• Monster Hunter Wilds’ second free title update brings fierce new monsters and more June 30

    New monsters, features, and more arrive in the Forbidden Lands with Free Title Update 2, dropping in Monster Hunter Wilds on June 30! Watch the latest trailer for a look at what awaits you.

    Play Video

    Monster Hunter Wilds – Free Title Update 2

    In addition to what’s featured in the trailer, Free Title Update 2 will also feature improvements and adjustments to various aspects of the game. Make sure to check the official Monster Hunter Wilds website for a new Director’s Letter from Game Director Yuya Tokuda coming soon, for a deeper dive into what’s coming in addition to the core new monsters and features.

    ● The Leviathan, Lagiacrus, emerges at last

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    The long-awaited Leviathan, Lagiacrus, has finally appeared in Monster Hunter Wilds! Floating at the top of the aquatic food chain, Lagiacrus is a master of the sea, boiling the surrounding water by emitting powerful currents of electricity. New missions to hunt Lagiacrus will become available for hunters at Hunter Rank 31 or above, and after clearing the “A World Turned Upside Down” main mission, and the “Forest Doshaguma” side mission.

    While you’ll fight Lagiacrus primarily on land, your hunt against this formidable foe can also take you deep underwater for a special encounter, where it feels most at home. During the underwater portion of the hunt, hunters won’t be able to use their weapons freely, but there are still ways to fight back and turn the tide of battle. Stay alert for your opportunities!

    Hunt Lagiacrus to obtain materials for new hunter and Palico armor! As usual, these sets can be used as layered armor as well.

    ● The Flying Wyvern, Seregios, strikes

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    Shining golden bright, the flying wyvern, Seregios, swoops into the Forbidden Lands with Free Title Update 2! Seregios is a highly mobile aerial monster that fires sharp bladescales, inflicting bleeding status on hunters. Keep an eye on your health and bring along rations and well-done steak when hunting this monster. Missions to hunt Seregios are available for hunters at HR 31 or above that have cleared the “A World Turned Upside Down” main mission.

    New hunter and Palico armor forged from Seregios materials awaits you!

    For hunters looking for a greater challenge, 8★ Tempered Lagiacrus and Seregios will begin appearing for hunters at HR 41 or higher, after completing their initial missions. Best of luck against these powerful monsters!

    Hunt in style with layered weapons

    With Free Title Update 2, hunters will be able to use Layered Weapons, which lets you use the look of any weapon, while keeping the stats and abilities of another.

    To unlock a weapon design as a Layered Weapon option, you’ll need to craft the final weapon in that weapon’s upgrade tree. Artian Weapons can be used as layered weapons by fully reinforcing a Rarity 8 Artian weapon.

    For weapons that change in appearance when upgraded, you’ll also have the option to use their pre-upgrade designs as well! You can also craft layered Palico weapons by forging their high-rank weapons. We hope this feature encourages you to delve deeper into crafting the powerful Artian Weapon you’ve been looking for, all while keeping the appearance of your favorite weapon.

    New optional features

    Change your choice of handler accompanying you in the field to Eric after completing the Lagiacrus mission in Free Title Update 2! You can always switch back to Alma too, but it doesn’t hurt to give our trusty handler a break from time to time.

    A new Support Hunter joins the fray

    Mina, a support hunter who wields a Sword & Shield, joins the hunt. With Free Title Update 2, you’ll be able to choose which support hunters can join you on quests.

    Photo Mode Improvements

    Snap even more creative photos of your hunts with some new options, including an Effects tab to adjust brightness and filter effects, and a Character Display tab to toggle off your Handler, Palico, Seikret, and more.

    Celebrate summer with the Festival of Accord: Flamefete seasonal event

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    The next seasonal event in Monster Hunter Wilds, the Festival of Accord: Flamefete, will take place in the Grand Hub from July 23 to August 6! Cool off with this summer themed celebration, where you can obtain new armor, gestures, and pop-up camp decorations for a limited time. You’ll also be able to eat special seasonal event meals and enjoy the fun of summer as the Grand Hub and all it’s members will be dressed to mark the occasion.

    Arch-Tempered Uth Duna slams down starting July 30

    Take on an even more powerful version of Uth Duna when Arch-Tempered Uth Duna arrives as an Event Quest and Free Challenge Quest from July 30 to August 20! Take on and defeat the challenging apex of the Scarlet Forest to obtain materials for crafting the new Uth Duna γ hunter armor set and the Felyne Uth Duna γ Palico armor set. Be sure you’re at least HR 50 or above to take on this quest.

    We’ve also got plenty of new Event Quests on the way in the weeks ahead, including some where you can earn new special equipment, quests to obtain more armor spheres, and challenge quests against Mizutsune. Be sure to keep checking back each week to see what’s new!

    A special collaboration with Fender

    Monster Hunter Wilds is collaborating with world-renowned guitar brand Fender®! From August 27 to September 24, a special Event Quest will be available to earn a collaboration gesture that lets you rock out with the Monster Hunter Rathalos Telecaster®.

    In celebration of Monster Hunter’s 20th anniversary, the globally released Monster Hunter Rathalos Telecaster® collaboration guitar is making its way into the game! Be sure to experience it both in-game and in real life!

    A new round of cosmetic DLC arrives

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    Express your style with additional DLC, including four free dance gestures. Paid cosmetic DLC, such as gestures, stickers, pendants, and more will also be available. If you’ve purchased the Premium Deluxe Edition of Monster Hunter Wilds or the Cosmetic DLC Pass, Cosmetic DLC Pack 2 and other additional items will be available to download when Free Title Update 2 releases. 

    Free Title Update roadmap

    We hope you’re excited to dive into all the content coming with Free Title Update 2! We’ll continue to release updates, with Free Title Update 3 coming at the end of September. Stay tuned for more details to come.

    A Monster Hunter Wilds background is added to the PS5 Welcome hub

    Alongside Free Title Update 2 on June 30, an animated background featuring the hunters facing Arkveld during the Inclemency will be added to the Welcome hub. Customize your PS5 Welcome hub with Monster Hunter Wilds to get you in the hunting mood.

    View and download image

    Download the image

    close
    Close

    Download this image

    How to change the backgroundWelcome hub -> Change background -> Games

    Try out Monster Hunter Wilds on PS5 with a PlayStation Plus Premium Game Trial starting on June 30

    View and download image

    Download the image

    close
    Close

    Download this image

    With the Game Trial, you can try out the full version of the game for 2 hours. If you decide to purchase the full version after the trial, your save data will carry over, allowing you to continue playing seamlessly right where you left off. If you haven’t played Monster Hunter Wilds yet, this is a great way to give it a try.

