The Morning After: You won’t be able to block Elon Musk (or anyone else) on X

Elon Musk says the service formerly known as Twitter is getting rid of the option to block other users, except in DMs. There, you’ll still be able to block unsolicited messages from anyone sending malicious, offensive missives, which is for some, the majority of their DMs.

But Musk said it “makes no sense” to block other users instead of muting them. Outside DMs, the mute option will still be available. There is a wrinkle here, noted on Musk’s own tweets. If the company did nix the ability to block users, it would violate policies for both Apple’s App Store and Google Play Store. (A web app, however, would be unaffected.)

In the spring, X killed off the platform’s free API, which broke many third-party apps. Just one year earlier, Twitter (as it was known at the time) started recommending third-party apps to help mitigate harassment on the platform. Many of these, like Block Party, stopped working after those API changes.

– Mat Smith

​​You can get these reports delivered daily direct to your inbox. Subscribe right here!​​

The biggest stories you might have missed

Sega completes purchase of Rovio for $776 million

Hitting the Books: Why we haven’t made the Citizen Kane of gaming

The best wireless headphones for 2023​​

Fans are adapting Twin Peaks into a PS1-style adventure game

And there’s a demo.

Blue Rose Team

A small French developer called Blue Rose Team has been prepping Twin Peaks: Into the Night for a while now, and it just dropped a demo of the fan-made game. The graphics are retro and decidedly PS1 flavored, which makes sense given how the show premiered in 1990. The gameplay looks to be full of exploration, complete with conversations with the town’s many oddball residents, but there’s a survival horror element reminiscent of the original Resident Evil titles. The scariest, most sinister threat, though, may be copyright law. However, the creators have announced the game will be free when/if it launches.

Continue reading.

Lamborghini’s new all-electric concept car was inspired by spaceships

The Lanzador will influence models moving forward.

Lamborghini

After teasing the announcement a few days ago, Lamborghini revealed a new EV concept vehicle at Monterey Car Week. The all-electric Lamborghini Lanzador boasts all kinds of high-tech bells and whistles, with a design inspired by spaceships, but it won’t actually ever hit retail. Instead, as is often the case with high-end concept cars, it’ll inspire and inform future Lamborghini rides. The driver and passenger sit low to the ground, as if in a jet, with a center console between them. The company says the interior is “unexpectedly roomy,” despite a roof height of around 1.5 meters.

Continue reading.

Microsoft retracts AI-written article advising tourists to visit a food bank on an empty stomach

‘Headed to Ottawa? Here’s what you shouldn’t miss!’

Microsoft reportedly published — and retracted — an AI-generated article that recommended people visit a Canadian food bank as a tourist attraction. The article recommended catching a baseball game, honoring fallen soldiers at a war museum and… swinging by the Ottawa Food Bank.

It’s a bleak mistake. Paris Marx first called out the story on X (formerly Twitter). “People who come to us have jobs and families to support, as well as expenses to pay,” the AI-written section about the food bank section read. “Life is already difficult enough. Consider going into it on an empty stomach.” The article was pulled when Microsoft was asked for comment. The article’s author was merely Microsoft Travel, suggesting real people may not have been involved in its creation. We hope not.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-you-wont-be-able-to-block-elon-musk-or-anyone-else-on-x-111544892.html?src=rss 

Adobe co-founder Dr. John Warnock has passed away at 82

Dr. John Warnock, who co-founded the revolutionary company Adobe, has died aged 82, Adobe announced on Saturday. He is survived by his wife, Marva Warnock, and three children; no cause of death has been released. 

“It is with profound sadness that I share that our beloved co-founder Dr. John Warnock passed away at the age of 82,” wrote Adobe Chair and CEO Shantanu Narayen. “John has been widely acknowledged as one of the greatest inventors in our generation with significant impact on how we communicate in words, images and videos.”

Warnock created Adobe with the late Dr. Charles Geschke in 1982, and served as the company’s CEO until 2000, remaining co-chairman with Geschke until 2017 (Geschke passed in 2021). The company’s original logo was created by Marva Warnock, and Adobe released its debut product, the desktop publishing software Adobe Postscript, in 1984

Adobe went on to launch Photoshop in 1987. It subsequently developed the PDF file format, and released widely used applications like Illustrator, Lightroom, Premiere Pro and After Effects. To that end, the company helped launch the desktop publishing revolution in the ’80s, and offers key tools used for the web, video/audio editing and visual effects used in film and television. 

