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Monday, October 8, 2018

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Technology - Google News


Facebook launches Portal auto-zooming video chat screens for $199/$349

Posted: 08 Oct 2018 05:59 AM PDT

Facebook’s first hardware product combines Alexa (and eventually Google Assistant) with a countertop video chat screen that zooms to always keep you in frame. Yet the fancy gadget’s success depends not on functionality, but whether people are willing to put a Facebook camera and microphone in their home even with a physical clip-on privacy shield.

Today Facebook launches pre-sales of the $199 10-inch screen Portal, and $349 15.6-inch swiveling screen with hi-fi audio Portal+, minus $100 if you buy any two. They’ve got “Hey Portal” voice navigation, Facebook Messenger for video calls with family, Spotify and Pandora for Bluetooth and voice-activated music, Facebook Watch and soon more video content providers, augmented reality Story Time for kids, a third-party app platform, and it becomes a smart photo/video frame when idle.

Knowing buyers might be creeped out, Facebook’s VP of Portal Rafa Camargo tells me “We had to build all the stacks — hardware, software, and AI from scratch — and it allowed us to build privacy into each one of these layers”. There’s no facial recognition and instead just a technology called 2D pose that runs locally on the device to track your position so the camera can follow you if you move around. A separate chip for local detection only activates Portal when it hears its wake word, it doesn’t save recordings, and the data connection is encrypted. And with a tap you can electronically disable the camera and mic, or slide the plastic privacy shield over the lens to blind it while keeping voice controls active.

As you can see from our hands-on video demo here, Facebook packs features into high-quality hardware, especially in the beautiful Portal+ which has a screen you can pull from landscape to portrait orientation and impressive-sounding 4-inch woofer. The standard Portal looks and sounds a bit stumpy by comparison. The Smart Camera smoothly zooms in and out for hands-free use, though their are plenty of times that video chatting from your mobile phone will be easier. The lack of YouTube and Netflix is annoying, but Facebook promises there are more video partners to come.

The $199 Portal comes in $20 cheaper than the less functional Amazon Echo Show (read our gadget reviewer Brian Heater’s take on Portal below), and will also have to compete with Lenovo and Google’s upcoming version that might have the benefit of YouTube. Portal and the $349 Portal+ go on sale today in the US on Portal.Facebook.com, Amazon, and Best Buy in both black and white base colors. They ship in November when they’ll also appear in physical Amazon Books and Best Buy stores.

Hands-On With Portal

Deep inside Facebook’s Menlo Park headquarters, the secretive Building 8 lab began work on Portal 18 months ago. The goal was to reimagine video chat not as a utilitarian communication tool, but for “the feeling of being in the same room even if you’re thousands of miles apart” Facebook Portal’s marketing lead Dave Kaufman tells me. Clearly drinking the social network’s kool-aid, he says that “it’s clear that Facebook has done a good job when you’re talking about the breadth of human connection, but we’re focusing on the depth of connection.”

The saddening motive? 93% of the face-to-face time we spend with our parents is done by the time we finish high-school, writes Wait but Why’s Tim Urban. “It felt like punch in the gut to people working at Facebook” says Kaufman. So the team built Portal to be simple enough for young children and grandparents to use, even if they’re too young or old to spend much time on smartphones.

Before you even wake up Portal, it runs a slideshow of your favorite Facebook photos and videos, plus shows birthday reminders and notifications. From the homescreen you’ll get suggested and favorite Messenger contacts you can tap to call, or you can just say “Hey Portal, call Josh.” Built atop the Android Open Source framework, Facebook designed a whole new UI for Portal for both touch and voice.

Portal uses your existing social graph instead of needing to import phone numbers or re-establish connections with friends. You can group video chat with up to seven friends, use augmented reality effects to hide your face or keep children entertained, and transfer calls to and from your phone. 400 million Facebookers use Messenger video chat monthly, racking up 17 billion calls in 2017, inspiring Facebook to build Portal around the feature. Kaufman says the ability to call phone numbers is in the roadmap, which could make Portal more tolerant of people who don’t live on Messenger.