    Happy Hunting!
    #monster #hunter #wilds #second #free
    Monster Hunter Wilds’ second free title update brings fierce new monsters and more June 30
    New monsters, features, and more arrive in the Forbidden Lands with Free Title Update 2, dropping in Monster Hunter Wilds on June 30! Watch the latest trailer for a look at what awaits you. Play Video Monster Hunter Wilds – Free Title Update 2 In addition to what’s featured in the trailer, Free Title Update 2 will also feature improvements and adjustments to various aspects of the game. Make sure to check the official Monster Hunter Wilds website for a new Director’s Letter from Game Director Yuya Tokuda coming soon, for a deeper dive into what’s coming in addition to the core new monsters and features. ● The Leviathan, Lagiacrus, emerges at last View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The long-awaited Leviathan, Lagiacrus, has finally appeared in Monster Hunter Wilds! Floating at the top of the aquatic food chain, Lagiacrus is a master of the sea, boiling the surrounding water by emitting powerful currents of electricity. New missions to hunt Lagiacrus will become available for hunters at Hunter Rank 31 or above, and after clearing the “A World Turned Upside Down” main mission, and the “Forest Doshaguma” side mission. While you’ll fight Lagiacrus primarily on land, your hunt against this formidable foe can also take you deep underwater for a special encounter, where it feels most at home. During the underwater portion of the hunt, hunters won’t be able to use their weapons freely, but there are still ways to fight back and turn the tide of battle. Stay alert for your opportunities! Hunt Lagiacrus to obtain materials for new hunter and Palico armor! As usual, these sets can be used as layered armor as well. ● The Flying Wyvern, Seregios, strikes View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Shining golden bright, the flying wyvern, Seregios, swoops into the Forbidden Lands with Free Title Update 2! Seregios is a highly mobile aerial monster that fires sharp bladescales, inflicting bleeding status on hunters. Keep an eye on your health and bring along rations and well-done steak when hunting this monster. Missions to hunt Seregios are available for hunters at HR 31 or above that have cleared the “A World Turned Upside Down” main mission. New hunter and Palico armor forged from Seregios materials awaits you! For hunters looking for a greater challenge, 8★ Tempered Lagiacrus and Seregios will begin appearing for hunters at HR 41 or higher, after completing their initial missions. Best of luck against these powerful monsters! Hunt in style with layered weapons With Free Title Update 2, hunters will be able to use Layered Weapons, which lets you use the look of any weapon, while keeping the stats and abilities of another. To unlock a weapon design as a Layered Weapon option, you’ll need to craft the final weapon in that weapon’s upgrade tree. Artian Weapons can be used as layered weapons by fully reinforcing a Rarity 8 Artian weapon. For weapons that change in appearance when upgraded, you’ll also have the option to use their pre-upgrade designs as well! You can also craft layered Palico weapons by forging their high-rank weapons. We hope this feature encourages you to delve deeper into crafting the powerful Artian Weapon you’ve been looking for, all while keeping the appearance of your favorite weapon. New optional features Change your choice of handler accompanying you in the field to Eric after completing the Lagiacrus mission in Free Title Update 2! You can always switch back to Alma too, but it doesn’t hurt to give our trusty handler a break from time to time. A new Support Hunter joins the fray Mina, a support hunter who wields a Sword & Shield, joins the hunt. With Free Title Update 2, you’ll be able to choose which support hunters can join you on quests. Photo Mode Improvements Snap even more creative photos of your hunts with some new options, including an Effects tab to adjust brightness and filter effects, and a Character Display tab to toggle off your Handler, Palico, Seikret, and more. Celebrate summer with the Festival of Accord: Flamefete seasonal event View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The next seasonal event in Monster Hunter Wilds, the Festival of Accord: Flamefete, will take place in the Grand Hub from July 23 to August 6! Cool off with this summer themed celebration, where you can obtain new armor, gestures, and pop-up camp decorations for a limited time. You’ll also be able to eat special seasonal event meals and enjoy the fun of summer as the Grand Hub and all it’s members will be dressed to mark the occasion. Arch-Tempered Uth Duna slams down starting July 30 Take on an even more powerful version of Uth Duna when Arch-Tempered Uth Duna arrives as an Event Quest and Free Challenge Quest from July 30 to August 20! Take on and defeat the challenging apex of the Scarlet Forest to obtain materials for crafting the new Uth Duna γ hunter armor set and the Felyne Uth Duna γ Palico armor set. Be sure you’re at least HR 50 or above to take on this quest. We’ve also got plenty of new Event Quests on the way in the weeks ahead, including some where you can earn new special equipment, quests to obtain more armor spheres, and challenge quests against Mizutsune. Be sure to keep checking back each week to see what’s new! A special collaboration with Fender Monster Hunter Wilds is collaborating with world-renowned guitar brand Fender®! From August 27 to September 24, a special Event Quest will be available to earn a collaboration gesture that lets you rock out with the Monster Hunter Rathalos Telecaster®. In celebration of Monster Hunter’s 20th anniversary, the globally released Monster Hunter Rathalos Telecaster® collaboration guitar is making its way into the game! Be sure to experience it both in-game and in real life! A new round of cosmetic DLC arrives View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Express your style with additional DLC, including four free dance gestures. Paid cosmetic DLC, such as gestures, stickers, pendants, and more will also be available. If you’ve purchased the Premium Deluxe Edition of Monster Hunter Wilds or the Cosmetic DLC Pass, Cosmetic DLC Pack 2 and other additional items will be available to download when Free Title Update 2 releases.  Free Title Update roadmap We hope you’re excited to dive into all the content coming with Free Title Update 2! We’ll continue to release updates, with Free Title Update 3 coming at the end of September. Stay tuned for more details to come. A Monster Hunter Wilds background is added to the PS5 Welcome hub Alongside Free Title Update 2 on June 30, an animated background featuring the hunters facing Arkveld during the Inclemency will be added to the Welcome hub. Customize your PS5 Welcome hub with Monster Hunter Wilds to get you in the hunting mood. View and download image Download the image close Close Download this image How to change the backgroundWelcome hub -> Change background -> Games Try out Monster Hunter Wilds on PS5 with a PlayStation Plus Premium Game Trial starting on June 30 View and download image Download the image close Close Download this image With the Game Trial, you can try out the full version of the game for 2 hours. If you decide to purchase the full version after the trial, your save data will carry over, allowing you to continue playing seamlessly right where you left off. If you haven’t played Monster Hunter Wilds yet, this is a great way to give it a try. Happy Hunting! #monster #hunter #wilds #second #free
    BLOG.PLAYSTATION.COM
    Monster Hunter Wilds’ second free title update brings fierce new monsters and more June 30
    New monsters, features, and more arrive in the Forbidden Lands with Free Title Update 2, dropping in Monster Hunter Wilds on June 30! Watch the latest trailer for a look at what awaits you. Play Video Monster Hunter Wilds – Free Title Update 2 In addition to what’s featured in the trailer, Free Title Update 2 will also feature improvements and adjustments to various aspects of the game. Make sure to check the official Monster Hunter Wilds website for a new Director’s Letter from Game Director Yuya Tokuda coming soon, for a deeper dive into what’s coming in addition to the core new monsters and features. ● The Leviathan, Lagiacrus, emerges at last View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The long-awaited Leviathan, Lagiacrus, has finally appeared in Monster Hunter Wilds! Floating at the top of the aquatic food chain, Lagiacrus is a master of the sea, boiling the surrounding water by emitting powerful currents of electricity. New missions to hunt Lagiacrus will become available for hunters at Hunter Rank 31 or above, and after clearing the “A World Turned Upside Down” main mission, and the “Forest Doshaguma” side mission. While you’ll fight Lagiacrus primarily on land, your hunt against this formidable foe can also take you deep underwater for a special encounter, where it feels most at home. During the underwater portion of the hunt, hunters won’t be able to use their weapons freely, but there are still ways to fight back and turn the tide of battle. Stay alert for your opportunities! Hunt Lagiacrus to obtain materials for new hunter and Palico armor! As usual, these sets can be used as layered armor as well. ● The Flying Wyvern, Seregios, strikes View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Shining golden bright, the flying wyvern, Seregios, swoops into the Forbidden Lands with Free Title Update 2! Seregios is a highly mobile aerial monster that fires sharp bladescales, inflicting bleeding status on hunters. Keep an eye on your health and bring along rations and well-done steak when hunting this monster. Missions to hunt Seregios are available for hunters at HR 31 or above that have cleared the “A World Turned Upside Down” main mission. New hunter and Palico armor forged from Seregios materials awaits you! For hunters looking for a greater challenge, 8★ Tempered Lagiacrus and Seregios will begin appearing for hunters at HR 41 or higher, after completing their initial missions. Best of luck against these powerful monsters! Hunt in style with layered weapons With Free Title Update 2, hunters will be able to use Layered Weapons, which lets you use the look of any weapon, while keeping the stats and abilities of another. To unlock a weapon design as a Layered Weapon option, you’ll need to craft the final weapon in that weapon’s upgrade tree. Artian Weapons can be used as layered weapons by fully reinforcing a Rarity 8 Artian weapon. For weapons that change in appearance when upgraded, you’ll also have the option to use their pre-upgrade designs as well! You can also craft layered Palico weapons by forging their high-rank weapons. We hope this feature encourages you to delve deeper into crafting the powerful Artian Weapon you’ve been looking for, all while keeping the appearance of your favorite weapon. New optional features Change your choice of handler accompanying you in the field to Eric after completing the Lagiacrus mission in Free Title Update 2! You can always switch back to Alma too, but it doesn’t hurt to give our trusty handler a break from time to time. A new Support Hunter joins the fray Mina, a support hunter who wields a Sword & Shield, joins the hunt. With Free Title Update 2, you’ll be able to choose which support hunters can join you on quests. Photo Mode Improvements Snap even more creative photos of your hunts with some new options, including an Effects tab to adjust brightness and filter effects, and a Character Display tab to toggle off your Handler, Palico, Seikret, and more. Celebrate summer with the Festival of Accord: Flamefete seasonal event View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The next seasonal event in Monster Hunter Wilds, the Festival of Accord: Flamefete, will take place in the Grand Hub from July 23 to August 6! Cool off with this summer themed celebration, where you can obtain new armor, gestures, and pop-up camp decorations for a limited time. You’ll also be able to eat special seasonal event meals and enjoy the fun of summer as the Grand Hub and all it’s members will be dressed to mark the occasion. Arch-Tempered Uth Duna slams down starting July 30 Take on an even more powerful version of Uth Duna when Arch-Tempered Uth Duna arrives as an Event Quest and Free Challenge Quest from July 30 to August 20! Take on and defeat the challenging apex of the Scarlet Forest to obtain materials for crafting the new Uth Duna γ hunter armor set and the Felyne Uth Duna γ Palico armor set. Be sure you’re at least HR 50 or above to take on this quest. We’ve also got plenty of new Event Quests on the way in the weeks ahead, including some where you can earn new special equipment, quests to obtain more armor spheres, and challenge quests against Mizutsune. Be sure to keep checking back each week to see what’s new! A special collaboration with Fender Monster Hunter Wilds is collaborating with world-renowned guitar brand Fender®! From August 27 to September 24, a special Event Quest will be available to earn a collaboration gesture that lets you rock out with the Monster Hunter Rathalos Telecaster®. In celebration of Monster Hunter’s 20th anniversary, the globally released Monster Hunter Rathalos Telecaster® collaboration guitar is making its way into the game! Be sure to experience it both in-game and in real life! A new round of cosmetic DLC arrives View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Express your style with additional DLC, including four free dance gestures. Paid cosmetic DLC, such as gestures, stickers, pendants, and more will also be available. If you’ve purchased the Premium Deluxe Edition of Monster Hunter Wilds or the Cosmetic DLC Pass, Cosmetic DLC Pack 2 and other additional items will be available to download when Free Title Update 2 releases.  Free Title Update roadmap We hope you’re excited to dive into all the content coming with Free Title Update 2! We’ll continue to release updates, with Free Title Update 3 coming at the end of September. Stay tuned for more details to come. A Monster Hunter Wilds background is added to the PS5 Welcome hub Alongside Free Title Update 2 on June 30, an animated background featuring the hunters facing Arkveld during the Inclemency will be added to the Welcome hub. Customize your PS5 Welcome hub with Monster Hunter Wilds to get you in the hunting mood. View and download image Download the image close Close Download this image How to change the backgroundWelcome hub -> Change background -> Games Try out Monster Hunter Wilds on PS5 with a PlayStation Plus Premium Game Trial starting on June 30 View and download image Download the image close Close Download this image With the Game Trial, you can try out the full version of the game for 2 hours. If you decide to purchase the full version after the trial, your save data will carry over, allowing you to continue playing seamlessly right where you left off. If you haven’t played Monster Hunter Wilds yet, this is a great way to give it a try. Happy Hunting!
    0 Comments 0 Shares
  • Hitman: IO Interactive Has Big Plans For World of Assassination

