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The European Union should have campaigned for Remain in the June 2016 vote so it could have confronted "lies" spread by Brexiteers, a senior German politician has said, as he backed calls for a second referendum.

Elmar Brok, an MEP and close ally of Chancellor Angela Merkel, told German newspaper FAZ that a second vote could avoid a chaotic Brexit. 

"If there is no exit agreement by March 29 2019 a hard Brexit will occur. So a referendum in December or January…could avert a hard Brexit," said Mr Brok, the Brexit Co-ordinator of the European People’s Party.

He added, in remarks likely to infuriate Brexiteers, that the EU should have been allowed to take part in the referendum campaign in the…

It shouldn’t come as much of a surprise to hear confirmation Grand Theft Auto 5, a game released in 2013, will not get a single-player expansion, however disappointing that may be.

Now, though, and from what I can tell is for the first time, Rockstar has explained why GTA 5 ended up without a big story add-on.

In a Q&A with Game Informer, Rockstar director of design Imran Sarwar said the company didn’t think single-player expansions for GTA5 “were either possible or necessary”.

Rockstar had released single-player expansions for previous Grand Theft Auto games and Red Dead Redemption, and very good and successful they were, too. But in a post GTA Online world, a world in which the online portion of GTA5 continues to bring in millions of dollars each month, a single-player expansion for GTA5 never materialised.

“No, it was not really a conscious decision, it’s just what happened,” Sarwar said of the lack of single-player expansions.

“We would love to do more single-player add-ons for games in the future. As a company we love single-player more than anything, and believe in it absolutely – for storytelling and a sense of immersion in a world, multiplayer games don’t rival single-player games.

“With GTA 5, the single-player game was absolutely massive and very, very complete. It was three games in one. The next-gen versions took a year of everyone’s time to get right, then the online component had a lot of potential, but to come close to realising that potential also sucked up a lot of resources. And then there are other games – in particular Red Dead Redemption 2.

“The combination of these three factors means for this game, we did not feel single-player expansions were either possible or necessary, but we may well do them for future projects.

“At Rockstar, we will always have bandwidth issues because we are perfectionists and to make huge complex games takes a lot of time and resources. Not everything is always possible, but we still love single-player open-world games more than anything. I don’t think you could make a game like GTA5 if you did not like single-player games and trying to expand their possibilities!”

So that’s that. GTA5 won’t get a single-player expansion. But Red Dead Redemption 2 may. Speaking of Red Dead Redemption 2, Sarwar said the rollout of updates for GTA Online may change a little in order to encourage players to to try Red Dead Redemption 2 and its mystery online portion.

When asked how much life is left in GTA Online, Sarwar replied:

“We don’t yet have a fixed end point in mind, but the rollout of updates may change a little in order to encourage players to try Red Dead Redemption 2 when it launches. It would be great to have players splitting time between two incredible worlds, but we shall see how things evolve.

“One of the enjoyable things about working on a project like this is that you can iterate quickly, and change and evolve plans fairly quickly too, so we don’t have to be as clear in our plans as with other projects.”

An untraceable, undetectable gun which can be produced with a 3D printer may soon be accessed by anyone on the internet.

It comes after a self-described anarchist pledged to put blueprints for the 3D-printable firearms online. The blueprints are now at the center of America’s latest gun debate.

Cody Wilson, a champion of gun-rights and self-professed anarchist from Texas, has been engaged in a legal battle with the government to share his manual with the public.

Opponents fear terrorists and criminals will exploit the loophole to produce guns, making it a threat to public safety.

But those pushing for the plans to be released argue the ban is a crackdown on freedom of speech.

The plastic gun…

There was a Sonic the Hedgehog game that came out a short while ago, you might have noticed. It was also a mighty fine Sonic the Hedgehog game, too, restoring a little swagger and glory to the series thanks to the efforts of Christian Whitehead and his team with the outstanding Sonic Mania.