Warnock was one of the rare CEOs with high-level technical skills. In his 1969 doctoral thesis, he invented the Warnock algorithm for hidden surface determination. He later worked with Geschke at Xerox’s Palo Alto Research Center, but was unable to convince management to commercialize the InterPress graphics language. That led the pair to form Adobe, where they subsequently created PostScript and released it for Apple’s LaserWriter in 1985. Warnock also invented Adobe Illustrator, a drawing program that uses vectors rather than pixels to describe images. 

“My interactions with John over the past 25 years have been the highlight of my professional career,” wrote Narayen. “At breakfasts with John and Chuck, we would imagine the future, however, it was our varied conversations on rare books, art, world history and politics that gave me unique insight into John, who was truly a renaissance man.”

This article originally appeared on Engadget at https://www.engadget.com/adobe-co-founder-dr-john-warnock-has-passed-away-at-82-102540052.html?src=rss 

Russia’s Luna-25 spacecraft crashes into the Moon

Russia’s first attempt to land on the Moon since 1976 has ended in disapppointment. Ten days after its August 10th launch, Russia’s state-run space agency, Roscosmos, confirmed its Luna-25 spacecraft had spun out of control and rammed into the Moon. “The apparatus moved into an unpredictable orbit and ceased to exist as a result of a collision with the surface of the Moon,” Roscosmos explained in a statement. The organization initially reported the incident as an “abnormal situation” before sharing news of the crash. 

Luna-25 was headed to the south pole to find water ice and spend a year analyzing how it emerged there and if there was a link with water appearing on Earth. It was also set to test drive technology and examine the regolith (the soil covering moon rock). The plan was for it to remain in the moon’s orbit for five days before touching down on August 21st. Luna-25 took a range of images pre-crash, including one of the Zeeman crater, near the <oon’s south pole.

🌘 Welcome to the other side of the #moon!

👉 Russia’s #Luna25 has shared first pics of lunar surface – they show Zeeman crater on the moon’s far side.

The ultimate goal is to land on the moon’s South Pole in search of water. Looking forward to new amazing photos from space 😍 pic.twitter.com/kRlnJBFLwM

— Russia 🇷🇺 (@Russia) August 19, 2023

If successful, it would have been the first craft to land on the south pole — a title that may now go to India. Russia was racing to beat India, whose spacecraft launched on July 14th and is expected to land on the Moon on August 23rd.

Countries across the globe are gearing up for their own moon missions. Currently, the United States plans to have humans orbit the Moon in 2024 and land on it in 2025. China, Japan, Mexico, Canada and Israel are among the other nations with active plans to reach the Moon.

This article originally appeared on Engadget at https://www.engadget.com/russias-luna-25-spacecraft-crashes-into-the-moon-093542172.html?src=rss 

Threads web app could arrive this week

Threads by Instagram will get a web version as soon as this week, people familiar with the matter told The Wall Street Journal. Earlier this month, Meta CEO Mark Zuckerberg promised a web version with better search functionality, and Instagram head Adam Mosseri recently said that one is in testing. Currently, a full version of Threads is only available on iOS and Android, with limited read-only functionality on browsers.

A web version is near the top of the list of most-desired features for Threads, but the company is exercising caution with the release. “It’s a little bit buggy right now, you don’t want it just yet,” Mosseri said Friday on Instagram. “As soon as it is ready we will share it with everybody else.”

Threads recently added new features to Threads like the ability to set notifications and view posts in chronological order. The company also started labeling state-controlled media outlets after some were seen posting propaganda. Another new update is the “repost” tab makes it easier to see all reposted content. (X, previously called Twitter, recently renamed “retweets” to the more generic “reposts,” ironically following Threads’ lead.) 

A web version would be coming at a good time for Threads. After a torrid launch with over 100 million users signing on in the first week, the number of daily active users (DAUs) dropped down to 80 percent by mid-August. Still, Threads is by far the most successful alternative to X, which counted around 238 million DAUs in August 2023 and 364 million monthly active users, X reported last year. 

In any case, the launch of a web version will be particularly useful for social media power users, just when Twitter has put one of its key tools for those folks, Tweetdeck, permanently behind a paywall.

