martes, 22 de septiembre de 2020

What Is SOMA's Safe Mode?

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!

lunes, 21 de septiembre de 2020

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sábado, 12 de septiembre de 2020

Game 378: Goodcode's Cavern (1982) And Romero/Carmack Corrections

            
Goodcode's Cavern
United States
Gebelli Software (publisher)
Released 1982 for Atari 800
Date Started: 3 September 2020
Date Ended: 3 September 2020
Total Hours: 2
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
     
In today's edition of "If It Were Any Good, It Wouldn't Have Taken 10 Years to Show Up on MobyGames," we have Goodcode's Cavern, also known as Dr. Goodcode's Cavern (the box cover, title screen, and manual all slightly disagree). This all-text game plays like a combination of The Devil's Dungeon (1978), with its numbered rooms and magic wand as the only piece of player inventory, and Rodney Nelsen's Dragon Fire (1981), with its randomly-generated room descriptions. Its concepts are basic enough, however, that it might have been influenced by neither.
     
The setup is that Doctor Goodcode has purchased a mansion and found the caverns beneath it inhabited by monsters. He wants you, an adventurer, to clean it out. Thus begins your exploration of a randomly-generated three-level dungeon with 80 rooms per level. Your goal is to make it to the exit with as much treasure and as many kills as possible.
             
Stepping into the first room.
        
There's no character creation process. Everyone seems to start with a strength of 86 and no assets except a magic wand with three charges. The dungeon is laid out like a node map, with each room connecting to up to four others in the four cardinal directions. You can wind your way through all 80 rooms on each level in numerical order or watch for the occasional opportunity to jump from, say, Room 40 to Room 57. That's about the only "choice" you get in the game.
  
As you enter each room, the game draws from a collection of random terms and phrases, so one might be described as a "light blue room with a wooden floor" and the next a "ruby red room with a dirt floor." A selection of atmospheric effects finalizes the description: "There is a pool of blood"; "It smells like a fire"; "It is very musty in here." Each room can have nothing, some gold pieces strewn about, or an encounter with a monster.
          
This room is pink with a thick carpet and there's moaning.
           
Monsters include snakes, orcs, alligators, tigers, vampires, wild dogs, frogs, and cave bears. Each has a randomly-selected descriptor and color, so you might get a "mean white snake" or a "gruesome russet wild dog" or a "mammoth yellow vampire." Not only that, but there's a random exclamation before the monster ("Hot tacos!"; "Jiminy Cricket!") and each monster has a random behavioral descriptor after his name; for instance, "he is starting towards you" or "he is looking hungry." Each monster also has a strength level. Your only options are to "Defend" (which seems to do nothing), "Attack," or zap the creature with your magic wand. The latter kills everything instantly, but you only have three charges to start.
              
Hot tacos indeed. Although I suspect if I saw a blue grizzly bear, I'd start blaming something else I got in Mexico.
             
Attacking pits your strength against the monster level, and behind a bunch of colorful flashes, the game calculates how much health you and the monster lose. Some battles take up to three rounds. If you win, you get whatever treasure that monster was carrying, which again is drawn from a list of random descriptions and values. You might find an "ugly iron ring" worth nothing or a "bright gold chalice" worth 11,000 gold pieces. You only have 20 treasure slots, so you often find yourself discarding cheap treasures to make room for more expensive ones. There are no other inventory items in the game.
          
Finding a "nickel headband" and then checking my status.
        
As you defeat monsters, your level goes up, and I guess maybe it improves your odds in future combats. If so, it's not really palpable. Leveling is a bit weird, because it's expressed as two numbers, like "1-40" or "2-67." I couldn't tell where the first number rolls over; I think my winning character got to "2-110." Equally mysterious is how health regenerates. Your health is represented as a percentage--the higher the more you're wounded--and sometimes it seems to drop as you move between safe areas, but other times it remains stubbornly the same.
        
The mammoth russet vampire was a little too much for me, so I zapped him with the wand. I'm glad I did, because the colossal gold knife was worth a lot of money.
        