And within the next few weeks, hot on the heels of a critical highpoint for Sega’s mascot in the modern era, there’s another Sonic the Hedgehog game due out. Sonic Forces is the next mainline entry, coming some six years after the fairly decent Generations, and four years after the not-so-great Lost World. Where exactly will this one land? I’m not entirely sure just yet, but I was interested to find what impact the success of Sonic Mania has had on the series – and whether any old Sonic Team series might be due a revival at any point in the future. Shun Nakamura, game designer and producer at Sonic Team, answered my questions in Tokyo late last month.

With Sonic Mania, did the appetite for a traditional 2D Sonic surprise you?

Shun Nakamura: I wasn’t that surprised – I know the 2D games are easy to understand, easy to access as a game for a lot of people. And we’ve got a huge classic Sonic fanbase, that’s always craving for that kind of content. Because it’s an easy game to sit down and play, when you release it a lot of people are going to get excited about it, especially if it’s going to be a Sega title with Sonic the Hedgehog coming back into this very familiar 2D action game. There are a lot of 2D titles out there – maybe because it was Sonic coming back into this classic world, that’s what pushed its popularity.

It’s one of the best received Sonic games, critically, for quite some time. Seeing that kind of reaction, has that made you take stock and rethink your approach with your own games?

Shun Nakamura: It was very interesting for me to see Sonic Mania come out, get very high scores and have people praise the game. From the team’s perspective, we’re still going to be making 3D games for the audience that likes that style of Sonic – when we see the reactions that Mania got, the entire team sat down and thought it was really interesting, and we should break down what people liked about Mania, and in the future – when we build our 3D games – see what essence we can take from Sonic Mania and put into a 3D world, to give people what they’re looking for and that they’ve found in Sonic Mania.

One thing that Mania did really well was nailing that feel of Sonic, the feeling of speed and momentum, and it’s something I think even Dimps struggled to capture with Sonic 4. Have you spoken to Christian Whitehead about what it is about that feel that really resonates with people – and is it something you want to emulate in your own games?

Shun Nakamura: It wasn’t really direct contact with Christian and Sonic Team, but Iizuka-san [head of Sonic Team] is located in Los Angeles – he was managing the approvals for Sonic Mania, he worked on the classics games and working with the team to make sure they had that classic feel. He was working with them to make it true to what a classic Sonic game was – he was the one saying ‘in Sonic Mania they’re doing this, you might want to add something to Forces to tie it together in some way’. But the team was very aware of what Sonic Mania was – while they were making Forces which stared many years before Sonic Mania!

When it comes to building something like Sonic Forces, it’s got such a wide fanbase – you’ve got people like me with greying beards, who played Sonic the Hedgehog when we were nine or ten, then you’ve got our kids and they want a very different thing – it must be difficult. What kind of audience are you going for with Forces? And do you sometimes see resistance from grumpy old men like me?

Shun Nakamura: Really the core audience the team was trying to get is the people who like those modern Sonic games – and even reaching beyond that core group of Sonic Fans, we created the create your own hero feature, and we’re trying to get some of the younger kids who enjoy customising things. That’s really the core main group we’re targeting when we’re making this game. From a strategic standpoint, what we really wanted to do was have two titles and not have them fight it out to see who wins. There’s the classic game that classic Sonic fans will love and get excited for – and maybe they’ll go onto Sonic to try a modern Sonic game. We wanted those fans to get what they wanted, but also maybe try something new. From a reverse standpoint, we wanted to reintroduce classic Sonic to fans of the modern games – and maybe bring our group of very divided fans together.

Having those two strands has worked quite well. Is that something you’d like to continue doing?

Shun Nakamura: That’s maybe a question more for the US team! From our perspective what we’ve seen right now of these classic Sonic fans being really happy about getting classic Sonic content is going to make us think about how we can make sure they’re happy in the future. There’s nothing to present now – but we’re all watching what’s happening this year, and it’s going to be a positive year, and we want to think about how we can do this again so that people can get what they want.