    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France.
    Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller.

    Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through.
    At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table.

    Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels.
    Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down.
    MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard.
    Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future.
    The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2.
    MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
    #hitman #interactive #has #big #plans
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC. #hitman #interactive #has #big #plans
    WWW.DENOFGEEK.COM
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
    Like
    Love
    Wow
    Angry
    Sad
    498
    0 Comments 0 Shares
  • Venice Biennale 2025 round-up: what else to see?

    This edition of the Venice Biennale includes 65 national pavilions, 11 collateral events, and over 750 participants in the international exhibition curated by Italian architect and engineer Carlo Ratti.
    Entitled Intelligens: Natural Artificial Collective, its stated aim is to make Venice a ‘living laboratory’. But Ratti’s exhibition in the Arsenale has been hit by mixed reviews. The AJ’s Rob Wilson described it as ‘a bit of a confusing mess’, while other media outlets have called the robot-heavy exhibit of future-facing building-focused solutions to the climate crisis a ‘tech-bro fever dream’ and a ‘mind-boggling rollercoaster’ to mention a few.
    It is a distinct shift away from the biennale of two years ago twhen Ghanaian-Scottish architect Lesley Lokko curated the main exhibitions, including 89 participants – of which more than half were from Africa or the African diaspora – in a convincing reset of the architectural conversation.Advertisement

    This year’s National Pavilions and collateral exhibits, by contrast, have tackled the largest themes in architecture and the world right now in a less constrained way than the main exhibitions. The exhibits are radical and work as a useful gauge for understanding what’s important in each country: decarbonisation, climate resilience, the reconstruction of Gaza, and an issue more prevalent in politics closer to home: gender wars.
    What's not to miss in the Giardini?
    British PavilionUK Pavilion
    The British Pavilion this year, which won a special mention from the Venetian jury, is housing a show by a British-Kenyan collab titled GBR – Geology of Britannic Repair. In it, the curators explore the links between colonialism, the built environment and geological extraction.
    Focusing on the Rift Valley, which runs from east Africa to the Middle East, including Palestine, the exhibition was curated by the Nairobi-based studio cave_bureau, UK-based curator, writer and Farrell Centre director Owen Hopkins and Queen Mary University professor Kathryn Yusoff.
    The pavilion’s façade is cloaked by a beaded veil of agricultural waste briquettes and clay and glass beads, produced in Kenya and India, echoing both Maasai practices and beads once made on Venice’s Murano, as currency for the exchange of metals, minerals and slaves.
    The pavilion’s six gallery spaces include multisensory installations such as the Earth Compass, a series of celestial maps connecting London and Nairobi; the Rift Room, tracing one of humans’ earliest migration routes; and the Shimoni Slave Cave, featuring a large-scale bronze cast of a valley cave historically used as a holding pen for enslaved people.Advertisement