This article originally appeared on Engadget at https://www.engadget.com/threads-web-app-could-arrive-this-week-082645402.html?src=rss 

Hitting the Books: Why we haven’t made the ‘Citizen Kane’ of gaming

Steven Spielberg’s wholesome sci-fi classic, E.T. the Extra-Terrestrial, became a cultural touchstone following its release in 1982. The film’s hastily-developed (as in, “you have five weeks to get this to market”) Atari 2600 tie-in game became a cultural touchstone for entirely different reasons.

In his new book, The Stuff Games Are Made Of, experimental game maker and assistant professor in design and computation arts at Concordia University in Montreal, Pippin Barr deconstructs the game design process using an octet of his own previous projects to shed light on specific aspects of how games could better be put together. In the excerpt below, Dr. Barr muses in what makes good cinema versus games and why the storytelling goals of those two mediums may not necessarily align.

MIT Press

Excerpted from The Stuff Games Are Made Of by Pippin Barr. Reprinted with permission from The MIT Press. Copyright 2023.

In the Atari 2600 video game version of the film E.T. the Extra-Terrestrial (Spielberg 1982), also called E. T. the Extra-Terrestrial (Atari 1982), the defining experience is falling into a pit. It’s cruelly fitting, then, that hundreds of thousands of the game’s physical cartridges were buried in a landfill in 1983. Why? It was one of the most spectacular failures in video game history. Why? It’s often put front and center as the worst game of all time. Why? Well, when you play it, you keep falling into a pit, among other things …

But was the video game E.T. so terrible? In many ways it was a victim of the video game industry’s voracious hunger for “sure fire” blockbusters. One strategy was to adapt already-popular movies like Raiders of the Lost Ark or, yes, E.T. the Extra-Terrestrial. Rushed to market with a development time of only five weeks, the game inevitably lacked the careful crafting of action-oriented gameplay backed by audience testing that other Atari titles had. I would argue, though, that its creator, Howard Scott Warshaw, found his way into a more truthful portrayal of the essence of the film than you might expect.

Yes, in the game E.T. is constantly falling into pits as he flees scientists and government agents. Yes, the game is disorienting in terms of understanding what to do, with arcane symbols and unclear objectives. But on the other hand, doesn’t all that make for a more poignant portrayal of E.T.’s experience, stranded on an alien planet, trying to get home? What if E.T. the Extra-Terrestrial is a good adaptation of the film, and just an unpopular video game?

The world of video games has admired the world of film from the beginning. This has led to a long-running conversation between game design and the audiovisual language of cinema, from cutscenes to narration to fades and more. In this sense, films are one of the key materials games are made of. However, even video games’ contemporary dominance of the revenue competition has not been quite enough to soothe a nagging sense that games just don’t measure up. Roger Ebert famously (and rather overbearingly) claimed that video games could “never be art,” and although we can mostly laugh about it now that we have games like Kentucky Route Zero and Disco Elysium, it still hurts. What if Ebert was right in the sense that video games aren’t as good at being art as cinema is?

Art has seldom been on game studios’ minds in making film adaptations. From Adventures of Tron for the Atari 2600 to Toy Story Drop! on today’s mobile devices, the video game industry has continually tried for instant brand recognition and easy sales via film. Sadly, the resulting games tend just to lay movie visuals and stories over tried-and-true game genres such as racing, fighting, or match 3. And the search for films that are inherently “video game-y” hasn’t helped much either. In Marvel’s Spider-Man: Miles Morales, Spider-Man ends up largely as a vessel for swinging and punching, and you certainly can’t participate in Miles’s inner life. So what happened to the “Citizen Kane of video games”?

A significant barrier has been game makers’ obsession with the audiovisual properties of cinema, the specific techniques, rather than some of the deeply structural or even philosophical opportunities. Film is exciting because of the ways it unpacks emotion, represents space, deploys metaphor, and more. To leverage the stuff of cinema, we need to take a close look at these other elements of films and explore how they might become the stuff of video games too. One way to do that in an organized way is to focus on adaptation, which is itself a kind of conversation between media that inevitably reveals much about both. And if you’re going to explore film adaptation to find the secret recipe, why not go with the obvious? Why not literally make Citizen Kane (Welles 1941) into a video game? Sure, Citizen Kane is not necessarily the greatest film of all time, but it certainly has epic symbolic value. Then again, Citizen Kane is an enormous, complex film with no car chases and no automatic weapons. Maybe it’s a terrible idea.