Once a video call starts, the 140-degree, 12-megapixel Smart Lens snaps into action, automatically zooming and recentering so your face stays on camera even if you’re bustling around the kitchen or playing with the kids. A four-microphone array follows you too to keep the audio crisp from a distance. If a second person comes into view, Portal will widen the frame so you’re both visible. Tap on a person’s face, and Portal Spotlight crops in tight around just them. Facebook worked with an Oscar award-winning cinematographer to make Smart Lens feel natural. Unfortunately it can’t track pets, but that got so many requests from testers that Facebook wants to add it in. I suggested Portal should let you call businesses so you could move around or be entertained while on hold, though the team says it hasn’t discussed that.

Portal’s most adorable feature is called Story Time. It turns public domain children’s books into augmented reality experiences that illustrate the action and turn you into the characters. You’ll see the three little pigs pop up on your screen, and an AR mask lets you become the big bad wolf when you might impersonate his voice. Kids and grandparents won’t always have much to talk about, and toddlers aren’t great conversation partners, so this could extend Portal calls beyond a quick hello.

Facebook Portal Story Time

Beyond chat, Facebook has built a grip of third-party experiences into Portal. You can use Alexa to summon Spotify, Pandora, or IHeartRadio, and even opt to have songs play simultaneously on you and someone else’s Portal for a decentralized dance party. Portal also acts as a Bluetooth speaker, and Spotify Connect lets it power multi-room audio. Portal+ in portrait mode makes a great playlist display with artwork and easy song skipping. The Food Network and Newsy apps let you watch short videos so you follow recipes or catch up on the world as you do your housework. And while you can’t actually browse the News Feed, Facebook Watch pulls in original premium video as well as some viral pap to keep you occupied.

Privacy vs Utility

After Cambridge Analytica and Facebook’s recent 50 million user breach, it’s understandable that some people would be scared to own Portal’s all-seeing eye. Privacy makes Portal a non-starter to many even as they seem comfortable with Google or Amazon having access to their dwelling. In hopes of assuaging fears, Facebook put a dedicated button atop Portal that electronically disconnects the camera and microphone so they can’t record, let alone transmit. Portal isn’t allowed to save video, and Facebook says it won’t store your voice commands (though Alexa does). Oh, and just to kill this pervasive rumor, Camargo definitively confirmed that Facebook’s smartphone apps don’t secretly record you either.

For added protection, snap on the plastic privacy shield and you’ll blind the lens while still being able to voice-activate music and other features. If you use these, especially when you’re not video chatting, the privacy threat drops significantly. The fact that the shield isn’t attached on a hinge to swing on the place makes it feel like a last-minute scramble after a year of privacy scandals, even though Camargo claims all hardware decisions were locked in before this year.

Facebook Portal’s physical camera privacy shield

So how will Facebook make money on Portal? “we definitely don’t have ads on the devices, and we don’t see that coming” says Camargo. Facebook wouldn’t reveal the margin it will earn selling the device, but when asked if it’s a loss leader for driving ad views on its social network, Camargo tells me “I wouldn’t say that’s the case”, though boosting engagement is surely an incentive. Portal could earn money from enterprise clients, though, as Facebook is already internally testing a version of its Workplace team collaboration’s video chat feature on Portal. The team laughs that Facebook employees are starting to prefer Portal to their office’s expensive and complex video conference hardware.

My biggest gripe with Portal is that there’s no voice controlled text messaging feature. Perhaps we’ll see that down the line, though, as Facebook Messenger is now internally testing speech transcription and voice navigation. You can’t use WhatsApp, Instagram Direct, pop open a web browser either. Even with the Smart Lens subject tracking, Portal is stuck on a table and lacks the convenience of video chatting from a phone in your portable, stabilized gimble commonly known as your hand. Other shortcomings could be shored up with the gadget’s app platform, but Facebook will have to prove their are enough Portal buyers out there to lure developers.

Overall, Portal could replace your favorite Alexa device and add seamless video chatting through Messenger if you’re willing to pay the price. That’s both in terms of the higher cost, but also the ‘brand tax’ of welcoming the data-gobbler with a history of privacy stumbles into your home. But Facebook also benefits as a neutral party to Amazon Alexa and Google. If it can integrate both assitant into one device alongside Portal’s own, it could offer the best of all worlds.