    The show also includes Objects of Repair, a project by design-led research group Palestine Regeneration Team, looking at how salvaged materials could help rebuild war-torn Gaza, the only exhibit anywhere in the Biennale that tackled the reconstruction of Gaza face-on – doing so impressively, both politically and sensitively. here.
    Danish PavilionDemark Pavilion
    A firm favourite by most this year, the Danish exhibition Build of Site, curated by Søren Pihlmann of Pihlmann Architects, transforms the pavilion, which requires renovation anyway, into both a renovation site and archive of materials.
    Clever, simple and very methodical, the building is being both renewed while at the same time showcasing innovative methods to reuse surplus materials uncovered during the construction process – as an alternative to using new resources to build a temporary exhibition.
    The renovation of the 1950s Peter Koch-designed section of the pavilion began in December 2024 and will be completed following the biennale, having been suspended for its duration. On display are archetypal elements including podiums, ramps, benches and tables – all constructed from the surplus materials unearthed during the renovation, such as wood, limestone, concrete, stone, sand, silt and clay.
    Belgian PavilionBelgium Pavilion
    If you need a relaxing break from the intensity of the biennale, then the oldest national pavilion in the Giardini is the one for you. Belgium’s Building Biospheres: A New Alliance between Nature and Architecture brings ‘plant intelligence’ to the fore.
    Commissioned by the Flanders Architecture Institute and curated by landscape architect Bas Smets and neurobiologist Stefano Mancuso, the exhibit investigates how the natural ‘intelligence’ of plants can be used to produce an indoor climate – elevating the role of landscape design and calling for it to no longer serve as a backdrop for architecture.
    Inside, more than 200 plants occupy the central area beneath the skylight, becoming the pavilion’s centrepiece, with the rear space visualising ‘real-time’ data on the prototype’s climate control performance.
    Spanish PavilionSpain Pavilion
    One for the pure architecture lovers out there, models, installations, photographs and timber structures fill the Spanish Pavilion in abundance. Neatly curated by architects Roi Salgueiro Barrio and Manuel Bouzas Barcala, Internalities shows a series of existing and research projects that have contributed to decarbonising construction in Spain.
    The outcome? An extensive collection of work exploring the use of very local and very specific regenerative and low-carbon construction and materials – including stone, wood and soil. The joy of this pavilion comes from the 16 beautiful timber frames constructed from wood from communal forests in Galicia.
    Polish PavilionPoland Pavilion
    Poland’s pavilion was like Marmite this year. Some loved its playful approach while others found it silly. Lares and Penates, taking its name from ancient Roman deities of protection, has been curated by Aleksandra Kędziorek and looks at what it means and takes to have a sense of security in architecture.
    Speaking to many different anxieties, it refers to the unspoken assumption of treating architecture as a safe haven against the elements, catastrophes and wars – showcasing and elevating the mundane solutions and signage derived from building, fire and health regulations. The highlight? An ornate niche decorated with tiles and stones just for … a fire extinguisher.
    Dutch PavilionNetherlands Pavilion
    Punchy and straight to the point, SIDELINED: A Space to Rethink Togetherness takes sports as a lens for looking at how spatial design can both reveal and disrupt the often-exclusionary dynamics of everyday environments. Within the pavilion, the exhibit looks beyond the large-scale arena of the stadium and gymnasium to investigate the more localised and intimate context of the sports bar, as well as three alternative sports – a site of both social production and identity formation – as a metaphor for uniting diverse communities.
    The pavilion-turned-sports bar, designed by Koos Breen and Jeannette Slütter and inspired by Asger Jorn’s three-sided sports field, is a space for fluidity and experimentation where binary oppositions, social hierarchies and cultural values are contested and reshaped – complete with jerseys and football scarfsworn by players in the alternative Anonymous Allyship aligning the walls. Read Derin Fadina’s review for the AJ here.
    Performance inside the Nordic Countries PavilionNordic Countries Pavilion
    Probably the most impactful national pavilion this year, the Nordic Countries have presented an installation with performance work. Curated by Kaisa Karvinen, Industry Muscle: Five Scores for Architecture continues Finnish artist Teo Ala-Ruona’s work on trans embodiment and ecology by considering the trans body as a lens through which to examine modern architecture and the built environment.
    The three-day exhibition opening featured a two-hour performance each day with Ala-Ruona and his troupe crawling, climbing and writhing around the space, creating a bodily dialogue with the installations and pavilion building itself, which was designed by celebrated Modernist architect Sverre Fehn.
    The American pavilion next door, loudlyturns its back on what’s going on in its own country by just celebrating the apathetical porch, making the Nordic Countries seem even more relevant in this crucial time. Read Derin Fadina’s review for the AJ here.
    German PavilionGermany Pavilion
    An exhibit certainly grabbing the issue of climate change by its neck is the German contribution, Stresstest. Curated by Nicola Borgmann, Elisabeth Endres, Gabriele G Kiefer and Daniele Santucci, the pavilion has turned climate change into a literal physical and psychological experience for visitors by creating contrasting ‘stress’ and ‘de-stress’ rooms.
    In the dark stress room, a large metal sculpture creates a cramped and hot space using heating mats hung from the ceiling and powered by PVs. Opposite is a calmer space demonstrating strategies that could be used to reduce the heat of cities, and between the two spaces is a film focusing on the impacts of cities becoming hotter. If this doesn’t highlight the urgency of the situation, I’m not sure what will.
    Best bits of the Arsenale outside the main exhibitions
    Bahrain PavilionBahrain Pavilion
    Overall winner of this year’s Golden Lion for best national participation, Bahrain’s pavilion in the historic Artiglierie of the Arsenale is a proposal for living and working through heat conditions. Heatwave, curated by architect Andrea Faraguna, reimagines public space design by exploring passive cooling strategies rooted in the Arab country’s climate, as well as cultural context.
    A geothermal well and solar chimney are connected through a thermo-hygrometric axis that links underground conditions with the air outside. The inhabitable space that hosts visitors is thus compressed and defined by its earth-covered floor and suspended ceiling, and is surrounded by memorable sandbags, highlighting its scalability for particularly hot construction sites in the Gulf where a huge amount of construction is taking place.
    In the Arsenale’s exhibition space, where excavation wasn’t feasible, this system has been adapted into mechanical ventilation, bringing in air from the canal side and channelling it through ductwork to create a microclimate.
    Slovenian PavilionSlovenia Pavilion
    The AJ’s Rob Wilson’s top pavilion tip this year provides an enjoyable take on the theme of the main exhibition, highlighting how the tacit knowledge and on-site techniques and skills of construction workers and craftspeople are still the key constituent in architectural production despite all the heat and light about robotics, prefabrication, artificial intelligence and 3D printing.
    Master Builders, curated by Ana Kosi and Ognen Arsov and organised by the Museum of Architecture and Designin Ljubljana, presents a series of ‘totems’ –accumulative sculpture-like structures that are formed of conglomerations of differently worked materials, finishes and building elements. These are stacked up into crazy tower forms, which showcase various on-site construction skills and techniques, their construction documented in accompanying films.
    Uzbekistan PavilionUzbekistan Pavilion
    Uzbekistan’s contribution explores the Soviet era solar furnace and Modernist legacy. Architecture studio GRACE, led by curators Ekaterina Golovatyuk and Giacomo Cantoni have curated A Matter of Radiance. The focus is the Sun Institute of Material Science – originally known as the Sun Heliocomplex – an incredible large-scale scientific structure built in 1987 on a natural, seismic-free foundation near Tashkent and one of only two that study material behaviour under extreme temperatures. The exhibition examines the solar oven’s site’s historical and contemporary significance while reflecting on its scientific legacy and influence moving beyond just national borders.
    Applied Arts PavilionV&A Applied Arts Pavilion
    Diller Scofidio + Renfrois having a moment. The US-based practice, in collaboration with V&A chief curator Brendan Cormier, has curated On Storage, which aptly explores global storage architectures in a pavilion that strongly links to the V&A’s recent opening of Storehouse, its newcollections archive in east London.