You’re bringing back Shadow for the first time in a while. Some people love him, some people not so much. Why did you want to bring him back now?

Shun Nakamura: Sonic Mania’s an expansion of the classic series – we released that for people who wanted to see what’s next after Sonic & Knuckles. Sonic Forces continues from Unleashed, Colours, Generations – it’s for that fanbase. Shadow, we wanted to bring in as he’s an extremely popular character with another subgroup of our fans – the ones who grew up playing the Adventure series. Putting Shadow into the game gets our Adventure fans really excited. He does appear in Forces as an enemy, and the additional content we’re making will dig into the story a bit more. It’s about making sure all the groups and all the people of different ages are going to find something in all the games we’re releasing.

Speaking of subsets of fans… When it comes to Sonic fans, there’s a lot of artwork on the internet. Some of it is savoury, some of it less so. Was that a consideration when you were making the avatar feature?

Shun Nakamura: I don’t get a lot of that fan art stuff.

So you have the safe search on at work?

Shun Nakamura: [laughs] Iizuka gets a lot more of that artwork, and he knows they love making their own characters over the past couple of decades. He wanted to make sure we could give those fans a tool to create a Sonic universe character. Maybe the people who live in the village that Sonic is running through – if we’re going to allow characters to be created, what are the constraints we’re going to put on it? And instead of having people make any strange character, we wanted to give them the tools to make something authentic to the universe.

You’ve got a Switch version – what have you had to do to get it running on that hardware?

Shun Nakamura: When we were doing concepts for the game, we really wanted to make it multiplatform. Regardless of what hardware you have, how you’re playing the game – the base idea is for that experience to be the same on the machine. And this was back before anyone knew what the Nintendo Switch would be. Even when we were drawing the lines of having Xbox One, PS4, we were going to have Nintendo’s new hardware – even though we didn’t know anything about it, we got the budget and schedule sorted before we even knew what existed. It was a bit of a panic when we first got the Switch – it was a little bit different to what we were expecting, so it was a case of seeing how we could make that work. There were some challenges – but because we have our own engine, we were able to customise it very quickly in a way that could work for the Switch, and in a way that it could really be the same experience on the Switch without it having to feel or look different.

I played it a while ago – is it 30fps?

Shun Nakamura: Yes, it’s a 30fps experience.

And it’s 60fps on console?

Shun Nakamura: Yes.

Speaking of the Switch, I’ve got one in my bag. There are two controllers that come off, they’ve got motion control and HD rumble. You worked on Samba de Amigo. Have you ever thought that there might be the perfect match here? We could be playing Samba de Amigo right here and right now.

Shun Nakamura: I really want to make Samba de Amigo on the Switch.

It’d be amazing. I wouldn’t have to pay quite as much money as I did for the Dreamcast version back in the day, too.

Shun Nakamura: I really, really want to make it! This is coming from someone who had to make physical items you had to buy and plug into your console in order to play Samba de Amigo at home. When the Wii came out, there was only one Wii Remote, and you had to buy another one. You could still do it, but it’s a bit of a hurdle to get over. The first time I saw the Switch, I thought oh my god – this is it! You don’t have to buy another peripheral, you don’t need to buy another controller. I’m really, really interested in that.

Well, if there’s anything we could do to help make it happen….

French wine scientists have come up with four revolutionary supergrape varieties they say are impervious to rot and thus require almost no pesticides.

But purists have warned that the lab-grown creations, which mix grape genes from around the world, could lead to dumbed-down, low-grade “Frankenstein” wine for future generations.

At first glance, the red and white grapes growing at the National Institue of Agronomical Research (Inra) in Colmar, eastern France, look like just any other you might find in this part of the world.

Yet these are a very different, revolutionary breed of grape grown in the laboratory under a programme called “Resdur."