In addition to regular monsters, demons of various colors and descriptions (e.g., "yellow cave demon"; "pink sewer demon") pop up randomly and extort gold from you under a variety of excuses, including loans, protection money, and buying tickets to the "demon's ball." They ask for relatively little gold, and you can't fight them anyway, so there's nothing to do but hit B)ribe and pay them. Their demands don't even get more expensive on lower levels. It's a very weird dynamic.
          
A demon convinces me to pay reparations.
         
The game has an odd fixation with color. Not only do you get color descriptions for the rooms, monsters, and treasure, but the main screen frequently changes color, flashes different colors when combat is happening, and sticks different colored boxes randomly on the sides of the screen. I guess the developer was just showing off the capabilities of the system. It didn't affect my experience either way; I just found it strange.
    
If you die at any point, you can quickly hit the joystick button to resurrect in the same room for a minimal cost, but it fails about half the time.
              
No, but you can resurrect me.
         
Room 80 of the first two levels is a special room where a demon will buy your treasures for cash and then sell you food, a compass, information, or an extra two "zaps" for the wand. I have no idea what food does; buying it seemed to have no effect. Ditto the compass. "Information" resulted in nonsense clues (e.g., "you will meet a tall dark stranger") whenever I tried. The extra zaps are priceless, though, and you can make more than enough money on Level 1 to ensure that you can just use your wand to blast through the next two levels, although using the wand nets you no experience.
         
Room 80 on Level 1.
        
Room 80 on Level 3 presents you with a "wizened old man" seated at an organ. The door slams shut behind you, and your wand starts to flicker. This seems like an obvious clue to Z)ap the wand, but in fact it doesn't matter what action you take; the outcome is the same: you win the game and the program recaps the amount of treasure you collected and the number and strength of monsters you killed. Presumably, you're meant to keep replaying for higher scores.
    
The winning screens.
         
This is the sort of game that I would have seen in a bargain bin at Electronics Boutique in 1984. I would have been suspicious of its $7.95 price sticker, assuming it couldn't possibly deliver much content for that price, but I would have bought it with hope anyway, taken it home, and tried my best to supplement my wanderings with my own imagination, pretending I was having fun, but feeling in some vague way that there must be more to life than this.
           
Cavern barely passes as an RPG. It has one inventory item that you can choose to use; I guess it has some statistics behind the combat; and there is that mysterious "level." It gets only a 10 on the GIMLET, with 2s in economy, interface, and gameplay and 0s and 1s in everything else. I can't find the game even mentioned in a contemporary source, let alone reviewed.
         
I have no idea what's happening here.
                  
Dr. Goodcode, whoever he was, never made another appearance (search the name without Cavern and you get nothing). The rest of the title screen is equally mysterious. If the dedicatee, "Kitty Goodcode," wasn't a James Bond girl, she also wasn't anyone else as far as I can tell. Perhaps the only notable thing is that it was published by Gebelli Software, which was a short-lived California-based enterprise from Nasir Gebelli, the famed Apple II developer who went on to work on the Final Fantasy series at Square. I'm participating in a podcast with John Romero later in September, and I know he knows Gebelli, and I suppose I could ask him to ask Gebelli to confirm who Dr. Goodcode was, but .  . . there are times that tracking down the original developers to some of these 1980s games honors them, and there are times that it doxxes them. This seems like one of the latter.
   
But since I was only able to get 1,200 words out of Goodcode's Cavern, let me use the rest of this space to explore a lesson that I recently learned about secondhand journalism. A few years ago, in writing about Dark Designs III: Retribution! (1991), I wrote the following:
            
1991 was a major transition year for Carmack and his new partner, John Romero. At the age of 20, Carmack had gotten a job two years prior at Softdisk, largely on the strength of his Dark Designs series. But he and the other developers grew to despise the sweatshop-like atmosphere of Softdisk and the monthly programming demands. He and Romero began moonlighting by selling their own games--principally the Commander Keen series--as shareware on bulletin board services. When Softdisk found out about these games, and that the pair had been using the company's computers to write them, both threats of a lawsuit and offers of a contract followed. The messy result was that Carmack and Romero left the company but agreed to continue to produce one game every 2 months for Softdisk's magazines. Thus, a couple years later, after the team had changed the gaming world forever with Wolfenstein 3D and DOOM, you see them credited on the occasional diskmag title like Cyberchess and Dangerous Dave Goes Nutz!
            