    Featured is a six-channelfilm entitled Boxed: The Mild Boredom of Order, directed by the practice itself and following a toothbrush, as a metaphor for an everyday consumer product, on its journey through different forms of storage across the globe – from warehouse to distribution centre to baggage handlers down to the compact space of a suitcase.
    Also on display are large-format photographs of V&A East Storehouse, DS+R’s original architectural model and sketchbook and behind-the-scenes photography of Storehouse at work, taken by emerging east London-based photographers.
    Canal CaféCanal café
    Golden Lion for the best participation in the actual exhibition went to Canal Café, an intervention designed by V&A East Storehouse’s architect DS+R with Natural Systems Utilities, SODAI, Aaron Betsky and Davide Oldani.
    Serving up canal-water espresso, the installation is a demonstration of how Venice itself can be a laboratory to understand how to live on the water in a time of water scarcity. The structure, located on the edge of the Arsenale’s building complex, draws water from its lagoon before filtering it onsite via a hybrid of natural and artificial methods, including a mini wetland with grasses.
    The project was recognised for its persistence, having started almost 20 years ago, just showing how water scarcity, contamination and flooding are still major concerns both globally and, more locally, in the tourist-heavy city of Venice.
    And what else?
    Holy See PavilionThe Holy See
    Much like the Danish Pavilion, the Pavilion of the Holy See is also taking on an approach of renewal this year. Over the next six months, Opera Aperta will breathe new life into the Santa Maria Ausiliatrice Complex in the Castello district of Venice. Founded as a hospice for pilgrims in 1171, the building later became the oldest hospital and was converted into school in the 18th century. In 2001, the City of Venice allocated it for cultural use and for the next four years it will be managed by the Dicastery for Culture and Education of the Holy See to oversee its restoration.
    Curated by architect, curator and researcher Marina Otero Verzier and artistic director of Fondaco Italia, Giovanna Zabotti, the complex has been turned into a constant ‘living laboratory’ of collective repair – and received a special mention in the biennale awards.
    The restoration works, open from Tuesday to Friday, are being carried out by local artisans and specialised restorers with expertise in recovering stone, marble, terracotta, mural and canvas painting, stucco, wood and metal artworks.
    The beauty, however, lies in the photogenic fabrics, lit by a warm yellow glow, hanging from the walls within, gently wrapping the building’s surfaces, leaving openings that allow movement and offer glimpses of the ongoing restoration. Mobile scaffolding, used to support the works, also doubles up as furniture, providing space for equipment and subdividing the interior.
    Togo PavilionTogo Pavilion
    The Republic of Togo has presented its first pavilion ever at the biennale this year with the project Considering Togo’s Architectural Heritage, which sits intriguingly at the back of a second-hand furniture shop. The inaugural pavilion is curated by Lomé and Berlin-based Studio NEiDA and is in Venice’s Squero Castello.
    Exploring Togo’s architectural narratives from the early 20th century, and key ongoing restoration efforts, it documents key examples of the west African country’s heritage, highlighting both traditional and more modern building techniques – from Nôk cave dwellings to Afro-Brazilian architecture developed by freed slaves to post-independence Modernist buildings. Some buildings showcased are in disrepair, despite most of the modern structures remaining in use today, including Hotel de la Paix and the Bourse du Travail, suggestive of a future of repair and celebration.
    Estonian PavilionEstonia Pavilion
    Another firm favourite this year is the Estonian exhibition on Riva dei Sette Martiri on the waterfront between Corso Garibaldi and the Giardini.  The Guardian’s Olly Wainwright said that outside the Giardini, it packed ‘the most powerful punch of all.’
    Simple and effective, Let Me Warm You, curated by trio of architects Keiti Lige, Elina Liiva and Helena Männa, asks whether current insulation-driven renovations are merely a ‘checkbox’ to meet European energy targets or ‘a real chance’ to enhance the spatial and social quality of mass housing.
    The façade of the historic Venetian palazzetto in which it is housed is clad with fibre-cement insulation panels in the same process used in Estonia itself for its mass housing – a powerful visual statement showcasing a problematic disregard for the character and potential of typical habitable spaces. Inside, the ground floor is wrapped in plastic and exhibits how the dynamics between different stakeholders influence spatial solutions, including named stickers to encourage discussion among your peers.
    Venice ProcuratieSMACTimed to open to the public at the same time as the biennale, SMAC is a new permanent arts institution in Piazza San Marco, on the second floor of the Procuratie, which is owned by Generali. The exhibition space, open to the public for the first time in 500 years, comprises 16 galleries arranged along a continuous corridor stretching over 80m, recently restored by David Chipperfield Architects.
    Visitors can expect access through a private courtyard leading on to a monumental staircase and experience a typically sensitive Chipperfield restoration, which has revived the building’s original details: walls covered in a light grey Venetian marmorino made from crushed marble and floors of white terrazzo.
    During the summer, its inaugural programme features two solo exhibitions dedicated to Australian modern architect Harry Seidler and Korean landscape designer Jung Youngsun.
    Holcim's installationHolcim x Elemental
    Concrete manufacturer Holcim makes an appearance for a third time at Venice, this time partnering with Chilean Pritzker Prize-winning Alejandro Aravena’s practice Elemental – curator of the 2016 biennale – to launch a resilient housing prototype that follows on from the Norman Foster-designed Essential Homes Project.
    The ‘carbon-neutral’ structure incorporates Holcim’s range of low-carbon concrete ECOPact and is on display as part of the Time Space Existence exhibition organised by the European Cultural Centre in their gardens.
    It also applies Holcim’s ‘biochar’ technology for the first time, a concrete mix with 100 per cent recycled aggregates, in a full-scale Basic Services Unit. This follows an incremental design approach, which could entail fast and efficient construction via the provision of only essential housing components, and via self-build.
    The Next Earth at Palazzo DiedoThe Next Earth
    At Palazzo Diedo’s incredible dedicated Berggruen Arts and Culture space, MIT’s department of architecture and think tank Antikytherahave come together to create the exhibition The Next Earth: Computation, Crisis, Cosmology, which questions how philosophy and architecture must and can respond to various planet-wide crises.
    Antikythera’s The Noocene: Computation and Cosmology from Antikythera to AI looks at the evolution of ‘planetary computation’ as an ‘accidental’ megastructure through which systems, from the molecular to atmospheric scales, become both comprehensible and composable. What is actually on display is an architectural scale video monolith and short films on AI, astronomy and artificial life, as well as selected artefacts. MIT’s Climate Work: Un/Worlding the Planet features 37 works-in-progress, each looking at material supply chains, energy expenditure, modes of practice and deep-time perspectives. Take from it what you will.
    The 19th International Venice Architecture Biennale remains open until Sunday, 23 November 2025.
    #venice #biennale #roundup #what #else
    Venice Biennale 2025 round-up: what else to see?
