educator Resource Center and the West Virginia Robotics Alliance. Campers will learn to program robots for specific missions and work on core values and team-working skills that align with the FIRST LEGO League robotics vision. Additionally, campers will engage with guest speakers who have knowledge of real-world robotics and see demonstrations from advanced high school level robotic competitors.

RCBIs robotics program is made possible by the support of the NASA West Virginia Space Grant Consortium.

For information, contact RCBIs Mike Friel at 304-781-1686 or mfriel@rcbi.org.

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RCBI camps offer students opportunity to explore LEGO robotics - Charleston Gazette-Mail (subscription)

Robotics Summer Camp at South Texas College – RGVProud

MCALLEN, Texas - South Texas College still has space for the robotics and automation summer camp. Students from the age of 8 17 are welcome to attend the second annual robotics camp taking place at the technology camp in McAllen. Along with learning different skills breakfast and lunch is provided.

At the end of the course they will receive a certificate of completion. Depending on the age of the child they are placed in one of the 3 categories. Groups such as LEGO Mindstorm, Industrial Automation Systems, or the Utilization of Robotic Parts and Components.

Nelson Carrasquero with South Texas College, "A lot of the students they lack the motivation to be exposed to this type of field because theres a lot of math involved and maybe with this exposure they are not going to be afraid to mathematics."

For more information on the pricing for these programs or to register your child you can contact STC by calling 956-872-6197.

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Robotics Summer Camp at South Texas College - RGVProud

Three state records broken at Maine Robotics spring track meets – Bangor Daily News

Maine elementary school students from Edmunds, Sedgwick, and Winthrop broke standing records in Maine Robotics events at the organizations spring track meets.

These regional events are the culmination of weeks or months of preparation by teams of children who have engineered and programmed robots to compete against each other. Examples of events are: fastest robot, strongest robot, clearing objects from a table, delivering an object to a target, shooting ping pong balls into a box, and speed building a robot.

This year, statewide records were broken by five students. At the Ellsworth event, Paige Bell of Edmunds broke her own speed build record with a new time of 1:56. Her new record was then immediately broken by Inez Furth, also of Edmunds, who built her robot in 1:54. Also at the Ellsworth event, Ira Bucholtz of Sedgwick broke his own record in the ping pong shot put event, delivering an amazing 149 ping pong balls (363 points) into the target in just 30seconds.

Chris Searles and Jadee Garcia from Winthrop Middle School broke the record for the strongest bridge event. While weighing only 875 grams, their structure suspended 85 pounds.

Held each May in Oakland, South Portland, and Ellsworth, the three competitive events were attended by 460 Maine children representing 60 teams and accompanied by 90 adult coaches. Teams from Saco to Houlton attended to test their skills against those of their peers. Leading up to the events, teams worked on their robots in schools, in after-school programs, and through community organizations.

Along the way, they have learned valuable skills in the areas of engineering, computer programming, and more.

We dont teach robotics because we love robotics, said Thomas Bickford, Maine Robotics executive director, in a press release. Its never been just about robotics. Its about teamwork, communication, and the importance of trial and error. Every participant at these track meets has had the experience of their robot failing miserably over and over before they figured out how to make it work right and achieve the goal. Thats the value.

Track meets have experienced a 30percent increase in participation in just two years, filling this Mays events to capacity. Maine Robotics is seeking funding to add two more track meets to the spring slate of offerings for 2018 so that more children can participate.

For information about track meets, summer camps, fall programming, or other offerings, visit: http://www.mainerobotics.org .

This post was contributed by a community member. Submit your news

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Three state records broken at Maine Robotics spring track meets - Bangor Daily News

Youngsters go high-tech at robotics academy – Tahlequah Daily Press

Gears were turning at Northeastern State University's Bagley Hall Thursday, as local students worked on their projects during NSU's RACE Summer Academies.

There were several academies for kids to choose from, including a robotics academy and a Rube Goldberg academy.

Kids ages 4-5 participated in a robots course, wherein they explored popular robot movies and books, while learning how to make their own robots from household items. Thursday, the students built an "art robot" out of a plastic cup, clothespins, markers and a tiny motor.