The aim is to be “durably resistant” to fungal attack by winemakers’ two sworn enemies: downy and powdery mildew.

In recent months, Inra scientists received state authorisation to grow four varieties of resistant grape called Araban, Floreal, Voltis and Vidoc which will lead to wine bottled by 2020.

Beginners' guide to wine: advice for novices and bluffers

First attempts to create rot-resistance grapes began in the 1970s when one resistant gene was singled out, but over the last 15 years, Inra has pinpointed three more by crossing European grapes with American and Asian vines.

Didier Merdinoglu, the “father” of the Inra programme insisted that the grapes enabled winemakers to reduce the use of pesticides by 80-90 per cent.

“We are talking about dropping from an average of 15 treatments (for fungal disease) per year to one or two, above all to kill off other diseases and parasites,” he said.

Given that 20 per cent of pesticides used in France are sprayed onto vines, even though they only cover three per cent of its crops, researchers insist the breakthrough could be a godsend for the environment and wine growers’ wallets.

France is under intense pressure to reduce pesticides following a string of cancer cases among vinters and a recent scandal in which pupils at a school near a vineyard were sprayed with chemicals, leading to several falling ill.

Yet some winemakers warn the lab-grown grape varieties could kill off centuries of painstaking grape growing traditions melding European grapes with local “terroir”, or soil, by replacing them with cheap, robust ones that lack the taste and quality of existing local varietals.

Thomas Dormegnies, wine maker, researcher and taster from Vendée, western France, said: “Grape varieties in Europe have been developed by monks over centuries to suit the local soil. That is a wonderful heritage.”

 

While the new grapes were not genetically modified, the crossover of varieties from other continents would lead to “artificial and unnatural ‘Frankenstein wine’,” he told The Telegraph.

“This is like crossing a monkey with and a man: it may be technically possible but it goes against nature,” he said.

He added: “Mildew can be very well managed in organic or biodynamic wine growing via sulphur or essential oils.”

The result of flooding the market with cheap, robust grapes risked a “race to the bottom towards industrial winemaking” seeking to rival cheap plonk from Spain. 

“But the French can’t compete with their low production costs, sunny conditions and slacker environmental rules,” he said.

Taste the rainbow | How wine moved away from red and white

As for the taste, he said he had tried one sample and was underwhelmed. Tasting notes from specialists at Vitisphère.com, were polite but hardly enthusiastic, noting the wine’s “discreet nose”, “very tannic streak” and likening it to an unrefined sauvignon blanc from the deep South.

Jacques Frélin, vice president France Vin Bio told NouvelObs magazine: “It’s obvious that a hybrid grape variety will produce a wine with less personality.”

The researchers countered that every effort was being made to produce high-quality grapes, saying: “We tested and got rid of all varieties that showed excessive acidity and undesirable aromas.”

Laurent Audeguin of the French Institute of Vine and Wine said it was far too early to judge what they would taste like.

“We’ll see in which vineyards these varieties adapt the best and give the best results. It takes decades to assess a grape variety’s true worth,” he said.

Humvee suing Activision over Call of Duty

April 4, 2019 | News | No Comments

The people behind Humvee are suing Activision over the appearance of the famous military vehicle in Call of Duty.

AM General LLC said Activision incorporated its Humvee trademark without permission in the Call of Duty games, toys and strategy guides, Reuters reports.

In the lawsuit filed in Manhattan, AM General accused Activision of “taking advantage of its goodwill and reputation”.

AM General added Call of Duty’s phenomenal success came “only at the expense of AM General and consumers who are deceived into believing that AM General licenses the games or is somehow connected with or involved in the creation of the games”, which is one hell of a stretch.

Here’s another stretch: AM General said Call of Duty’s use of the Humvee “is a key selling feature of the games”. Yeah, don’t know about that.

