Selasa, 17 Maret 2020

Doom Eternal review: "Screams at you to move faster and to fight harder, and you can do nothing but obey" - GamesRadar+ AU

Doom Eternal is at its best when it is screaming at you to move faster. As it thrusts the tools to single-handedly eviscerate the rampaging spawn of hell into your clenched, blood-drenched fists –  an array of finely-tuned weapons designed to deliver mass-demon-destruction. When you're up to your ankles in viscera, blasting chunks of flesh from foe while the hum of the chainsaw warms your trigger fingers. As it sets its hyper-kinetic action to a cacophonic soundscape of blood, bullets, and heavy fucking metal

Doom Eternal screams at you to move faster and to fight harder and you can do nothing but obey. Not because you have become subservient to the altar of id Software, but because the cadence of Doom's combat has demanded nothing less of you for more than three decades. 

Fast Facts: Doom Eternal

(Image credit: Bethesda)

Release date: March 20, 2020
Platform: PC, PS4, Xbox One
Developer: id Software
Publisher: Bethesda

Much like its predecessors, Doom Eternal is a hammer-horror pantomime in which you are made an active participant. It is an elaborate and self-indulgent production, its violence so over the top that you can't help but smile as it spills out over the stage and under your feet. It's an utterly ridiculous and strangely endearing showing, warping your suspension of disbelief so extensively that you'll wonder whether you've crossed over to another dimension – to a world where the first-person shooter followed the archaic directions first outlined by Doom in 1993 without question instead of turning toward the teachings of Half-Life. 

The problem with this stage show is that the screaming has to stop sometime. The director is hoarse and is begging you to enjoy an intermission from the action. The bullet casings need to be collected, they tell you; the buckets of blood need to be refilled, the gore mopped up, and the guitars tuned back down to D. The cast of cannon fodder needs to take a breather as the next hellish stage is reset somewhere out of sight. You were moving too fast, and there's still a little story left to shout into your face. 

Doom Eternal is at its worst when it makes you slow down; it struggles to settle in silence. 

Feeling a need for speed

(Image credit: Bethesda)

I can count the number of first-person shooters that can function competently as platformers on one hand, and Doom Eternal is not among them. Developer id Software has found itself caught, by attempting to straddle the line between inducing nostalgia and embracing evolution it has disrupted the conditions in which Doom (2016) was able to so effortlessly thrive. 

Doom Eternal routinely breaks the pace of its action by forcing you to stiffly navigate towering spaces at regular intervals. You'll do this by swinging imprecisely between monkey bars, scaling bland craggy walls, bouncing off of unstable platforms, dashing between spacious maws of death, and double-jumping to ledges with slippery collision detection. Doom's movement systems are tightly refined, designed to keep your crosshairs focused on fast-moving enemies amongst a backdrop of colourful chaos. These systems struggle when you're pushed to slowly and methodically scale the environment with little room for error to reach the next combat arena. 

It's levels like Doom Hunter Base, Super Gore Nest, and Mars Core that make up the bulk of the mid-game that are hit hardest by this design decision. These spaces are larger and more ambitious than anything the studio has committed to before with Doom, and they struggle to maintain momentum. 

(Image credit: Bethesda)

"As a prerequisite to progression, platforming only serves to introduce points of friction in an otherwise frictionless experience."

First-person platforming just about works for Doom when it is an optional extravagance – when you're off exploring for the myriad of optional collectable scattered throughout each of the missions – but as a prerequisite to progression they only serve to introduce points of friction in an otherwise frictionless experience. 

By the time underwater sections were introduced – slowing you down even further, with the added annoyance of mitigating radioactive damage thrown in for good measure – it starts to become difficult to resist the urge to put the controller down and walk away entirely. That all said, it's difficult to indulge in these tendencies when you're faced with the prospect of coming across another sensationally-realised vista or the opportunity to shove the Super Shotgun double-barrel deep into the throat of a Baron of Hell.  