    This edition of the Venice Biennale includes 65 national pavilions, 11 collateral events, and over 750 participants in the international exhibition curated by Italian architect and engineer Carlo Ratti. Entitled Intelligens: Natural Artificial Collective, its stated aim is to make Venice a ‘living laboratory’. But Ratti’s exhibition in the Arsenale has been hit by mixed reviews. The AJ’s Rob Wilson described it as ‘a bit of a confusing mess’, while other media outlets have called the robot-heavy exhibit of future-facing building-focused solutions to the climate crisis a ‘tech-bro fever dream’ and a ‘mind-boggling rollercoaster’ to mention a few. It is a distinct shift away from the biennale of two years ago twhen Ghanaian-Scottish architect Lesley Lokko curated the main exhibitions, including 89 participants – of which more than half were from Africa or the African diaspora – in a convincing reset of the architectural conversation.Advertisement This year’s National Pavilions and collateral exhibits, by contrast, have tackled the largest themes in architecture and the world right now in a less constrained way than the main exhibitions. The exhibits are radical and work as a useful gauge for understanding what’s important in each country: decarbonisation, climate resilience, the reconstruction of Gaza, and an issue more prevalent in politics closer to home: gender wars. What's not to miss in the Giardini? British PavilionUK Pavilion The British Pavilion this year, which won a special mention from the Venetian jury, is housing a show by a British-Kenyan collab titled GBR – Geology of Britannic Repair. In it, the curators explore the links between colonialism, the built environment and geological extraction. Focusing on the Rift Valley, which runs from east Africa to the Middle East, including Palestine, the exhibition was curated by the Nairobi-based studio cave_bureau, UK-based curator, writer and Farrell Centre director Owen Hopkins and Queen Mary University professor Kathryn Yusoff. The pavilion’s façade is cloaked by a beaded veil of agricultural waste briquettes and clay and glass beads, produced in Kenya and India, echoing both Maasai practices and beads once made on Venice’s Murano, as currency for the exchange of metals, minerals and slaves. The pavilion’s six gallery spaces include multisensory installations such as the Earth Compass, a series of celestial maps connecting London and Nairobi; the Rift Room, tracing one of humans’ earliest migration routes; and the Shimoni Slave Cave, featuring a large-scale bronze cast of a valley cave historically used as a holding pen for enslaved people.Advertisement The show also includes Objects of Repair, a project by design-led research group Palestine Regeneration Team, looking at how salvaged materials could help rebuild war-torn Gaza, the only exhibit anywhere in the Biennale that tackled the reconstruction of Gaza face-on – doing so impressively, both politically and sensitively. here. Danish PavilionDemark Pavilion A firm favourite by most this year, the Danish exhibition Build of Site, curated by Søren Pihlmann of Pihlmann Architects, transforms the pavilion, which requires renovation anyway, into both a renovation site and archive of materials. Clever, simple and very methodical, the building is being both renewed while at the same time showcasing innovative methods to reuse surplus materials uncovered during the construction process – as an alternative to using new resources to build a temporary exhibition. The renovation of the 1950s Peter Koch-designed section of the pavilion began in December 2024 and will be completed following the biennale, having been suspended for its duration. On display are archetypal elements including podiums, ramps, benches and tables – all constructed from the surplus materials unearthed during the renovation, such as wood, limestone, concrete, stone, sand, silt and clay. Belgian PavilionBelgium Pavilion If you need a relaxing break from the intensity of the biennale, then the oldest national pavilion in the Giardini is the one for you. Belgium’s Building Biospheres: A New Alliance between Nature and Architecture brings ‘plant intelligence’ to the fore. Commissioned by the Flanders Architecture Institute and curated by landscape architect Bas Smets and neurobiologist Stefano Mancuso, the exhibit investigates how the natural ‘intelligence’ of plants can be used to produce an indoor climate – elevating the role of landscape design and calling for it to no longer serve as a backdrop for architecture. Inside, more than 200 plants occupy the central area beneath the skylight, becoming the pavilion’s centrepiece, with the rear space visualising ‘real-time’ data on the prototype’s climate control performance. Spanish PavilionSpain Pavilion One for the pure architecture lovers out there, models, installations, photographs and timber structures fill the Spanish Pavilion in abundance. Neatly curated by architects Roi Salgueiro Barrio and Manuel Bouzas Barcala, Internalities shows a series of existing and research projects that have contributed to decarbonising construction in Spain. The outcome? An extensive collection of work exploring the use of very local and very specific regenerative and low-carbon construction and materials – including stone, wood and soil. The joy of this pavilion comes from the 16 beautiful timber frames constructed from wood from communal forests in Galicia. Polish PavilionPoland Pavilion Poland’s pavilion was like Marmite this year. Some loved its playful approach while others found it silly. Lares and Penates, taking its name from ancient Roman deities of protection, has been curated by Aleksandra Kędziorek and looks at what it means and takes to have a sense of security in architecture. Speaking to many different anxieties, it refers to the unspoken assumption of treating architecture as a safe haven against the elements, catastrophes and wars – showcasing and elevating the mundane solutions and signage derived from building, fire and health regulations. The highlight? An ornate niche decorated with tiles and stones just for … a fire extinguisher. Dutch PavilionNetherlands Pavilion Punchy and straight to the point, SIDELINED: A Space to Rethink Togetherness takes sports as a lens for looking at how spatial design can both reveal and disrupt the often-exclusionary dynamics of everyday environments. Within the pavilion, the exhibit looks beyond the large-scale arena of the stadium and gymnasium to investigate the more localised and intimate context of the sports bar, as well as three alternative sports – a site of both social production and identity formation – as a metaphor for uniting diverse communities. The pavilion-turned-sports bar, designed by Koos Breen and Jeannette Slütter and inspired by Asger Jorn’s three-sided sports field, is a space for fluidity and experimentation where binary oppositions, social hierarchies and cultural values are contested and reshaped – complete with jerseys and football scarfsworn by players in the alternative Anonymous Allyship aligning the walls. Read Derin Fadina’s review for the AJ here. Performance inside the Nordic Countries PavilionNordic Countries Pavilion Probably the most impactful national pavilion this year, the Nordic Countries have presented an installation with performance work. Curated by Kaisa Karvinen, Industry Muscle: Five Scores for Architecture continues Finnish artist Teo Ala-Ruona’s work on trans embodiment and ecology by considering the trans body as a lens through which to examine modern architecture and the built environment. The three-day exhibition opening featured a two-hour performance each day with Ala-Ruona and his troupe crawling, climbing and writhing around the space, creating a bodily dialogue with the installations and pavilion building itself, which was designed by celebrated Modernist architect Sverre Fehn. The American pavilion next door, loudlyturns its back on what’s going on in its own country by just celebrating the apathetical porch, making the Nordic Countries seem even more relevant in this crucial time. Read Derin Fadina’s review for the AJ here. German PavilionGermany Pavilion An exhibit certainly grabbing the issue of climate change by its neck is the German contribution, Stresstest. Curated by Nicola Borgmann, Elisabeth Endres, Gabriele G Kiefer and Daniele Santucci, the pavilion has turned climate change into a literal physical and psychological experience for visitors by creating contrasting ‘stress’ and ‘de-stress’ rooms. In the dark stress room, a large metal sculpture creates a cramped and hot space using heating mats hung from the ceiling and powered by PVs. Opposite is a calmer space demonstrating strategies that could be used to reduce the heat of cities, and between the two spaces is a film focusing on the impacts of cities becoming hotter. If this doesn’t highlight the urgency of the situation, I’m not sure what will. Best bits of the Arsenale outside the main exhibitions Bahrain PavilionBahrain Pavilion Overall winner of this year’s Golden Lion for best national participation, Bahrain’s pavilion in the historic Artiglierie of the Arsenale is a proposal for living and working through heat conditions. Heatwave, curated by architect Andrea Faraguna, reimagines public space design by exploring passive cooling strategies rooted in the Arab country’s climate, as well as cultural context. A geothermal well and solar chimney are connected through a thermo-hygrometric axis that links underground conditions with the air outside. The inhabitable space that hosts visitors is thus compressed and defined by its earth-covered floor and suspended ceiling, and is surrounded by memorable sandbags, highlighting its scalability for particularly hot construction sites in the Gulf where a huge amount of construction is taking place. In the Arsenale’s exhibition space, where excavation wasn’t feasible, this system has been adapted into mechanical ventilation, bringing in air from the canal side and channelling it through ductwork to create a microclimate. Slovenian PavilionSlovenia Pavilion The AJ’s Rob Wilson’s top pavilion tip this year provides an enjoyable take on the theme of the main exhibition, highlighting how the tacit knowledge and on-site techniques and skills of construction workers and craftspeople are still the key constituent in architectural production despite all the heat and light about robotics, prefabrication, artificial intelligence and 3D printing. Master Builders, curated by Ana Kosi and Ognen Arsov and organised by the Museum of Architecture and Designin Ljubljana, presents a series of ‘totems’ –accumulative sculpture-like structures that are formed of conglomerations of differently worked materials, finishes and building elements. These are stacked up into crazy tower forms, which showcase various on-site construction skills and