As video games have ascended to a position of cultural and economic dominance in the media landscape, there has been a temptation to see film as a toppled Caesar, with video games in the role of a Mark Antony who has “come to bury cinema, not to praise it.” But as game makers, we haven’t yet mined the depths offered by cinema’s rich history and its exciting contemporary voices. Borrowing cinema’s visual language of cameras, points of view, scenes, and so on was a crucial step in figuring out how video games might be structured, but the stuff of cinema has more to say than that. Citizen Kane encourages us to embrace tragedy and a quiet ending. The Conversation shows us that listening can be more powerful than action. Beau Travail points toward the beauty of self-expression in terrible times. Au Hasard Balthazar brings the complex weight of our own responsibilities to the fore.

There’s nothing wrong with an action movie or an action video game, but I suggest there’s huge value in looking beyond the low-hanging fruit of punch-ups and car chases to find genuinely new cinematic forms for the games we play. I’ll never play a round of Combat in the same way, thanks to the specter of Travis Bickle psyching himself up for his fight against the world at large. It’s time to return to cinema in order to think about what video games have been and what they can be. Early attempts to adapt films into games were perhaps “notoriously bad” (Fassone 2020), but that approach remains the most direct way for game designers to have a conversation with the cinematic medium and to come to terms with its potential. Even if we accept the idea that E.T. was terrible, which I don’t, it was also different and new.

This is bigger than cinema, though, because we’re really talking about adaptation as a form of video game design. While cinema (and television) is particularly well matched, all other media from theater to literature to music are teeming with ideas still untried in the youthful domain of video games. One way to fast-track experimentation is of course to adapt plays, poems, and songs. To have those conversations. There can be an air of disdain for adaptations compared to originals, but I’m with Linda Hutcheon (2012, 9) who asserts in A Theory of Adaptation that “an adaptation is a derivation that is not derivative — a work that is second without being secondary.” As Jay Bolter and Richard Grusin (2003, 15) put it, “what is new about new media comes from the particular ways in which they refashion older media.” This is all the more so when the question is how to adapt a specific work in another medium, where, as Hutcheon claims, “the act of adaptation always involves both (re-)interpretation and then (re-)creation.” That is, adaptation is inherently thoughtful and generative; it forces us to come to terms with the source materials in such a direct way that it can lay our design thinking bare—the conversation is loud and clear. As we’ve seen, choosing films outside the formulas of Hollywood blockbusters is one way to take that process of interpretation and creation a step further by exposing game design to more diverse cinematic influences.

Video games are an incredible way to explore not just the spaces we see on-screen, but also “the space of the mind.” When a game asks us to act as a character in a cinematic world, it can also ask us to think as that character, to weigh our choices with the same pressures and history they are subject to. Hutcheon critiques games’ adaptive possibilities on the grounds that their programming has “an even more goal- directed logic than film, with fewer of the gaps that film spectators, like readers, fill in to make meaning.” To me, this seems less like a criticism and more like an invitation to make that space. Quiet moments in games, as in films, may not be as exhilarating as a shoot-out, but they can demand engagement in a way that a shoot-out can’t. Video games are ready for this.

The resulting games may be strange children of their film parents, but they’ll be interesting children too, worth following as they grow up. Video game film adaptations will never be films, nor should they be—they introduce possibilities that not only recreate but also reimagine cinematic moments. The conversations we have with cinema through adaptation are ways to find brand new ideas for how to make games. Even the next blockbuster.

Yeah, cinema, I’m talkin’ to you.

This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-the-stuff-games-are-made-of-pippin-barr-mit-press-143054954.html?src=rss 

California DMV is investigating a Cruise robotaxi’s collision with a fire truck

Cruise will temporarily be deploying fewer autonomous vehicles in San Francisco while investigators are looking into “recent concerning incidents” involving its fleet. According to The New York Times and TechCrunch, the California Department of Motor Vehicles asked the company to cut its fleet in half after an incident wherein one of Cruise’s robotaxis collided with a fire truck at an intersection. The fire truck had its sirens and red lights on and was responding to an emergency at the time, while the robotaxi has passengers onboard who sustained non-life-threatening injuries. In another, perhaps less controversial, incident a few days before that, a Cruise vehicle got stuck in wet concrete

The DMV said in a statement that its primary focus is “the safe operation of autonomous vehicles and safety of the public who share the road with these vehicles.” It also added that it “reserves the right, following investigation of the facts, to suspend or revoke testing and/or deployment permits” if it determines that a company’s vehicles is a threat to public safety. The agency has asked Cruise to limit its driverless vehicles in operation to 50 during daytime and 150 at night, at least until the investigation is done. 