That's where Doom Eternal feels right, revelling in ultra-violence across some impossibly beautiful environments. The game has built on the core loop that helped propel its predecessor from mere revival-project to genuine revolution, its central gimmick always working to keep players moving and – critically – engaging with enemies. 

Embracing aggression

(Image credit: Bethesda)

Glory Kills are still the star of the combat experience. Pumping enemies with enough bullets to reach a damage threshold will make them glow, indicating that you can do some graphic combination of: decapitation / goring / smashing / bashing / slicing / knifing / ripping / tearing (delete as necessary). These melee executions aren't just for show, they serve as your primary method of retrieving health. 

It encourages you to play Doom Eternal the way id wants you to play it. The studio wants you to be moving and shooting as quickly as you can, giving as much aggression back to the hulking monsters as they give to you. To succeed in Doom Eternal – especially once you begin to whip through the difficulty levels – you must get in the face of enemies and never back away from a tough encounter; there's no faster way to meet your maker than to engage in a half-hearted retreat, with victory earned by engaging with the relentless pace of the action on its own terms – backing off is never an option, carrying through with forward momentum towards piles of ammunition, red barrels, and, yes, fresh enemies to rip and tear through is the key to victory. 

If you aren't in need of health, you'll find that your Chainsaw can be used to chew through foes and retrieve ammunition, which is always in short supply. Your flame belch, a shoulder-mounted flamethrower, can burn enemies and deliver armour plating when shot, while Glory Kills also charge up your ability to deliver a devastating Blood Punch which eviscerates just about anything within your immediate cone of vision.  All in all, it's a killer cycle that only helps propel Doom Eternal's core combat to new heights.  

Speaking of the core combat, it's been a long-standing rule that you judge an id shooter on the strength of its shotguns. Unsurprisingly, the studio has taken its penchant for building the best boomsticks in video games and outdone itself. The Super Shotgun is impossible to put away; it screams power with every shot, its weight and staggering punch as satisfying to use the opening hours of the game to the last.

Weapons have always been at the heart of Doom, and Eternal is no slouch in this regard. You'll also find that each of the firearms can once again be upgraded throughout the game with Weapon Points, earned by completing in-mission objectives and chaos thresholds. Most weapons have two available modifications, each of which can be switched up with a simple button press, and offer an array of utterly ridiculous additional ways to turn demons to pulp. Exploring the environments will also help you earn Sentinel Crystals and Praetor Suit points which can be used to upgrade your armour, improving its utility and resistance, or upgrading your health, armour, and ammo capacities.  

A celebration of ultra-violence

(Image credit: Bethesda)

You'll want to invest in these upgrades and improvements early on, because Doom Eternal isn't afraid to beat your head against the wall until it's a pulpy mess. By the late game, Doom Eternal gets brutal, really pushing you to utilise all of your available abilities and weapons to get through its combat arenas in one piece. 

For the most part, Doom Eternal casts its action in locked-off combat arenas, pushing you to skirt through them at speed looking for the most violent lines of none-stop navigation. These spaces aren't as tightly designed as the ones featured in Doom (2016), which I believe is down to the increased verticality – id is desperate to get you utilising its first-person platforming systems, even in the middle of frantic fights – but they are still great to engage enemies in. 

That said, Doom Eternal does suffer because of some of its enemy design. The game is structured around escalating encounters – it introduces you to an enemy type on its own, lets you figure out the hook to slaying it, and then continues to throw a litany of them at you once. It's a potent design that keeps Doom Eternal feeling frantic at all times, with the game's aggressive and persistent AI ensuring that some of these creatures combine tactics to overwhelm you in some truly terrifying ways.  

(Image credit: Bethesda)

Combat arenas are usually a mixture of Heavy Cannon fodder – foes that can be quickly chewed up or smashed down for an easy burst of ammo or health – and larger, more punishing enemies that'll take a few runs around the arena to drop. This structure maintains momentum, and the relentless pace that the core ethos that the game is built on. Until it makes you slow down. 