techniques, their construction documented in accompanying films. Uzbekistan PavilionUzbekistan Pavilion Uzbekistan’s contribution explores the Soviet era solar furnace and Modernist legacy. Architecture studio GRACE, led by curators Ekaterina Golovatyuk and Giacomo Cantoni have curated A Matter of Radiance. The focus is the Sun Institute of Material Science – originally known as the Sun Heliocomplex – an incredible large-scale scientific structure built in 1987 on a natural, seismic-free foundation near Tashkent and one of only two that study material behaviour under extreme temperatures. The exhibition examines the solar oven’s site’s historical and contemporary significance while reflecting on its scientific legacy and influence moving beyond just national borders. Applied Arts PavilionV&A Applied Arts Pavilion Diller Scofidio + Renfrois having a moment. The US-based practice, in collaboration with V&A chief curator Brendan Cormier, has curated On Storage, which aptly explores global storage architectures in a pavilion that strongly links to the V&A’s recent opening of Storehouse, its newcollections archive in east London. Featured is a six-channelfilm entitled Boxed: The Mild Boredom of Order, directed by the practice itself and following a toothbrush, as a metaphor for an everyday consumer product, on its journey through different forms of storage across the globe – from warehouse to distribution centre to baggage handlers down to the compact space of a suitcase. Also on display are large-format photographs of V&A East Storehouse, DS+R’s original architectural model and sketchbook and behind-the-scenes photography of Storehouse at work, taken by emerging east London-based photographers. Canal CaféCanal café Golden Lion for the best participation in the actual exhibition went to Canal Café, an intervention designed by V&A East Storehouse’s architect DS+R with Natural Systems Utilities, SODAI, Aaron Betsky and Davide Oldani. Serving up canal-water espresso, the installation is a demonstration of how Venice itself can be a laboratory to understand how to live on the water in a time of water scarcity. The structure, located on the edge of the Arsenale’s building complex, draws water from its lagoon before filtering it onsite via a hybrid of natural and artificial methods, including a mini wetland with grasses. The project was recognised for its persistence, having started almost 20 years ago, just showing how water scarcity, contamination and flooding are still major concerns both globally and, more locally, in the tourist-heavy city of Venice. And what else? Holy See PavilionThe Holy See Much like the Danish Pavilion, the Pavilion of the Holy See is also taking on an approach of renewal this year. Over the next six months, Opera Aperta will breathe new life into the Santa Maria Ausiliatrice Complex in the Castello district of Venice. Founded as a hospice for pilgrims in 1171, the building later became the oldest hospital and was converted into school in the 18th century. In 2001, the City of Venice allocated it for cultural use and for the next four years it will be managed by the Dicastery for Culture and Education of the Holy See to oversee its restoration. Curated by architect, curator and researcher Marina Otero Verzier and artistic director of Fondaco Italia, Giovanna Zabotti, the complex has been turned into a constant ‘living laboratory’ of collective repair – and received a special mention in the biennale awards. The restoration works, open from Tuesday to Friday, are being carried out by local artisans and specialised restorers with expertise in recovering stone, marble, terracotta, mural and canvas painting, stucco, wood and metal artworks. The beauty, however, lies in the photogenic fabrics, lit by a warm yellow glow, hanging from the walls within, gently wrapping the building’s surfaces, leaving openings that allow movement and offer glimpses of the ongoing restoration. Mobile scaffolding, used to support the works, also doubles up as furniture, providing space for equipment and subdividing the interior. Togo PavilionTogo Pavilion The Republic of Togo has presented its first pavilion ever at the biennale this year with the project Considering Togo’s Architectural Heritage, which sits intriguingly at the back of a second-hand furniture shop. The inaugural pavilion is curated by Lomé and Berlin-based Studio NEiDA and is in Venice’s Squero Castello. Exploring Togo’s architectural narratives from the early 20th century, and key ongoing restoration efforts, it documents key examples of the west African country’s heritage, highlighting both traditional and more modern building techniques – from Nôk cave dwellings to Afro-Brazilian architecture developed by freed slaves to post-independence Modernist buildings. Some buildings showcased are in disrepair, despite most of the modern structures remaining in use today, including Hotel de la Paix and the Bourse du Travail, suggestive of a future of repair and celebration. Estonian PavilionEstonia Pavilion Another firm favourite this year is the Estonian exhibition on Riva dei Sette Martiri on the waterfront between Corso Garibaldi and the Giardini.  The Guardian’s Olly Wainwright said that outside the Giardini, it packed ‘the most powerful punch of all.’ Simple and effective, Let Me Warm You, curated by trio of architects Keiti Lige, Elina Liiva and Helena Männa, asks whether current insulation-driven renovations are merely a ‘checkbox’ to meet European energy targets or ‘a real chance’ to enhance the spatial and social quality of mass housing. The façade of the historic Venetian palazzetto in which it is housed is clad with fibre-cement insulation panels in the same process used in Estonia itself for its mass housing – a powerful visual statement showcasing a problematic disregard for the character and potential of typical habitable spaces. Inside, the ground floor is wrapped in plastic and exhibits how the dynamics between different stakeholders influence spatial solutions, including named stickers to encourage discussion among your peers. Venice ProcuratieSMACTimed to open to the public at the same time as the biennale, SMAC is a new permanent arts institution in Piazza San Marco, on the second floor of the Procuratie, which is owned by Generali. The exhibition space, open to the public for the first time in 500 years, comprises 16 galleries arranged along a continuous corridor stretching over 80m, recently restored by David Chipperfield Architects. Visitors can expect access through a private courtyard leading on to a monumental staircase and experience a typically sensitive Chipperfield restoration, which has revived the building’s original details: walls covered in a light grey Venetian marmorino made from crushed marble and floors of white terrazzo. During the summer, its inaugural programme features two solo exhibitions dedicated to Australian modern architect Harry Seidler and Korean landscape designer Jung Youngsun. Holcim's installationHolcim x Elemental Concrete manufacturer Holcim makes an appearance for a third time at Venice, this time partnering with Chilean Pritzker Prize-winning Alejandro Aravena’s practice Elemental – curator of the 2016 biennale – to launch a resilient housing prototype that follows on from the Norman Foster-designed Essential Homes Project. The ‘carbon-neutral’ structure incorporates Holcim’s range of low-carbon concrete ECOPact and is on display as part of the Time Space Existence exhibition organised by the European Cultural Centre in their gardens. It also applies Holcim’s ‘biochar’ technology for the first time, a concrete mix with 100 per cent recycled aggregates, in a full-scale Basic Services Unit. This follows an incremental design approach, which could entail fast and efficient construction via the provision of only essential housing components, and via self-build. The Next Earth at Palazzo DiedoThe Next Earth At Palazzo Diedo’s incredible dedicated Berggruen Arts and Culture space, MIT’s department of architecture and think tank Antikytherahave come together to create the exhibition The Next Earth: Computation, Crisis, Cosmology, which questions how philosophy and architecture must and can respond to various planet-wide crises. Antikythera’s The Noocene: Computation and Cosmology from Antikythera to AI looks at the evolution of ‘planetary computation’ as an ‘accidental’ megastructure through which systems, from the molecular to atmospheric scales, become both comprehensible and composable. What is actually on display is an architectural scale video monolith and short films on AI, astronomy and artificial life, as well as selected artefacts. MIT’s Climate Work: Un/Worlding the Planet features 37 works-in-progress, each looking at material supply chains, energy expenditure, modes of practice and deep-time perspectives. Take from it what you will. The 19th International Venice Architecture Biennale remains open until Sunday, 23 November 2025. #venice #biennale #roundup #what #else
    WWW.ARCHITECTSJOURNAL.CO.UK
    Venice Biennale 2025 round-up: what else to see?