I had consulted several sources to assemble that paragraph, including one that purported to have interviewed both Carmack and Romero in detail, and I was pretty confident in what I had. Fast forward to a few weeks ago, when John Romero (who I didn't even know was aware of my blog) invited me to participate in a podcast interview of Stuart Smith. (We're recording in mid-September; I'll let you know when it's out.) I took the opportunity to run the paragraph by him and found out that almost everything I'd written was wrong. To wit:
          
  • I was a year late; 1990 was the year most of this happened. Romero worked at Softdisk prior to Carmack and was actually the one who hired Carmack, not because of Dark Designs but because of a tennis game plus his obvious facility with programming.
  • Romero and Carmack loved working at Softdisk and only left because it was the wrong sort of publisher to take advantage of the horizontal scrolling technology that the duo would use in Wolfenstein 3D and DOOM.
  • It was actually the president of Softdisk, Al Vekovius, who suggested that Carmack, Romero, and Tom Hall start their own company. There were no lawsuits and no threats; Carmack and Romero kept working for Softdisk for a year to avoid leaving the company in a lurch.
  • The reason Carmack and Romero are credited on so many Softdisk titles stretching into the mid-1990s is that those titles used technology and code that Carmack and Romero had created. They otherwise had no involvement in games like Cyberchess and Dangerous Dave Goes Nutz!
      
All of this has been a lesson in putting too much faith in secondary sources, even when they agree and everything seems to fit together logically. I didn't get into this gig to be a journalist, and I have no formal training in journalism, but clearly my blog has veered in that direction at least occasionally, and as such, I need to adopt stricter rules for my use of sources, to make it clear when I'm speculating based on limited evidence, and to always see primary sources when they're available. I'm still working on these "rules," but they stopped me here in speculating on the identity of Dr. Goodcode even though I have a pretty good idea of who he is.
     
Sorry for the otherwise short entry, but you'll see a few more of these in September, as I have to devote more time to getting my classes going. Hopefully for the next entry, I can make some progress on The Summoning.
    

The Inspirations Of Oceanhorn 2: Knights Of The Lost Realm - Part 1

The best thing about being a small team of developers is that we get to come to work and exchange opinions on what games we played lately, what retro titles our colleagues should check out, and what we could learn from the design of this or that game.


By popular demand, we decided to go over some of the games we think had some influence on our work for the Oceanhorn series, and in particular on its newest chapter, Knights of the Lost Realm.

   


Our first guest is Miko, Cornfox & Bros Game Artist. "I work very closely with Heikki (Cornfox's Creative Director) to create the visual style of the game. I focus mostly on environment art, but have worked on other things as well," says Miko, "We're trying to capture the feel of the original Oceanhorn, but the transition to the new Unreal Engine physic-based rendering opened up new possibilities for the series."  




Knights of the Lost Realm sports a world inspired by quite many late-90s RPG games: in contrast to what came before, often set in a medieval world of knights and castles, here we have both technology and industrial elements seamlessly integrated into a "classic" RPG setting. Breath of Fire 3, Grandia and Alundra (all from 1997) are good examples of this style, where coal, electricity, and gritty backdrops are mixed with classic RPG stuff.