Boss battles with health bars were a blight on Doom (2016), and while that isn't so much of a problem here, there are a handful of enemy types that bring play screeching to a halt. For Doom Eternal to work, it has to have you managing your time between multiple enemy types and constantly leaving you on the verge of being totally overwhelmed, constantly asking you to push your understanding of the movement and combat mechanics to the max. And in comes a Marauder (a brand new demon designed for Eternal) or a returning Archvile, Super Heavy enemies that are generally no fun to fight. The Marauder, in particular, only works to slow combat to a crawl. It's an enemy type designed inherently for one-versus-one encounters, and it doesn't work in the controlled chaos of the wider combat experience. 

Still, that's a small annoyance in an otherwise blistering FPS. If you can bite your lip and endure some routinely frustrating levels built around platforming, then you're going to have one hell of a good time with Doom Eternal. It's a fast, smart, and frantic shooter that seems to find real delight in testing your endurance. It's an outrageous and ridiculous pantomime where you are bound by blood to the unrelenting cadence of the action. 

Doom Eternal was reviewed on Xbox One X

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2020-03-17 15:49:33Z
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Doom Eternal review: "Screams at you to move faster and to fight harder, and you can do nothing but obey" - GamesRadar+

Doom Eternal is at its best when it is screaming at you to move faster. As it thrusts the tools to single-handedly eviscerate the rampaging spawn of hell into your clenched, blood-drenched fists –  an array of finely-tuned weapons designed to deliver mass-demon-destruction. When you're up to your ankles in viscera, blasting chunks of flesh from foe while the hum of the chainsaw warms your trigger fingers. As it sets its hyper-kinetic action to a cacophonic soundscape of blood, bullets, and heavy fucking metal

Doom Eternal screams at you to move faster and to fight harder and you can do nothing but obey. Not because you have become subservient to the altar of id Software, but because the cadence of Doom's combat has demanded nothing less of you for more than three decades. 

Fast Facts: Doom Eternal

(Image credit: Bethesda)

Release date: March 20, 2020
Platform: PC, PS4, Xbox One
Developer: id Software
Publisher: Bethesda

Much like its predecessors, Doom Eternal is a hammer-horror pantomime in which you are made an active participant. It is an elaborate and self-indulgent production, its violence so over the top that you can't help but smile as it spills out over the stage and under your feet. It's an utterly ridiculous and strangely endearing showing, warping your suspension of disbelief so extensively that you'll wonder whether you've crossed over to another dimension – to a world where the first-person shooter followed the archaic directions first outlined by Doom in 1993 without question instead of turning toward the teachings of Half-Life. 

The problem with this stage show is that the screaming has to stop sometime. The director is hoarse and is begging you to enjoy an intermission from the action. The bullet casings need to be collected, they tell you; the buckets of blood need to be refilled, the gore mopped up, and the guitars tuned back down to D. The cast of cannon fodder needs to take a breather as the next hellish stage is reset somewhere out of sight. You were moving too fast, and there's still a little story left to shout into your face. 

Doom Eternal is at its worst when it makes you slow down; it struggles to settle in silence. 

Feeling a need for speed

(Image credit: Bethesda)

I can count the number of first-person shooters that can function competently as platformers on one hand, and Doom Eternal is not among them. Developer id Software has found itself caught, by attempting to straddle the line between inducing nostalgia and embracing evolution it has disrupted the conditions in which Doom (2016) was able to so effortlessly thrive. 

Doom Eternal routinely breaks the pace of its action by forcing you to stiffly navigate towering spaces at regular intervals. You'll do this by swinging imprecisely between monkey bars, scaling bland craggy walls, bouncing off of unstable platforms, dashing between spacious maws of death, and double-jumping to ledges with slippery collision detection. Doom's movement systems are tightly refined, designed to keep your crosshairs focused on fast-moving enemies amongst a backdrop of colourful chaos. These systems struggle when you're pushed to slowly and methodically scale the environment with little room for error to reach the next combat arena. 

