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Bose’s Soundlink Plus Is the Midsize Banger You Didn’t Know You Needed

Bose’s Soundlink Plus Is the Midsize Banger You Didn’t Know You Needed

With so many Bluetooth speakers out there, and more arriving almost daily, it can be easy to underestimate one that dwells in the middle ground. Sandwiched between the packable Soundlink Flex and the beefy Soundlink Max (9/10, WIRED Recommends), Bose’s new midsize Soundlink Plus (no, these aren’t streaming services) carves out its own niche thanks largely to winning sound with equal parts nuance and bravado.

Like its siblings, the Plus looks and feels like a premium speaker with an accordingly premium price; it’s dressed to the nines, especially fetching in the Citrus Yellow color I reviewed, but bears commensurate dust- and waterproofing for good defense against the elements. Medium build notwithstanding, this is still a hefty package, but if you’re after a good compromise between boombox might and breezy portability, the Soundlink Plus abides.

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Photograph: Ryan Waniata

There’s style in the Sound Plus’s minimalism, with a sleek yet strong powder-coated steel grille, supple touch keys along its rubberized topside, and a hearty checkered nylon handle at the side that makes it easier to haul (or hang).

At the back are vents for its four bass radiators and an open USB-C port. A point of note there: the Plus is fine to dunk given its IP67 rating, and it even floats, but you’ll need to wait for the port to dry before charging. That’s further notable given that, like the Max, the Plus takes a sluggish five hours to charge its 20-hour battery from zero. That said, it didn’t take long for the orange-and-white flashing LED to return to solid white following a bath in my laundry sink, signaling a clear and ready port.

Measuring 9.1 x 3.94 x 3.4 inches (WxHxD) and weighing over 3 pounds, this is not the most packable speaker, but it’s still game for the open road. It took me a while to get used to its heft, but it fared well on its first task after unboxing, a camping trip in the Columbia River Gorge. If it seems risky taking a shiny new lemon-meringue speaker into the dusty woods, you’re not wrong, but I was pleasantly surprised by how well the speaker cleans up. You’ll inevitably attract some marks, though, and the Dusk Blue and Black should age better.

Whatever the color, I dig the Plus’ aesthetic, and so did most people I showed it to (though they mostly remarked on the great sound). It feels nice to the touch, and both the look and build quality seem a step above flack-jacketed rivals like the JBL Charge 6 and UE MegaBoom 4. I’d still prefer either of those speakers for a hard fall—not because the Bose wouldn’t survive, it’s just more likely to get nicks or dents. The Charge 6’s IP68 rating theoretically gives it bragging rights for water resistance, but all three are dunkable, like most speakers we test.

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Photograph: Ryan Waniata

Soundlink Plus features seem a little austere at first glance, but there’s enough here to keep away feature envy. The unified Bose app’s compact interface will be familiar to anyone with Bose headphones, with options like the ability to connect to two devices over Bluetooth multipoint, a three-band EQ and presets, and monitoring for battery and volume.

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Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequelBack in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”Image: Metanet SoftwareAs creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.Andrew WebsterCloseAndrew WebsterSenior entertainment editorPosts from this author will be added to your daily email digest and your homepage feed.FollowFollowSee All by Andrew WebsterEntertainmentCloseEntertainmentPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All EntertainmentGamingCloseGamingPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All GamingInterviewCloseInterviewPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All InterviewReportCloseReportPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All Report#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report

N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.

#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequel

Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report
After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman">Reid Hoffman is leaving Microsoft’s board to go ‘founder mode’ with startup Manus | TechCrunch
After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for .2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first  billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for 0 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.







Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over  million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention. 

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.
#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman

company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman">Reid Hoffman is leaving Microsoft’s board to go ‘founder mode’ with startup Manus | TechCrunch

After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman

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