For a first-time hardware maker, Facebook did a remarkable job of building polished devices that add new value instead of reinventing the smart home wheel. Teaming up with Amazon and eventually Google instead of directly competing with their voice assistants shows a measure of humility most tech giants eschew. Yet a history of “move fast and break things” in search of growth has come back to haunt Facebook. Video chat is about spending time with people you love and trust, and Facebook hasn’t earned those feelings from us.

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How to trade in your old Pixel phone

Posted: 08 Oct 2018 05:00 AM PDT

If you want to buy the Google Pixel 3 or Pixel 3 XL without paying full price, trading in your old Pixel is a smart way to do that. But, to get the most value out of your phone, you'd best trade it in sooner than later. Once Google's next phone is in the wild, the value of your older Google Pixel or Google Pixel 2 phone will greatly diminish.

When the Pixel 3 and Pixel 3 XL are announced, many will decide whether they'll go for the latest or instead buy a lightly used phone from an older generation that will suit their needs without breaking the bank. If you've got an older Pixel model and are ready for an upgrade, here are a few steps to take to get your device ready for selling, followed by how much cash you can expect to earn back.

Inspect your phone

If your old Pixel device is in good condition, you shouldn't have much of a problem finding a new owner. As mentioned in our guide on selling your iPhone, having a phone in good condition is crucial in finding a buyer who's willing to pay top dollar.

Even if your phone isn't in the best shape, you should still be able to get something for your trade. Take into consideration its blemishes, including scratches, dents, cracks, and any other quirks that the next owner should know about. Be honest, or else it will probably come back to bite you.

Erase your phone

If your Pixel or Pixel 2 has the most up-to-date Android Pie software, erasing your phone starts with navigating to the settings menu, then to "Google services and preferences." Once you're there, click "Google account" to drill down another level, then hit "security." Scroll down until you see "your devices," then click the device you're using and select "remove." This will sign you out of the device that you're trading in.

The next step is to factory reset the phone. Back at the main settings menu, select "system" and then hit "advanced" at the bottom. If you plan to restore your phone on the Pixel 3 or 3 XL, make sure you've backed up to Google Drive recently. Otherwise, going into "reset options" will take you to the final step. Select "erase all data (factory reset)" to completely wipe the device's storage.

Find the best offer

As for where you can sell your old Pixel phone, Swappa.com is a top pick with a healthy community of buyers and sellers. At the time of this writing, you stand to get more for your Pixel here than most other places. And unlike selling IRL through Craigslist, Swappa.com protects both ends of the transaction with PayPal.

Google's own trade-in program can be accessed during the checkout process for a new phone. Put plainly, Google doesn't offer all that much for your old Pixel, but it's a good option if your phone isn't in the best shape, or if you're willing to settle on getting a smaller return in exchange for immediate cash back.

Google Pixel

For the original Pixel in good condition with 32GB of storage, you're looking at up to $200 back in your pocket, minus any fees you agree to pay by selling on Swappa.com. If you own the 128GB model, add another $50 or so to that. No matter the model you're selling back, if you purchased your Pixel through Verizon, its locked bootloader means that you'll be looking at a slightly lower value, despite it being able to work on any carrier.

Selling on Google via its trade-in program will get you a flat $130 for either the 32GB or 128GB model, regardless of carrier. Should your device be cracked or have a malfunctioning screen, Google will give you up to $105.

The selling price for the Pixel XL on Swappa.com currently starts around $230 for the 32GB model in good condition, and works up to just about $270 for the 128GB version. Again, Verizon's locked bootloader affects the trade-in value here, as it does for the smaller Pixel.

Contrary to the trend on Swappa.com, Google will pay you more if you sell back a Pixel XL that was purchased at Verizon. Trading up with Google offers $153 for the 32GB model from Verizon, or $183 for the 128GB on Verizon. If your phone isn't from Verizon, the 32GB model will fetch $143, and the 128GB version will get you $171. Should your 32GB trade-in be cracked or have a minor screen malfunction, you'll get up to $110. $123 is headed your way for a slightly damaged 128GB model.