It's levels like Doom Hunter Base, Super Gore Nest, and Mars Core that make up the bulk of the mid-game that are hit hardest by this design decision. These spaces are larger and more ambitious than anything the studio has committed to before with Doom, and they struggle to maintain momentum. 

(Image credit: Bethesda)

"As a prerequisite to progression, platforming only serves to introduce points of friction in an otherwise frictionless experience."

First-person platforming just about works for Doom when it is an optional extravagance – when you're off exploring for the myriad of optional collectable scattered throughout each of the missions – but as a prerequisite to progression they only serve to introduce points of friction in an otherwise frictionless experience. 

By the time underwater sections were introduced – slowing you down even further, with the added annoyance of mitigating radioactive damage thrown in for good measure – it starts to become difficult to resist the urge to put the controller down and walk away entirely. That all said, it's difficult to indulge in these tendencies when you're faced with the prospect of coming across another sensationally-realised vista or the opportunity to shove the Super Shotgun double-barrel deep into the throat of a Baron of Hell.  

That's where Doom Eternal feels right, revelling in ultra-violence across some impossibly beautiful environments. The game has built on the core loop that helped propel its predecessor from mere revival-project to genuine revolution, its central gimmick always working to keep players moving and – critically – engaging with enemies. 

Embracing aggression

(Image credit: Bethesda)

Glory Kills are still the star of the combat experience. Pumping enemies with enough bullets to reach a damage threshold will make them glow, indicating that you can do some graphic combination of: decapitation / goring / smashing / bashing / slicing / knifing / ripping / tearing (delete as necessary). These melee executions aren't just for show, they serve as your primary method of retrieving health. 

It encourages you to play Doom Eternal the way id wants you to play it. The studio wants you to be moving and shooting as quickly as you can, giving as much aggression back to the hulking monsters as they give to you. To succeed in Doom Eternal – especially once you begin to whip through the difficulty levels – you must get in the face of enemies and never back away from a tough encounter; there's no faster way to meet your maker than to engage in a half-hearted retreat, with victory earned by engaging with the relentless pace of the action on its own terms – backing off is never an option, carrying through with forward momentum towards piles of ammunition, red barrels, and, yes, fresh enemies to rip and tear through is the key to victory. 

If you aren't in need of health, you'll find that your Chainsaw can be used to chew through foes and retrieve ammunition, which is always in short supply. Your flame belch, a shoulder-mounted flamethrower, can burn enemies and deliver armour plating when shot, while Glory Kills also charge up your ability to deliver a devastating Blood Punch which eviscerates just about anything within your immediate cone of vision.  All in all, it's a killer cycle that only helps propel Doom Eternal's core combat to new heights.  

Speaking of the core combat, it's been a long-standing rule that you judge an id shooter on the strength of its shotguns. Unsurprisingly, the studio has taken its penchant for building the best boomsticks in video games and outdone itself. The Super Shotgun is impossible to put away; it screams power with every shot, its weight and staggering punch as satisfying to use the opening hours of the game to the last.

Weapons have always been at the heart of Doom, and Eternal is no slouch in this regard. You'll also find that each of the firearms can once again be upgraded throughout the game with Weapon Points, earned by completing in-mission objectives and chaos thresholds. Most weapons have two available modifications, each of which can be switched up with a simple button press, and offer an array of utterly ridiculous additional ways to turn demons to pulp. Exploring the environments will also help you earn Sentinel Crystals and Praetor Suit points which can be used to upgrade your armour, improving its utility and resistance, or upgrading your health, armour, and ammo capacities.  