However, it is clear Call of Duty has featured Humvees pretty heavily over the years. The Humvee is in Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare: Mobilized, Call of Duty: Modern Warfare 3, Call of Duty: Black Ops 2, Call of Duty: Ghosts, Call of Duty: Heroes and of course Call of Duty: Modern Warfare Remastered.

The video below shows a Humvee turret section in Modern Warfare 2.

AM General has done its homework, too, and pointed to a few examples of where a Humvee appears in a Call of Duty game. Here’s an excerpt:

“In Call of Duty: Modern Warfare 2, multiple in-game missions and multiplayer levels include depictions of vehicles bearing the (or substantially similar) distinctive design elements of the AM General Trade Dress (“Infringing Vehicles”).

“In some instances, the game player is able to (and even required to in order to progress in the game) climb onto the Infringing Vehicles and climb into (viewing the interior) and ride in the Infringing Vehicles while controlling and firing a weapon on the vehicle.

“In others, the player is tasked with manning a weapon from a helicopter to protect Infringing Vehicles that are seen driving on the ground below. At various points in the game, the Infringing Vehicles are explicitly and misleadingly identified using AM General’s marks as, E.g. ,’HUMVEE 01 M1026 HMMWV.’

“In other instances, the characters explicitly and misleadingly refer to the Infringing Vehicles as the ‘Humvee,’ including dialog that states ‘We’re leaving on Hunter Three’s Humvee, over.'”

AM General wants compensatory, punitive and triple damages from Activision. Apparently the two parties have been discussing the issue for over a year but the talks ended in failure.

Activision declined to comment. One to watch!

NASA named the first nine astronauts who will fly to space on Boeing and SpaceX vehicles in 2019 on Friday – a mix of novices and veterans who are tasked with restoring America’s ability to send humans into orbit.

These pioneering flights to the International Space Station aboard commercially built crew capsules will be the first leaving US soil to put people into orbit since the iconic space shuttle program ended in 2011.

For the past seven years, NASA astronauts have hitched rides to the orbiting outpost on Russia’s Soyuz spacecraft – at a cost of some $80 million a seat.

"This is a big deal for our country and we want America to know that we are back, that we are flying American astronauts on American rockets from American soil," NASA administrator Jim Bridenstine said as he unveiled the crew members in Houston, Texas.

An unmanned Boeing flight test is scheduled for later this year, with the first crew on board in mid-2019, NASA said.

For SpaceX, a demonstration flight with no passengers is set for November 2018, and the first manned flight set for April 2019.

Those named for the crew test flights for Boeing’s Starliner include NASA shuttle veterans Eric Boe and Christopher Ferguson, along with Nicole Aunapu Mann, a naval aviator who was named a NASA astronaut in 2013 and will be making her first flight to space.

"It is going to be a proud moment for America," Mann said.

US President Donald Trumpalso praised the news while giving himself a pat on the back: "NASA, which is making a BIG comeback under the Trump Administration, has just named 9 astronauts for Boeing and Spacex space flights," he tweeted.

"We have the greatest facilities in the world and we are now letting the private sector pay to use them," Trump said. "Exciting things happening."

"Space Force!" he added, referencing a sixth branch of the military he has called for that would focus on defending US interests.

SpaceX’s first crew tests will be manned by shuttle veterans Robert Behnken and Douglas Hurley.

After that, the companies move on to actual missions.

NASA "has contracted six missions, with as many as four astronauts per mission, for each company," the agency said.

On board Starliner’s first mission will be NASA veteran Sunita Williams, a retired Navy captain and experienced space shuttle astronaut, and Josh Cassada, a Navy pilot making his first flight to space.

SpaceX’s first crew will include naval aviator Victor Glover, also a novice to spaceflight, and shuttle veteran Michael Hopkins.

Space exploration | Recent exciting discoveries

More astronauts will be announced to join the crews at a later date, NASA said.

NASA awarded contracts to Boeing and SpaceX in 2014 as part of its commercial crew program, aimed at helping private industry build spaceships to reach low-Earth orbit.