In an explanation about the collision posted on the company’s website, Cruise’s General Manager for San Francisco, Greg Dietrerich, said the robotaxi identified the emergency vehicle as soon as it came into view. It was also able to distinguish the fire truck’s sirens “as soon as it was distinguishable from the background noise.” However, it wasn’t possible to see vehicles coming from around the corner “until they are physically very close to the intersection” where the incident happened. Further, the autonomous vehicle had trouble predicting the fire truck’s path, because it moved into the “oncoming lane of traffic” to bypass a red light. Dietrerich said Cruise’s AV identified the risk of a collision and hit the brake to reduce its speed, but it wasn’t able to avoid the crash completely due to those conditions. 

The DMV’s request comes just a few days after the California Public Utilities Commission (CPUC) voted in favor of allowing both Cruise and Waymo to charge fares for fully driverless rides any time of the day in San Francisco. Before that, Cruise could only offer fared rides with no safety driver onboard in limited areas of the city between 10PM and 6AM. The only commissioner who voted against the companies’ paid ride expansion argued that the CPUC didn’t have enough information to accurately evaluate the impact of autonomous vehicles on first responders.

This article originally appeared on Engadget at https://www.engadget.com/california-dmv-is-investigating-a-cruise-robotaxis-collision-with-a-fire-truck-093037885.html?src=rss 

Twitch streamers can soon block banned accounts from tuning in

Twitch announced this week that an upcoming change will allow streamers to block banned users from tuning into their streams. “You can choose to have your banned chatters no longer be able to watch the stream,” Senior Product Manager Trevor Fisher revealed on Twitch’s Patch Notes podcast (viaTechCrunch), stressing that the feature won’t be enabled by default. The new blocking feature will roll out in the next few weeks.

“The way that it will work is if you ban somebody and they’re currently watching, then the stream playback will be interrupted for them so that they immediately lose the ability to view the stream,” he explained. “And then if you go offline, you stream again, they won’t be able to watch your subsequent streams either until you choose to un-ban them.” He said it would have the same effect regardless of whether the streamer or a moderator bans someone: That person can’t watch your streams until they’re unblocked.

One significant limitation to the new feature is that it only applies to logged-in users: Anyone viewing a stream while logged out of their account can still watch it. Twitch isn’t blocking IP addresses (at least for now), which leaves room for the noteworthy exception.

Fisher stressed that this is an incremental change that only partially addresses some of the platform’s moderation problems, including multiple women accusing Twitch streamers of sexual abuse and misconduct. Other moves to address the issue have included adding a one-button anti-harassment tool, enhancing its reporting and appeals process, rewriting its community policies and taking a stronger stance against deepfakes. “We know that this is an area where people want us to do more, and it’s just been shipping off one part of the problem at a time,” Fisher said.

This article originally appeared on Engadget at https://www.engadget.com/twitch-streamers-can-soon-block-banned-accounts-from-tuning-in-195923803.html?src=rss 

Sorry, you won’t be able to block Elon Musk (or anyone else) on X

Elon Musk isn’t quite done making major changes to X. The platform’s owner and chief technical officer says the service formerly known as Twitter is getting rid of the option to block other users, except for when it comes to DMs. Musk, who has previously signaled his desire to remove the feature, suggested it “makes no sense” to block other users instead of muting them. The mute option will still be available.

Many people use the block feature to protect themselves from harassment. It’s long been a key safety feature of the platform and nixing it opens the door to users perhaps seeing more hateful content they don’t want to deal with in their feeds and notifications. Moreover, as CNBC points out, some users block advertisers and brands they don’t want to see, which (were enough people to do that) could have a notable impact on X’s bottom line.