"They were very excited for this," said Karissa Pierson, junior at NSU. "They were asking all week, when are we going to make the robot that moves? When are we going to make the art robot?"

Pierson said they'll cap off the week by letting the kids make costumes to become robots themselves.

Just down the hall from the robotics academy, 8-year-olds were building Rube Goldberg machines. After starting off with a game of Mousetrap, the students quickly began constructing their own contraptions, including roller coasters and machines made from Rube Goldberg kits.

According to Laura Myers, Grand View Middle School science teacher, the Goldberg students were ahead of the curve when it came to building their machines.

"They're doing some of my sixth-grade lessons for potential energy," she said. "I have yet to see a roller coaster built like this, and I've taught two years to sixth-graders and these are third- and fourth-graders. It's interesting, because I feel like sometimes we stifle that creativity. So, the third- and fourth-graders have surprised me a little bit with how much more they'll be like, 'Oh, we could do this, we could do that.'"

The RACE academies aren't just for parents looking for ways to keep their kids occupied during the summer. They're for educational purposes, as well.

"Kids, when they leave [school] for the summer, they kind of forget everything," said Barbara Fuller, director of Robotics Academy of Critical Engagement. "So we like to do these, because it gives them another month to kind of enhance what they just came out of school doing."

Volunteers aren't teaching the kids at NSU's camps; teachers are doing that. Fuller said STEM is very specific about whom it hires, so they not only have the background in the subjects that they're teaching, but they also know how to control a classroom.

"We want the kids to come in and know they have an experienced teacher," she said. "We have a lot of children who are on the spectrum, so our teachers understand that and they can adapt the lessons very easily for them."

The camps have become particularly popular among the students enrolled, as well as the teachers.

Savanna Weis came from Florida to help out with the RACE academies.

"I enjoy coming back and working, because I helped start this program when it was just in its infancy," said Weis. "We started with four girls. Now we have our competition team, our students resources and our summer academies for the youth. I really enjoy seeing the ways that our program is growing."

Fuller said she hopes to soon offer RACE Academies during the regular school year.

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Youngsters go high-tech at robotics academy - Tahlequah Daily Press

Robots deliver candy – The Daily Star-Journal

Knob Noster Robots delivered candy to people walking past the Knob Noster High School Stealth Panther Robotics team booth at the city fair.

The group built and entered robots in the national First Robotics Competition, which began with a January challenge to teams to create a certain type of robot, student Joey Baker, 15, said.

We have to make a robot that will play a game, Baker said.

The team built a robot with a delivery system, he said. He demonstrated at the fair with one robot that carried one piece of candy and another that threw Tootsie-Rolls to people.

Fuel we collected off the floor with our amazing motor. (The fuel) goes into our hopper, which will get spun around into our shooter, and that will shoot it into the boiler, Baker said.

Fuel consisted of Wiffle Balls.

Knob Noster finished 20th out of 68 teams in the World Championships in St. Louis, with no divisional breakdowns for schools of different sizes. Before going there, the team went north for the 10,000 Lakes Regional Robotics Competition in Minneapolis, winning the Rookie All-Star award, the highest award for a first-year team.

We were able to compete with veteran teams that were 10 times bigger than us, as rookies, so I feel really good about the future of the program. My dozen kids from here go up against 50-member teams, Stealth Panther Robotics head coach Chris Adams, a technology and engineering education teacher, said.

Competing well nationally is a tribute to the students and the teams sponsors, Adams said. Sponsors include Northrup Grumman, which built the B-2 bombers stationed nearby at Whiteman Air Force Base. He said volunteers who put in hundreds and hundreds of hours individually this year are a critical element in the teams success.

Our team put in 8,000 hours building these two robots, Adams said.

The Stealth Panthers look forward to 2018 competition, he said.

Were going hot and heavy back in next year, Adams said.

What worked last year may not work next year, Baker said.

We get a new game every year, he said.

Other than the motors and gear boxes, you cant fabricate anything in advance, Adams said. Its a worldwide reveal and theres thousands of schools nationwide that will all reveal on the same day.

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Robots deliver candy - The Daily Star-Journal

Track Of The Day 16/6 – Maximillian – Clash Magazine

Maximillian woke up one morning and found himself famous.