"The world of Oceanhorn 2 is not completely industrialized, and in most areas it doesn't go as far as many of the environments do in FFVII, for example." continues Miko, "We are big fans of this classic though, and one can most likely see the influence Midgar had had on Arcadia's capital, the White City. Like Midgar, it has a circular design and you can see gigantic pipes rising over the walls of the city, but unlike Midgar it's not a dystopia. The White City is a beautiful and bright place, where the sun is always shining. In a way, we try to bring the scale of things to a level similar to what you see in FFVII: even if we use a different aesthetic approach, you feel like you could easily just walk on the pipes."



The more advanced technology in Oceanhorn 2 quite often have rounder and smoother shapes, much like some of the vehicles found in Akira Toriyama's work. The Yellow Bird, Trin's airship, is the perfect example of this rounder design. The most advanced Arcadian tech takes this up a notch, featuring an even sleeker and aggressive design, inspired by modern sports cars or jet planes.


"And then we have the Living Fortresses," says Miko, "compared to the original Oceanhorn, we had a bit more technical freedom with the art, so we tried to make them look even more sophisticated and dynamic. If the Living Fortress in the first title was our version of the Metal Gear Rex, the Living Fortresses in Oceanhorn 2 are an evolution on that, Cornfox's Metal Gear Rays."


If you want to know more about the games and styles that inspired us during the development of Knights of the Lost Realm, stay tuned for Part 2!

viernes, 4 de septiembre de 2020

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lunes, 31 de agosto de 2020

APT Hackers Exploit Autodesk 3D Max Software For Industrial Espionage

It's one thing for APT groups to conduct cyber espionage to meet their own financial objectives. But it's an entirely different matter when they are used as "hackers for hire" by competing private companies to make away with confidential information. Bitdefender's Cyber Threat Intelligence Lab discovered yet another instance of an espionage attack targeting an unnamed international

via The Hacker News

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domingo, 30 de agosto de 2020

DSniff


"dsniff is a collection of tools for network auditing and penetration testing. dsniff, filesnarf, mailsnarf, msgsnarf, urlsnarf, and webspy passively monitor a network for interesting data (passwords, e-mail, files, etc.). arpspoof, dnsspoof, and macof facilitate the interception of network traffic normally unavailable to an attacker (e.g, due to layer-2 switching). sshmitm and webmitm implement active monkey-in-the-middle attacks against redirected SSH and HTTPS sessions by exploiting weak bindings in ad-hoc PKI." read more...

Website: http://www.monkey.org/~dugsong/dsniff/

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Learning Web Pentesting With DVWA Part 6: File Inclusion