Google's Pixel 2

Google doesn't currently accept the Pixel 2 or Pixel 2 XL for trade, as the new phone isn't available yet, though we expect this to change following the Pixel 3's announcement on October 9th.

Heading over to Swappa.com, you're likely to get around $400 in cash if your Pixel 2 is in good shape. There are currently but a few 128GB models listed, so if you have one to trade in, it still holds close to $500 in value. As is the case for the first-generation devices, the Verizon-sold Pixel 2 isn't as valuable, though you're only looking at about a $20-50 difference in trade-in yield.

The Pixel 2 XL, despite its higher purchase price, has lost quite a bit of value in the past year, according to Swappa.com's current set of listings. While bad for those who are trading in, it's great if you're a buyer. If you trade in now, you can get just over $400 for your 64GB Pixel 2 XL. For a 128GB in good condition, you're looking at a near $500 return. It's not particularly surprising to see that the white and black Pixel 2 XL fetches a higher price due to the stock shortages of this model at launch.

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Fallout 76 Is A Very Different Type Of Post-Apocalyptic RPG

Posted: 08 Oct 2018 07:00 AM PDT

Ever since the reveal, it's been difficult to get a sense of what Fallout 76 is all about. While the concept of an online Fallout experience is enticing, it also comes into conflict with the series' typical brand of role-playing. Though Fallout 76 does lessen those traditionally single-player details to a noticeable degree, it offers up an alluring opportunity to explore uncharted, irradiated territory with others.

With the pivot to multiplayer, Fallout 76 focuses a lot more on exploration and survival in West Virginia's Appalachia, with all its regional oddities and newfound horrors coming in large doses. Recently, we played three hours of the game ahead of the game's upcoming October beta, and spoke with developers from Bethesda Game Studios about the particular challenges of making a different kind of Fallout.

Set only 25 years after the bombs dropped--making it the earliest game in the series' timeline--Fallout 76 gives itself plenty of distance from previous games to show off the freshly devastated wilderness. In traditional fashion, you leave the safe confines of the Vault to venture out into the wasteland--bringing with you a sense of determination, and also the naïveté that can come from living in somewhat comfortable isolation. After a quick introduction, you create your character, get accustomed to the new controls and systems, and venture out to the surface. However, what sets this game apart from the others is that you're one of many survivors. And once you're outside, it's every Vault Dweller for themselves.

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During the first hour, I got my bearings by taking a tour around the immediate area, even joining a group to take in all the sights. Fallout 76 has the familiar RPG mechanics and sense of exploration that the series is known for, but it also has more of an amusement park vibe--with several key attractions and locales clearly highlighted on the map, such as The Greenbrier Resort and the Top of the World ski-slope. While exploring Fallout's take on West Virginia, which is several times larger than the Commonwealth of Fallout 4, I got the feeling that I was sort of experiencing the greatest hits of all things Fallout. First came the familiar weapons and armor found from previous games, then came the feral ghouls, the Super Mutants, and references to the Brotherhood of Steel and Enclave.

Still, the new location in West Virginia feels totally different from Fallout 4's Capital Wasteland and the Mojave from New Vegas, which quickly introduces its own brand of locales and strange monsters that reside there. Along with weird monsters like enlarged ticks, three-headed possums, and even Mole Men, there are other monsters that reference West Virginian urban legends. This includes the headless, hulking Grafton Monster and the enigmatic Mothman, the latter of which is revered by the hostile cabal of Scorched, heavily irradiated humans who eventually evolve into ghouls of sound mind.

For the most part, combat and general movement handle similarly to Fallout 4. However, the new mechanics and survival systems at play felt somewhat overwhelming to get a handle during our introduction. In 76, much of the tutorial happens in a trial by fire scenario in the open world, where you'll have to follow the early moments of the quests closely in order to learn the new mechanics, all while fighting off enemies and scavenging resources. While I appreciated the quick pace at which players are whisked out of the vault, picking up some meager supplies along the way, I felt that the on-boarding process could be a bit more detailed--it made me feel mostly unprepared as I was scrambling to find any weapon I could get my hands on.