A celebration of ultra-violence

(Image credit: Bethesda)

You'll want to invest in these upgrades and improvements early on, because Doom Eternal isn't afraid to beat your head against the wall until it's a pulpy mess. By the late game, Doom Eternal gets brutal, really pushing you to utilise all of your available abilities and weapons to get through its combat arenas in one piece. 

For the most part, Doom Eternal casts its action in locked-off combat arenas, pushing you to skirt through them at speed looking for the most violent lines of none-stop navigation. These spaces aren't as tightly designed as the ones featured in Doom (2016), which I believe is down to the increased verticality – id is desperate to get you utilising its first-person platforming systems, even in the middle of frantic fights – but they are still great to engage enemies in. 

That said, Doom Eternal does suffer because of some of its enemy design. The game is structured around escalating encounters – it introduces you to an enemy type on its own, lets you figure out the hook to slaying it, and then continues to throw a litany of them at you once. It's a potent design that keeps Doom Eternal feeling frantic at all times, with the game's aggressive and persistent AI ensuring that some of these creatures combine tactics to overwhelm you in some truly terrifying ways.  

(Image credit: Bethesda)

Combat arenas are usually a mixture of Heavy Cannon fodder – foes that can be quickly chewed up or smashed down for an easy burst of ammo or health – and larger, more punishing enemies that'll take a few runs around the arena to drop. This structure maintains momentum, and the relentless pace that the core ethos that the game is built on. Until it makes you slow down. 

Boss battles with health bars were a blight on Doom (2016), and while that isn't so much of a problem here, there are a handful of enemy types that bring play screeching to a halt. For Doom Eternal to work, it has to have you managing your time between multiple enemy types and constantly leaving you on the verge of being totally overwhelmed, constantly asking you to push your understanding of the movement and combat mechanics to the max. And in comes a Marauder (a brand new demon designed for Eternal) or a returning Archvile, Super Heavy enemies that are generally no fun to fight. The Marauder, in particular, only works to slow combat to a crawl. It's an enemy type designed inherently for one-versus-one encounters, and it doesn't work in the controlled chaos of the wider combat experience. 

Still, that's a small annoyance in an otherwise blistering FPS. If you can bite your lip and endure some routinely frustrating levels built around platforming, then you're going to have one hell of a good time with Doom Eternal. It's a fast, smart, and frantic shooter that seems to find real delight in testing your endurance. It's an outrageous and ridiculous pantomime where you are bound by blood to the unrelenting cadence of the action. 

Doom Eternal was reviewed on Xbox One X

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2020-03-17 14:32:05Z
52780665431637

That quirky e-reader you could draw on is back - Engadget

The second version of reMarkable, the e-paper table you can doodle on, is now available for pre-order. A Norwegian startup of the same name launched the original version back in 2017 to provide people an easy way to digitize handwritten notes. The company says that reMarkable 2 is "the most paper-like digital device the industry has ever seen." It's 0.19-inch thin -- reMarkable claims it's the world's thinnest tablet -- and boasts the company's completely redesigned second-generation Canvas display that's partially powered by e-ink technology. You can pre-order the device, which is slated to start shipping in June, from its official website for $399.

The device can convert handwritten notes into text and provide you with a way to organize, annotate, search and share your files to multiple platforms. It will come loaded with a Chrome plug-in that can reformat web articles and strip them of unnecessary elements, showing them without distractions.

Pre-ordered units will come bundled with a marker and a folio case, but those accessories can be purchased separately later in case you're still undecided. The basic marker, which is included with the pre-order, will set you back $49, while the marker with a built-in eraser will cost you $99. Meanwhile, the basic folio sleeve with the bundle is priced at $69 and the book folio that lets you keep reMarkable 2 in its cover while working costs $99.

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.