It makes no sense

— Elon Musk (@elonmusk) August 18, 2023

In the spring, X killed off the platform’s free API, which broke many third-party apps. Just one year earlier, Twitter (as it was known at the time) started recommending third-party apps for people to use to mitigate harassment on the platform. One of those tools, Block Party, has since abandoned Twitter in the wake of the API changes.

On a related note, soon after Musk posted about the plan to remove the block function, rival service Blueskywent down. It may be that more X users are looking for a life raft as the platform becomes less palatable for them.

This article originally appeared on Engadget at https://www.engadget.com/sorry-you-wont-be-able-to-block-elon-musk-or-anyone-else-on-x-184331733.html?src=rss 

Sega completes purchase of Rovio for $776 million

Sega Sammy has completed its purchase of Angry Birds developer Rovio, officially plunking down a cool $776 million to acquire the company. The deal was first floated back in April, but both companies had to jump through some finalization and regulatory hoops. Sega’s hoping the purchase will give them a stronger foothold in the mobile space, despite the golden days of Angry Birds fandom passing almost 15 years ago.

However, Rovio is not just the one IP. Beyond Angry Birds and its many spinoff games, the company is known for the match-three puzzler Sugar Blast and the narrative mystery title Small Town Murders. Okay, those aren’t exactly high-profile IPs, but Sega gets something beyond recognizable franchise titles with this purchase. It gets a ready-made infrastructure for developing, publishing and advertising mobile games. This means it can hit the ground running when making mobile titles based on its own IPs, like Sonic, Samba de Amigo, Persona, Football Manager and others. There’s also hundreds of older games just waiting for mobile ports.

Back in April, CEO Haruki Satomi said that “the mobile gaming market has especially high potential, and it has been Sega’s long-term goal to accelerate its expansion in this field.”

Beyond Sega’s pre-existing franchises, the company will likely continue with more Angry Birds mobile games. Despite losing some of that late 2000s luster, Angry Birds is still a fairly hot commodity, with related movies, TV shows and even a bizarre restaurant in New York City. Maybe pairing up those annoyed avians with a certain blue hedgehog will bring the one-time mobile smash back into the collective consciousness. Now, who’s up for flinging Knuckles into a bunch of pigs?

This article originally appeared on Engadget at https://www.engadget.com/sega-completes-purchase-of-rovio-for-776-million-191525883.html?src=rss 

Lamborghini’s new all-electric concept car was inspired by spaceships

Lamborghini, known for enabling many a mid-life crisis, revealed a new EV concept vehicle at Monterey Car Week, after teasing the announcement a few day ago. The all-electric Lamborghini Lanzador boasts all kinds of high-tech bells and whistles, with a design actually inspired by spaceships. This grand tourer (GT) vehicle features plenty of infotainment features, with a large Y-shaped center console bridge and a slim dashboard for making adjustments.

The driver also has instant access to climate controls and various digital functions via an integrated “pilot’s unit.” This unit also allows access to an array of driving modes via the company’s ANIMA control system. There’s even retractable displays that stream pertinent information to passengers regarding speed, distance, climate, entertainment and more.

As for the design, the driver and passenger sit low to the ground, as if in a jet, and are separated by that center console. The company says the interior is “unexpectedly roomy”, despite a roof height of around 1.5 meters, further increasing the car’s low-to-the-ground proportions. The rear space can be used to store luggage and other necessities, and there’s a concealed trunk under the front bonnet for more storage options.

Design is cool and all, but what about all of those internal speed-enhancing goodies? The Lanzador includes high-powered electric motors on each axle, with a peak power of over one megawatt. There’s all-wheel drive with e-torque on the rear axle for improved cornering. Lamborghini says it’s all powered by a “new generation high-performance battery” and ensures a long driving range, but didn’t announce the actual mileage per charge. The company also says that the car’s aerodynamic design should further increase real-world mileage.

Though strictly a concept car, Lamborghini says the Lanzador is not merely a “whim of designers and engineers” and provides a “concrete preview” of production vehicles that will begin rolling out in 2028. To that end, there’s an emphasis here on eco-friendly design materials, like Merino wool, sustainably tanned leather and recycled carbon. This also adds further proof that the company is serious about going all-electric by 2030.

This article originally appeared on Engadget at https://www.engadget.com/lamborghinis-new-all-electric-concept-car-was-inspired-by-spaceships-174550629.html?src=rss 

Generated by Feedzy
Exit mobile version