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With the new online focus, some returning mechanics have seen some changes. For instance, Fallout's iconic V.A.T.S.--allowing you to target enemies and fire off precisely-aimed shots--now operates in real-time. It acts more like a real-time lock-on--with your weapon's hit-rate adjusting depending on the enemy's movement or their surroundings. This style of V.A.T.S. definitely took some getting used to. Mostly to the fact that enemies move around often, and combined with the awkward focus of the V.A.T.S. camera, it was jarring to actually use it during a fight. Because of this, I mostly stuck with standard aiming and shooting, which felt more reliable during engagements. While you can upgrade V.A.T.S. with perks to make it more effective, it feels more like an option that should be used sparingly.

Fallout 76's survival mechanics take many cues from Fallout 4's more challenging Survival mode. In addition to keeping your character well fed on a regular basis, you'll also have to avoid ailments and diseases--such as contracting the oddly named but still troubling Rad Worms. Some enemies and locations even carry specific diseases, which create added risks to watch out for when exploring. These illnesses range from diseases that sap your maximum health, action points, and the general damage resistances for your character, to even increasing your susceptibility to radiation.

With a large emphasis on survival, nearly every item and resource you can get your hands on feels much more valuable. Nothing really lasts too long in Fallout 76--even the buffs from Bobbleheads and skill magazines only last a short time--so every tool you have will inevitably be discarded for something new. As you're scavenging through the open world, you'll find junk items, scraps, and crafting plans that can be turned into new gear and building materials for your constructions. Some of these materials can create bizarre weapons like the Heated Pitchfork or Ski-Sword--a single ski sharpened to form a blade. But over time, weapons and armor will eventually need to be repaired or broken down into materials for other items. Moreover, cooking and chem stations now have a greater importance, allowing you to prepare meals and craft support items.

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Character growth is still the core part of Fallout 76, and it offers an impressive amount of variety and flexibility. After leveling up, you can place points into the familiar categories of the SPECIAL system, each of which boost areas of your character's raw stats. Eventually, you'll acquire a pack of Perk Cards that can offer special buffs in their assigned categories. For example, the Gladiator perk card is a Strength card which increases damage with melee weapons, while Lead Belly can decrease the radiation from drinking contaminated water. The more points you have in a category, the more Perk Cards you can potentially slot in, giving you a whole suite of added buffs. At any time, you can swap out your set of Perk Cards to readjust your character, to better prepare for different challenges.

In keeping with the game's focus on pioneering, the building mechanics from Fallout 4 also return. Now known as the C.A.M.P. system, you have in your possession a mobile construction device that allows you create a building at any time--provided that it doesn't overlap with existing structures. You have free rein to construct whatever you like, whether that be subtle safe-houses for you to stash supplies, or even larger mega-structures that house turrets and a dedicated place to relax. If you ever want to pack up and move elsewhere, you can save your structure as a blueprint and dismantle it. This can come in handy if your chosen spot becomes too popular with other players.

The biggest point of contention with Fallout 76's online nature is its lack of NPCs and slimmed down story, now serve to highlight the focus on moment-to-moment engagements with enemies and other players. This lack of traditional interactions and storytelling felt more noticeable the deeper we dove into the world. While you're certainly free to play solo and avoid other players--and we definitely took the opportunity to strike out on our own, leading to those familiar moments of solitude and wanderlust, you'll always be a potential target within the online world.

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Fallout 76 - First 20 Minutes Of Gameplay

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Having said that, I couldn't help but feel intrigued by the re-focus here. Lore and smaller doses of story are still in surprisingly ample supply, but told passively through the environment and journals scattered about. While there are no active NPC characters to find--with exception to roaming robots that can offer trades and intel--you'll eventually stumble across the bodies of long-dead survivors who have had a notable presence in the world. In their possession are special holotapes known Survivor Stories, detailing the last moments of their lives in the irradiated wilderness.

These stories told some interesting tales for the characters in Appalachia, which had some poignant and heartfelt moments to them--which was reassuring given the fragmented nature of the storytelling in 76. Speaking with design director Emil Paglliarulo, he elaborated on their refocus to make Fallout more about engaging with others players.