In this article we are going to go through File Inclusion Vulnerability. Wikipedia defines File Inclusion Vulnerability as: "A file inclusion vulnerability is a type of web vulnerability that is most commonly found to affect web applications that rely on a scripting run time. This issue is caused when an application builds a path to executable code using an attacker-controlled variable in a way that allows the attacker to control which file is executed at run time. A file include vulnerability is distinct from a generic directory traversal attack, in that directory traversal is a way of gaining unauthorized file system access, and a file inclusion vulnerability subverts how an application loads code for execution. Successful exploitation of a file inclusion vulnerability will result in remote code execution on the web server that runs the affected web application."
There are two types of File Inclusion Vulnerabilities, LFI (Local File Inclusion) and RFI (Remote File Inclusion). Offensive Security's Metasploit Unleashed guide describes LFI and RFI as:
"LFI vulnerabilities allow an attacker to read (and sometimes execute) files on the victim machine. This can be very dangerous because if the web server is misconfigured and running with high privileges, the attacker may gain access to sensitive information. If the attacker is able to place code on the web server through other means, then they may be able to execute arbitrary commands.
RFI vulnerabilities are easier to exploit but less common. Instead of accessing a file on the local machine, the attacker is able to execute code hosted on their own machine."
In simpler terms LFI allows us to use the web application's execution engine (say php) to execute local files on the web server and RFI allows us to execute remote files, within the context of the target web server, which can be hosted anywhere remotely (given they can be accessed from the network on which web server is running).
To follow along, click on the File Inclusion navigation link of DVWA, you should see a page like this:
Lets start by doing an LFI attack on the web application.
Looking at the URL of the web application we can see a parameter named page which is used to load different php pages on the website.
http://localhost:9000/vulnerabilities/fi/?page=include.php
Since it is loading different pages we can guess that it is loading local pages from the server and executing them. Lets try to get the famous /etc/passwd file found on every linux, to do that we have to find a way to access it via our LFI. We will start with this:
../etc/passwd
entering the above payload in the page parameter of the URL:
http://localhost:9000/vulnerabilities/fi/?page=../etc/passwd
we get nothing back which means the page does not exist. Lets try to understand what we are trying to accomplish. We are asking for a file named passwd in a directory named etc which is one directory up from our current working directory. The etc directory lies at the root (/) of a linux file system. We tried to guess that we are in a directory (say www) which also lies at the root of the file system, that's why we tried to go up by one directory and then move to the etc directory which contains the passwd file. Our next guess will be that maybe we are two directories deeper, so we modify our payload to be like this:
../../etc/passwd
we get nothing back. We continue to modify our payload thinking we are one more directory deeper.
../../../etc/passwd
no luck again, lets try one more:
../../../../etc/passwd
nop nothing, we keep on going one directory deeper until we get seven directories deep and our payload becomes:
../../../../../../../etc/passwd
which returns the contents of passwd file as seen below:
This just means that we are currently working in a directory which is seven levels deep inside the root (/) directory. It also proves that our LFI is a success. We can also use php filters to get more and more information from the server. For example if we want to get the source code of the web server we can use php wrapper filter for that like this:
php://filter/convert.base64-encode/resource=index.php
We will get a base64 encoded string. Lets copy that base64 encoded string in a file and save it as index.php.b64 (name can be anything) and then decode it like this:
cat index.php.b64 | base64 -d > index.php
We will now be able to read the web application's source code. But you maybe thinking why didn't we simply try to get index.php file without using php filter. The reason is because if we try to get a php file with LFI, the php file will be executed by the php interpreter rather than displayed as a text file. As a workaround we first encode it as base64 which the interpreter won't interpret since it is not php and thus will display the text. Next we will try to get a shell. Before php version 5.2, allow_url_include setting was enabled by default however after version 5.2 it was disabled by default. Since the version of php on which our dvwa app is running on is 5.2+ we cannot use the older methods like input wrapper or RFI to get shell on dvwa unless we change the default settings (which I won't). We will use the file upload functionality to get shell. We will upload a reverse shell using the file upload functionality and then access that uploaded reverse shell via LFI.
Lets upload our reverse shell via File Upload functionality and then set up our netcat listener to listen for a connection coming from the server.
nc -lvnp 9999
Then using our LFI we will execute the uploaded reverse shell by accessing it using this url:
http://localhost:9000/vulnerabilities/fi/?page=../../hackable/uploads/revshell.php
Voila! We have a shell.
To learn more about File Upload Vulnerability and the reverse shell we have used here read Learning Web Pentesting With DVWA Part 5: Using File Upload to Get Shell. Attackers usually chain multiple vulnerabilities to get as much access as they can. This is a simple example of how multiple vulnerabilities (Unrestricted File Upload + LFI) can be used to scale up attacks. If you are interested in learning more about php wrappers then LFI CheetSheet is a good read and if you want to perform these attacks on the dvwa, then you'll have to enable allow_url_include setting by logging in to the dvwa server. That's it for today have fun.
Leave your questions and queries in the comments below.

References:

  1. FILE INCLUSION VULNERABILITIES: https://www.offensive-security.com/metasploit-unleashed/file-inclusion-vulnerabilities/
  2. php://: https://www.php.net/manual/en/wrappers.php.php
  3. LFI Cheat Sheet: https://highon.coffee/blog/lfi-cheat-sheet/
  4. File inclusion vulnerability: https://en.wikipedia.org/wiki/File_inclusion_vulnerability
  5. PHP 5.2.0 Release Announcement: https://www.php.net/releases/5_2_0.php


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