"The goal is to have safe, reliable and cost-effective access to and from the International Space Station and foster commercial access to other potential low-Earth orbit destinations," NASA said.

The US space agency, meanwhile, is working on building rockets and spacecraft that could allow humans to return to the Moon in the coming decade.

Both Boeing and SpaceX are slightly behind schedule when it comes to their crew vehicles.

The first manned flights were initially supposed to take place in 2018.

Five people on board a small airplane were killed when it crashed in the car park of a Southern California shopping centre.

The twin-engine Cessna was heading to the airport southeast of Los Angeles when it came down and struck an unoccupied parked car in the lot of a Staples store and a CVS pharmacy, Orange County Fire Authority said. There was no fire and nobody on the ground was hurt.

Photos from the scene showed the plane upright but on its belly and the car damaged. Several roads surrounding the shopping center and the South Coast Plaza mall across the street were closed.

Ella Pham, 20, and her boyfriend were walking in the car park on Sunday when they saw the crash, she told the Los Angeles Times.

"We looked up to see the plane falling nose first," she told the Times. "We really didn’t think it was a plane at first due to no crashing noise, but as soon as we saw people running from across the street we went to go check it out. It was so heartbreaking just seeing the plane crumbled into pieces."

The pilot of the Cessna 414 declared an emergency before crashing about a mile (1.6 kilometers) from John Wayne Airport, Federal Aviation Administration spokeswoman Arlene Salac said.

The plane is registered to the San Francisco-based real estate company Category III, according to an FAA database. A phone call to the company was not immediately returned Sunday.

The FAA and the National Transportation Safety Board will investigate the cause of the crash, Salac said. 

A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

There are an absolute ton of discounts on digital PC titles this week. Between the Halloween-themed sales finishing and a slew of other offers rising up to take their place, there is a staggering amount of stuff to get your virtual mitts on this week. Here, I’ll take a look at some of the best sale ranges around – some of which (but not all) require you to enter a voucher during checkout, so be sure to do that when applicable.

Right, onto the festivities!

Green Man Gaming Day of the Dead Sale

Firstly, Green Man Gaming is celebrating the Day of the Dead this year with a big batch of discounts across a wide array of titles. You’ll get an extra 15 per cent off whatever you decide to purchase when you enter the code DAYOFTHEDEAD at checkout, so be sure to do that if something catches your eye.

Here are some highlights from the range, prices are shown before the extra 15 per cent is applied:

  • Grand Theft Auto 5 for ?20
  • Cities Skylines Deluxe Edition for ?7.50
  • No Man’s Sky for ?16
  • Just Cause 3 XL Edition for ?15
  • Rise of the Tomb Raider: 20 Year Celebration for ?16
  • Life is Strange Complete Season One for ?4
  • Doom for ?13.39
  • Overcooked for ?6.50
  • Strafe for ?10.04
  • Stories Untold for ?2.38
  • Gods Will Be watching for ?1.40

Day of the Dead sale (enter code DAYOFTHEDEAD) from Green Man Gaming

GamersGate Halloween Sale

Over at the incredibly unfortunately named GamersGate, you have a matter of hours to take advantage of the site’s Halloween sale, where you’ll find a whole batch of games with decent discounts. Some highlights:

  • Resident Evil 7 for ?16
  • Observer for ?16.10
  • Offworld Trading Company for ?7.50
  • Layers of Fear for ?3.05
  • Dead Rising 4 for ?12.56
  • The Walking Dead: A New Frontier for ?8.20

Halloween sale from GamersGate (Ends today)

Fanatical Launch Sale

Next, Bundle Stars is no more. The formerly bundle-themed site has rebranded itself into a new beast, now known as Fanatical. To celebrate, the site is having a launch sale, featuring discounts on games such as Dishonored: Death of the Outsider, Child of Light, Far Cry 4, Shadow of War, Sonic Mania and more. You’ll get an extra 10 per cent off your purchase when you enter the code FANATICAL10 at checkout.