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2020-03-17 14:02:13Z
52780671142704

Nintendo’s Switch Online service is currently experiencing an outage - The Verge

Nintendo’s online service is experiencing outages, the company confirmed today. We’ve verified that the Nintendo eShop appears to be down for Switch users in both the US and UK, and Mario Kart 8 Deluxe’s online functionality was failing to load in the UK. Nintendo’s network status page noted that the outage was ongoing as of 1:56am PT, but did not give any detail on when service might be restored.

Nintendo’s online service isn’t the only gaming service to have suffered an outage this week. On Sunday, Xbox Live went down for over two hours, while gaming chat service Discord has also been experiencing difficulties. It’s bad news for anyone who’s currently staying home in an attempt to self-isolate themselves against the spread of the novel coronavirus.

Outages have also affected at least one non-gaming service, Microsoft Teams, which suffered an outage yesterday. The outage came just as Europe’s work hours were beginning, as much of the continent logged on to start working remotely.

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2020-03-17 12:34:43Z
52780669034229

The PS5 reveal event and date has finally been announced by PlayStation - GamesRadar

After months of rumours, Sony has confirmed the PS5 reveal event is indeed happening, announcing the date, time, and venue for its global unveiling of the next-gen console. Citizens of the PlayStation nation, your prayers have been answered.

The online PlayStation reveal will take place tomorrow, March 18, at 9AM PT/ 12PM ET/4PM GMT on the PlayStation Blog, with PS5 architect Mark Cerny providing a "a deep dive into PS5’s system architecture and how it will shape the future of games."

While PlayStation has announced various details about its next-gen plans over the past year, this event is expected to answer some of our biggest remaining questions about the PS5 specs, PS5 price, and more, and could potentially reveal several upcoming PS5 games developed exclusively for the platform. 

The PS5 will be competing directly against Microsoft's own next-gen console, the Xbox Series X, when both release in the Holiday season later this year, with the ball in Sony's court to win over potential buyers after the latter has already confirmed several key details about its 2020 plans, including the hardware's launch line-up, design, and more. 

You can read the full blog post announcing the PS5 news here and, of course, GamesRadar will be covering the news online, so be sure to stay tuned for all our impressions and updates.

For more, check out all the biggest new games of 2020 to keep an eye on, or watch our latest episode of Dialogue Options below.

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2020-03-17 12:13:00Z
52780671008486

WhatsApp may let you set a self-destruct timer on private messages - The Next Web

Your WhatsApp conversations may soon become a little more ephemeral. A recent Beta of the app introduced to the Google Play Store suggests WhatsApp will allow you to set a timer on messages to delete themselves in private chats, as reported by WABetaInfo.

While we reported on this feature back in October, it originally only applied to group conversations. The most recent Beta includes code that suggests the feature will arrive for private chats as well, allowing you to set messages to self-destruct after an hour, a day, a week, a month, or a year.

Credit: WABetaInfo

The current implementation is less robust than the way the feature is implemented in other apps such as Messenger or Telegram, which allow you to create separate secret conversations with contact and give you more control over how long a message will remain. For now, there doesn’t even seem to be a way to only apply a timer to individual messages, although this could of course change once the feature becomes publicly available.

Credit: WABetaInfo

Still, it’s a welcome option for topics sensitive enough you don’t even trust WhatsApp‘s encryption to keep safe; there’s no better way to ensure a message won’t be read by third parties than deleting it altogether.

Via Android Central

on WABetaInfo

Read next: India plans to build an all-seeing database to track citizens' every move by 2021

Corona coverage

Read our coverage on how the tech industry is responding to the coronavirus here.

For tips and tricks on working remotely, check out our Growth Quarters articles here or follow us on Twitter.

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2020-03-17 06:09:23Z
52780665756338

Senin, 16 Maret 2020

The Internet is drowning in COVID-19-related malware and phishing scams - Ars Technica

A collage of negative words including scam, deceit, and blackmail.