Uploading a video to Facebook, he simply wanted to share his music with a few friends, a few curious onlookers - but it quickly travelled around the globe.

A live rendition of his song 'Feelings', it ratcheted up more than 90,000 views in a matter of days as the world began to wonder who this teenage artist could be.

Still only 17 years old, the Danish newcomer seems to be taking the attention in his stride, focussing on what counts: his music.

The full studio version has now gone online, and it's a beautifully frank piece of alt-R&B with that heavenly vocal left largely intact.

He explains: "'Feelings' is a simple song about friendship, about leaving and being left. Its about the state of mind I was in right after my best friend sort of dumped me. This is my way of stating the obvious, that times change and so do people. But Ill also manage and move on."

Tune in now.

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Track Of The Day 16/6 - Maximillian - Clash Magazine

What’s worse than getting phished? Getting phished *and* sending a selfie of your Photo ID and credit card – Graham Cluley Security News

Just the latest in a long line of scams

Phishers are targeting PayPal users not only for their login credentials but also for selfies of them holding their ID cards.

This scam campaign starts off like so many others. A user gets an attack email falsely warning them that PayPal has suspended their account "for security precaution."

"Hi there,

"Our technical support and customer department has recently suspected activities in your account.

"Therefore we have decided to temporarly suspend your account until investigating your recent activiies. Such things can happen if you clicked a suspecious link on social media or gave your password to someone else

"We're always concerned about our customers security so please help us recover your account by following the link below.

The phishing email gives itself away by its spelling errors and strange grammatical usage. But it does get some things right.

For instance, the scam does incorporate PayPal's logo and list a valid (and publicly available, mind you) address for PayPal at 353 Sacramento Street in San Francisco, California.

Researchers at PhishMe report that the attack campaign is currently hosted on a website hellopc[dot]co[dot]nz, which an individual calling themselves "Mr.Dr3awe" claims to have been hacked. The phishing kit used in the campaign is buried in a subdirectory on the site. No doubt Mr.Dr3awe hid the kit in this fashion in an attempt to evade detection by anti-phishing vendors.

Clicking on the phishing email's "Let's Get Going" link sends the recipient to another website hosting a fake PayPal login page. If they sign in, a subsequent page asks them for their name, address, and credit card number.

For the purposes of gaining more control over the victim's identity, the fraudsters then ask for something more. PhishMe's Chase Sims explains:

"If the victim is willing to hand over their phone and credit card numbers, could they possibly be willing to provide even more personal information? How about a selfie? The next page seeks to verify the identity with a photo of the victim holding up a form of ID and credit card next to their face."

Uploading a valid image and hitting the "Agree & Continue" button redirects the user to an official PayPal website. Meanwhile, someone named "najat zou" in "mansac, France" exfiltrates the data, at which point they can do whatever they want with it.

This isn't the first PayPal phishing campaign, and it certainly won't be the last.

With that said, users should avoid clicking on links in suspicious emails, and they should never hand over their credit card information to someone they don't know. They should also protect their PayPal accounts with two-step verification (2SV).

Tags: data loss, phishing, Privacy, selfie, Spam

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What's worse than getting phished? Getting phished *and* sending a selfie of your Photo ID and credit card - Graham Cluley Security News

Achieving immortality through good cinema – The Navhind Times

Danuska Da Gama I NT BUZZ

Miransha Naik looks like a teenage boy studying in college, or perhaps the more clichd guy who is enjoying his life. Looks are deceptive, but, on a serious note he is thoroughly enjoying his life, doing what he is most passionate about: making films and is very successful at it.

Juze had its world premiere at the Hong Kong international film festival and will soon have the European premiere at Karlovy Vary Film Festival which will be held from June 30 to July 8, 2017 in Czech Republic. An India-France-Netherlands co-production, the film reveals harsh social undercurrents in Goa, set around exploited migrant workers and their abusive employer cum land lord.

For Miransha, it is teamwork which is paying off and much more, for it is a Konkani film thats getting worldwide exposure. It was in November 2015 that Miransha while talking to NT BUZZ had said: Oddly we are of the belief that the only way for Konkani cinema or projects like this to be financially and commercially viable is to have a strong international (universal) appeal. It is vital for films to do good business outside India so that we do not have to compromise on quality for the sake of money.