Fanatical Launch Sale (enter code FANATICAL10 at checkout)

Humble Extra Life 2017 Bundle

To finish off this list, Humble has a couple of bundles on offer right now, depending on your tastes. The Humble Extra Life 2017 Bundle is up for grabs now, featuring Pac-Man Championship Edition 2, Kingsway, Guacamelee and a shocking amount of Pathfinder digital books.

Pay what you want for the Humble Extra Life 2017 Bundle

Humble Jumbo Bundle 10

Finally, Humble’s other big deal bundle right now is the 10th iteration of the Humble Jumbo Bundle, which will fetch you $174 worth of content for $10 from Wasteland 2, Kingsway, Oddworld: New ‘n’ Tasty, Epistory and Grey Goo Definitive Edition, among others.

Pay what you want for the Humble Jumbo Bundle 10

That’s all for now, though with Black Friday on the horizon, you can expect a cavalcade of discounts to head our way in the coming weeks.

The French wing of British pest control and hygiene giant Rentokil Initial has been ordered to pay a former employee €60,000 (£53,000) because it failed to respect his “right to disconnect” from his phone and computer outside office hours.

The ruling is believed to be the first of its kind since a 2016 law on the right to switch off such electronic devices became effective on January 1 last year in response to the modern-day scourge of compulsive out-of-hours email and message checking.

In its decision dated July 12, France’s Court de Cassation, its Supreme Court, found it unfair for the unnamed ex-employee, a former South West regional director of the company in France, to have to “permanently leave his telephone on…to respond to requests from his subordinates or customers” in case of any problems while not at work.

The ex-employee, dubbed Mr Y, was fired in 2011 and took his ex-employer to the worker’s tribunal, asking for compensation for the extra hours "on call".

The company did not consider that the ex-director was officially on call while not in the office after hours or on holidays and weekends because there was no stipulation that he needed to remain close to his home to field calls and deal with emergency business.

However, the court ruled that given that his number was provided as one of the directors to call should problems arise, that amounted to him being “on call”, and that he should be paid for his time.

Under the so-called El Khomri law, named after a former French labour minister, companies are obliged to negotiate with employees to agree on their rights to switch off and ways they can reduce the intrusion of work into their private lives.

If a deal cannot be reached, the company must publish a charter that makes explicit the demands on employees out-of-hours, as well as their rights.

The French measure was intended as a response to the so-called "always-on" work culture that has led to a surge in usually unpaid overtime, and in some cases burnout, while also giving employees flexibility to work from outside the office.

Even before the 2016 bill, French law recognised a contractual right to disconnect for employees working from home. With the new law, however, the right to disconnect has been expanded to all employees who use digital and telecommunication tools in their professional life.

Legal expert Sylvain Niel said that the simple fact of being “connected” outside work hours was enough to be considered “on call”.

“The Supreme Court’s ruling reminds companies that a violation of rest time via a compulsory duty, even digital, is tantamount to being on call and must be compensated,” he told Le Figaro.

Lawyers for the ex-employee declined to comment and a Rentokil representative did not returned calls.

A recent study published by French research group Eleas showed that more than a third of French workers used their devices to do work out of hours every day. Around 60 per cent of workers were in favour of the new law.

Renowned for its 35-hour working week and long holidays, France’s decision to limit being contacted on electronic devices sparked considerable mockery abroad.

However, recent studies suggest that French workers actually put in more hours a year than their supposedly more industrious German counterparts, for example, and their hourly productivity rate is among the world’s highest.

The debate over the right to disconnect is by no means just French. 

Some large groups such as Volkswagen and Daimler in Germany have already implemented measures to curtail out-of-hours messaging. These include cutting email connections in the evening and weekends or even destroying emails automatically that are sent to employees while they are on holiday.