Emails and websites are promising vital information about keeping safe from the coronavirus pandemic that’s sweeping the globe and threatening millions. In fact, a flood of them are scams that push malware, ransomware, and disinformation; attempt to steal passwords and personal information; and conduct espionage operations by hackers working for nation-states.

One of the most recent coronavirus hoaxes to come to light is an Android app available at coronavirusapp[.]site. It claims to provide access to a map that provides real-time virus-tracking and information, including heatmap visuals and statistics. In fact, a researcher from DomainTools said, the app is laced with ransomware.

“This Android ransomware application, previously unseen in the wild, has been titled ‘CovidLock’ because of the malware’s capabilities and its background story,” DomainTools researcher Tarik Saleh wrote in Friday’s report. “CovidLock uses techniques to deny the victim access to their phone by forcing a change in the password used to unlock the phone. This is also known as a screen-lock attack and has been seen before on Android ransomware.”

CovidLock charges about $100 in bitcoins to unlock infected devices. Since version 7, Android has provided protection against screen-lockout attacks but only if users have set a password to lock their device screens to begin with. DomainTools researchers have reverse engineered the ransomware and plan to release decryption keys that will unlock phones for free. DomainTools didn’t say how many devices have been infected.

Gone phishin’

People pushing phishing scams are also capitalizing on the pandemic. One batch of emails sent to college students poses as official communications from University personnel offering bogus updates about closures and other coronavirus-related news. A variation of this type of email purports to come from employers and targets people who are working from home. In reality, both scams provide links to fake OneDrive or Office365 login screens that capture user credentials.

Yet another phishing scam appears to come from the World Health Organization. According to researchers from security firm Kaspersky Lab, the emails promise information on safety measures to avoid infection. Recipients who click on an embedded link visit a site that prompts them to share personal information. The scam looks more realistic than previous coronavirus phishing campaigns Kaspersky Lab has found. The firm found other scams that claimed to offer face masks and included malware attachments.

Nation-states are also milking the coronavirus scare. According to security firm FireEye, hackers working for the governments of China, Russia, and North Korea are also using virus-related content to conduct espionage operations.

Researchers from Sophos, meanwhile, have identified dozens of malicious websites with domains that reference COVID or COVID-19, the disease caused by the coronavirus.

Online scams that are tailored to major news events have been around for more than a decade. Normally, however, they tend to morph relatively quickly from one breaking event to another. With the coronavirus commanding an almost unprecedented amount of coverage around the world, these latest campaigns have been nothing short of a flurry of attacks that show no signs of slowing down.

Readers should be highly skeptical of emails and websites that purport to provide information or goods related to the ongoing pandemic. The key fact to confirm is the primary source of those communications. Readers should never take source claims at face value. One of the most reliable sources for legitimate coronavirus-related information is this page from the US Centers for Disease Control and Prevention. Communications from local departments of health can also be helpful, but only when the emails or websites can be confirmed as coming from a legitimate agency. These departments can usually be found through Web searches—for instance, the San Francisco Department of Health.

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https://news.google.com/__i/rss/rd/articles/CBMif2h0dHBzOi8vYXJzdGVjaG5pY2EuY29tL2luZm9ybWF0aW9uLXRlY2hub2xvZ3kvMjAyMC8wMy90aGUtaW50ZXJuZXQtaXMtZHJvd25pbmctaW4tY292aWQtMTktcmVsYXRlZC1tYWx3YXJlLWFuZC1waGlzaGluZy1zY2Ftcy_SAYUBaHR0cHM6Ly9hcnN0ZWNobmljYS5jb20vaW5mb3JtYXRpb24tdGVjaG5vbG9neS8yMDIwLzAzL3RoZS1pbnRlcm5ldC1pcy1kcm93bmluZy1pbi1jb3ZpZC0xOS1yZWxhdGVkLW1hbHdhcmUtYW5kLXBoaXNoaW5nLXNjYW1zLz9hbXA9MQ?oc=5

2020-03-16 21:02:00Z
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