Excerpts from an interview

Q: Youve been globetrotting various international film festivals with your debut film Juze. From the time you conceptualised the film until now, can you describe the various feelings, exciting parts and milestones of this journey for us.

Though there are lots of different feelings and exciting parts right from writing, to shooting to finally seeing the film on the big screen, the one Id like to share is when we were sitting among the audience in Hong Kong and hearing them clap for you after watching the film. Most of the filmmakers achieve that but I bet to each and everyone it is the most memorable one as the Hong Kong Film Festival is considered to be among the top 10 globally.

Q: How important was it for you to make this film; more so because its an unconventional story that is so different from the Goa perceived?

When I decided to make the movie I wasnt really thinking of anything and thats the integrity of this film. I just wanted to tell a story which excited me and was very sure it would be interesting for others too.

Q: Im sure the glory surrounded with Juze wont fade off so soon. But for a filmmaker who has a benchmark set now, whats next?

I already have my next script ready, which was part of the Three Rivers script lab in Italy last year. Its about a forced marriage where the husband cant get over the fact that his wife is not a virgin. There are a few producers who are trying to push the project and if all goes according to the plan, we will start shooting early October.

Q: Youve been described by some of your actors, as a one of a kind of a film director, whose thought process and vision is exceptional. What is it like when youre on the set? What do you look for?

I have made two short films Ram and Shezari before the feature film Juze. After every shoot, when I sit back and think about the times I have spent on the set, most of the times I feel very proud but at the same time theres slight guilt too. Proud, because I end up delivering a decent product and guilt is because I become this very cruel, selfish and a very insensitive person to each and everything, except the film. But, Ive always been blessed with a great team, especially the actors, who worked long hours in difficult conditions, got physically hurt and still gave me the shots I wanted for the film.

Q: What is your philosophy in life that influences your work or is a reflection of what you deeply believe in? How do you try to subvert, rebel or deliberately showcase something?

The sole purpose of filmmaking for me is to tell an engaging story. I never ever deliberately incorporate anything even in a single scene at the cost of flow of the film. If the philosophy I believe in belongs in the screenplay, the plot or the characters will make its own way for it.

Q: How have your roots influenced your art?

They say most of the good stories come from your personal experience and observations. All the stories Ive written have come from my surroundings. Even the happiest of the places would have darkest dramas hidden. I like to capture the entertainment, which are not always laughs and happy endings.

Q: While majority of an audience goes to watch a film for entertainment, there are also those who prefer serious, parallel cinema. As a film director what kind of films do you wish to make and how would you like to engage the audience differently?

As I said before entertainment for me is not only comedy or thriller or a beautiful love story. As far as you have the audience hooked to the story and the characters long after theyve left the cinema halls, the filmmaker has achieved immortality. Thats the kind of cinema I like and would prefer to make.

As a film director, if given a choice what would you prefer freedom or respect?

Freedom!

Q: And why?

The one who doesnt have freedom wont have respect and artists have to have respect.

Q: What makes a great film for you? Any particular qualities that make a film better for you?

The one loved by the audience. Not every film is made for the masses. Even if you have a niche market, the audiences still have to like your film. A good story acted well makes it better, while the rest is a bonus.

Q: Also, what is it that you like and dislike most about Indian cinema and the same about world cinema?

Though I prefer serious kind of cinema, I also enjoy Bollywood very much. Every now and then there are good commercial films made in Bollywood, which I dont miss out watching. As for parallel cinema, India is doing really well especially in last few years. Unfortunately for me thats not the case with America. They used to make movies, now they make McDonalds. Very rarely you get to see a good movie coming out from Hollywood studios but when it comes to a technically rich film, I dont think theres any match to them.

One nation, which has been consistently making good films, is Iran, and Im a big fan of Iranian cinema. On the other hand Europe is home for art house cinema.

Q: Lets go back to the choice of you becoming a film maker how easy or difficult was it when you decided on the choice of career?

My love for watching movies and the urge to tell stories got me into filmmaking. Its a constant struggle but when I see a millionaire, businessman, or any professional head I never envy them.

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Achieving immortality through good cinema - The Navhind Times