"We started off with the premise where the only other people you see are the ones that came from the vault," he said. "We've also never had the opportunity to do a game that's set twenty-five years after the bombs fell, it's always been two-hundred something years after. Now, we have the stories of the people that survived the initial war, and we've never been able to tell those stories before. Of course without NPCs or no dialog trees--which was a huge adjustment for our quest designers, as they were used to doing it a certain way--and now the lore-heavy stuff comes from holo-tapes, which now has its own tab in the Pip-Boy. That's been really interesting for us. And what ended up happening is that we ended up having a much more lonely story than in Fallout 4. All of these people that you do [learn about] are dead already, and it's almost like a weird ghost story. We didn't expect that."

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Whether you want to play solo or within a group, player interaction is a big part of the game. Encountering another person after rounding the corner or reaching the end of a dungeon creates some genuinely tense feelings--not knowing what intentions the other player in front of you has. To communicate with others, Fallout 76 features a variety of in-game emotes to use and proximity based voice-chat. During our session, however, we used Xbox Live's party chat client to stay in constant communication with our group--which won't be the case for most players online.

When playing in groups, communication is important, and the emotes and proximity chat are a great way to get your point across. This is especially vital when grouping up for some of the more active quests that task you with overcoming some bizarre obstacles, such as finding the keys to an armory in a makeshift town built out of a destroyed aircraft, or finding out a mob of "unruly golfer feral ghouls" at a ritzy resort that's still maintained by protectotrons. This can lead to some humorous and equally tense moments where players are scrambling to rely on their team's special skills to progress further.

Once you reach level 5, Fallout 76's PvP systems open up. When you encounter another player that's over level 5, you can fire your weapon at them to let them know of your intentions. If they return fire, then you'll both engage in a duel, with the loser dropping their current haul of junk items--no caps or gear is lost after a defeat. When shooting at a player that hasn't engaged in response, all damage will be cut in half, which gives them enough time to react. It's possible to kill another player who is not into the idea of fighting, and appropriately enough, this backhanded approach will mark you as a murderer, painting a massive target on your back for all players in the world to see.

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Our group of level 5 explorers tried to take down a level-58 player in power armor in similar fashion, but it didn't go over well at all as he easily decimated the group with a high-powered Tesla Rifle. While damage calculations scale for enemies, allowing low-level players to potentially take out monsters several levels ahead of them, it does not for PvP engagements. However, if you wish to avoid PvP, or if a player is bugging you too much, you can block them or fast-travel to safety fairly easily. So far, the system in place is a thoughtful way to overcome the potential harassment that can often spring up with this type of game.

To cap off our hands-on time, the developers launched a nuke, which obliterates specific areas of the map. We all had front row seats to the explosion, and then proceeded to jump into the ensuing fallout--with its heavy radiation promptly killing us off one-by-one. As one of the larger end-game goals in Fallout 76, activating a nuke can lead to new events in the irradiated areas, revealing rare materials and dangerous enemies to fight. It also highlights the more dynamic nature of Fallout 76, with many of its narrative touches informed by the player's decisions in the world.

The scale of Fallout 76 seemed impressive based on the first few hours. The location of West Virginia--and all its oddities--was exciting to dive into, which felt refreshing after coming off of Fallout 4's Commonwealth. However, much like previous Fallout games, there were a number of odd bugs and large frame-rate dips that occurred throughout. This was especially noticeable during larger fire fights against large groups of enemies, which brought overall performance down to a slog. The developers we spoke to, however, assured us that the performance will be improved in time for its November 14 launch.

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76 certainly isn't like other Fallout games. After our three hours, I got the impression that Bethesda is taking a risky approach with the series in regards to its lore and its core gameplay. With its heavy focus on survival gameplay and the online experience, I suspect that this largely experimental take on Fallout will become a rather polarizing entry. Though the mechanics were somewhat overwhelming to get a handle of, I can't deny that I enjoyed exploring the large map and engaging in the mysterious, post-apocalyptic take on West Virginia. Fallout 76 looks like it can flourish in the long-term, and I'm interested in what can come about after many hours in its off-kilter and ever-changing setting.

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