    This edition of the Venice Biennale includes 65 national pavilions, 11 collateral events, and over 750 participants in the international exhibition curated by Italian architect and engineer Carlo Ratti. Entitled Intelligens: Natural Artificial Collective, its stated aim is to make Venice a ‘living laboratory’. But Ratti’s exhibition in the Arsenale has been hit by mixed reviews. The AJ’s Rob Wilson described it as ‘a bit of a confusing mess’, while other media outlets have called the robot-heavy exhibit of future-facing building-focused solutions to the climate crisis a ‘tech-bro fever dream’ and a ‘mind-boggling rollercoaster’ to mention a few. It is a distinct shift away from the biennale of two years ago twhen Ghanaian-Scottish architect Lesley Lokko curated the main exhibitions, including 89 participants – of which more than half were from Africa or the African diaspora – in a convincing reset of the architectural conversation.Advertisement This year’s National Pavilions and collateral exhibits, by contrast, have tackled the largest themes in architecture and the world right now in a less constrained way than the main exhibitions. The exhibits are radical and work as a useful gauge for understanding what’s important in each country: decarbonisation, climate resilience, the reconstruction of Gaza, and an issue more prevalent in politics closer to home: gender wars. What's not to miss in the Giardini? British Pavilion (photography: Chris Lane) UK Pavilion The British Pavilion this year, which won a special mention from the Venetian jury, is housing a show by a British-Kenyan collab titled GBR – Geology of Britannic Repair. In it, the curators explore the links between colonialism, the built environment and geological extraction. Focusing on the Rift Valley, which runs from east Africa to the Middle East, including Palestine, the exhibition was curated by the Nairobi-based studio cave_bureau, UK-based curator, writer and Farrell Centre director Owen Hopkins and Queen Mary University professor Kathryn Yusoff. The pavilion’s façade is cloaked by a beaded veil of agricultural waste briquettes and clay and glass beads, produced in Kenya and India, echoing both Maasai practices and beads once made on Venice’s Murano, as currency for the exchange of metals, minerals and slaves. The pavilion’s six gallery spaces include multisensory installations such as the Earth Compass, a series of celestial maps connecting London and Nairobi; the Rift Room, tracing one of humans’ earliest migration routes; and the Shimoni Slave Cave, featuring a large-scale bronze cast of a valley cave historically used as a holding pen for enslaved people.Advertisement The show also includes Objects of Repair, a project by design-led research group Palestine Regeneration Team (PART), looking at how salvaged materials could help rebuild war-torn Gaza, the only exhibit anywhere in the Biennale that tackled the reconstruction of Gaza face-on – doing so impressively, both politically and sensitively. Read more here. Danish Pavilion (photography: Hampus Berndtson) Demark Pavilion A firm favourite by most this year, the Danish exhibition Build of Site, curated by Søren Pihlmann of Pihlmann Architects, transforms the pavilion, which requires renovation anyway, into both a renovation site and archive of materials. Clever, simple and very methodical, the building is being both renewed while at the same time showcasing innovative methods to reuse surplus materials uncovered during the construction process – as an alternative to using new resources to build a temporary exhibition. The renovation of the 1950s Peter Koch-designed section of the pavilion began in December 2024 and will be completed following the biennale, having been suspended for its duration. On display are archetypal elements including podiums, ramps, benches and tables – all constructed from the surplus materials unearthed during the renovation, such as wood, limestone, concrete, stone, sand, silt and clay. Belgian Pavilion (photography: Michiel De Cleene) Belgium Pavilion If you need a relaxing break from the intensity of the biennale, then the oldest national pavilion in the Giardini is the one for you. Belgium’s Building Biospheres: A New Alliance between Nature and Architecture brings ‘plant intelligence’ to the fore. Commissioned by the Flanders Architecture Institute and curated by landscape architect Bas Smets and neurobiologist Stefano Mancuso, the exhibit investigates how the natural ‘intelligence’ of plants can be used to produce an indoor climate – elevating the role of landscape design and calling for it to no longer serve as a backdrop for architecture. Inside, more than 200 plants occupy the central area beneath the skylight, becoming the pavilion’s centrepiece, with the rear space visualising ‘real-time’ data on the prototype’s climate control performance. Spanish Pavilion (photography: Luca Capuano) Spain Pavilion One for the pure architecture lovers out there, models (32!), installations, photographs and timber structures fill the Spanish Pavilion in abundance. Neatly curated by architects Roi Salgueiro Barrio and Manuel Bouzas Barcala, Internalities shows a series of existing and research projects that have contributed to decarbonising construction in Spain. The outcome? An extensive collection of work exploring the use of very local and very specific regenerative and low-carbon construction and materials – including stone, wood and soil. The joy of this pavilion comes from the 16 beautiful timber frames constructed from wood from communal forests in Galicia. Polish Pavilion (photography: Luca Capuano) Poland Pavilion Poland’s pavilion was like Marmite this year. Some loved its playful approach while others found it silly. Lares and Penates, taking its name from ancient Roman deities of protection, has been curated by Aleksandra Kędziorek and looks at what it means and takes to have a sense of security in architecture. Speaking to many different anxieties, it refers to the unspoken assumption of treating architecture as a safe haven against the elements, catastrophes and wars – showcasing and elevating the mundane solutions and signage derived from building, fire and health regulations. The highlight? An ornate niche decorated with tiles and stones just for … a fire extinguisher. Dutch Pavilion (photography: Cristiano Corte) Netherlands Pavilion Punchy and straight to the point, SIDELINED: A Space to Rethink Togetherness takes sports as a lens for looking at how spatial design can both reveal and disrupt the often-exclusionary dynamics of everyday environments. Within the pavilion, the exhibit looks beyond the large-scale arena of the stadium and gymnasium to investigate the more localised and intimate context of the sports bar, as well as three alternative sports – a site of both social production and identity formation – as a metaphor for uniting diverse communities. The pavilion-turned-sports bar, designed by Koos Breen and Jeannette Slütter and inspired by Asger Jorn’s three-sided sports field, is a space for fluidity and experimentation where binary oppositions, social hierarchies and cultural values are contested and reshaped – complete with jerseys and football scarfs (currently a must-have fashion item) worn by players in the alternative Anonymous Allyship aligning the walls. Read Derin Fadina’s review for the AJ here. Performance inside the Nordic Countries Pavilion (photography: Venla Helenius) Nordic Countries Pavilion Probably the most impactful national pavilion this year (and with the best tote bag by far), the Nordic Countries have presented an installation with performance work. Curated by Kaisa Karvinen, Industry Muscle: Five Scores for Architecture continues Finnish artist Teo Ala-Ruona’s work on trans embodiment and ecology by considering the trans body as a lens through which to examine modern architecture and the built environment. The three-day exhibition opening featured a two-hour performance each day with Ala-Ruona and his troupe crawling, climbing and writhing around the space, creating a bodily dialogue with the installations and pavilion building itself, which was designed by celebrated Modernist architect Sverre Fehn. The American pavilion next door, loudly (country music!) turns its back on what’s going on in its own country by just celebrating the apathetical porch, making the Nordic Countries seem even more relevant in this crucial time. Read Derin Fadina’s review for the AJ here. German Pavilion (photography: Luca Capuano) Germany Pavilion An exhibit certainly grabbing the issue of climate change by its neck is the German contribution, Stresstest. Curated by Nicola Borgmann, Elisabeth Endres, Gabriele G Kiefer and Daniele Santucci, the pavilion has turned climate change into a literal physical and psychological experience for visitors by creating contrasting ‘stress’ and ‘de-stress’ rooms. In the dark stress room, a large metal sculpture creates a cramped and hot space using heating mats hung from the ceiling and powered by PVs. Opposite is a calmer space demonstrating strategies that could be used to reduce the heat of cities, and between the two spaces is a film focusing on the impacts of cities becoming hotter. If this doesn’t highlight the urgency of the situation, I’m not sure what will. Best bits of the Arsenale outside the main exhibitions Bahrain Pavilion (photography: Andrea Avezzù) Bahrain Pavilion Overall winner of this year’s Golden Lion for best national participation, Bahrain’s pavilion in the historic Artiglierie of the Arsenale is a proposal for living and working through heat conditions. Heatwave, curated by architect Andrea Faraguna, reimagines public space design by exploring passive cooling strategies rooted in the Arab country’s climate, as well as cultural context. A geothermal well and solar chimney are connected through a thermo-hygrometric axis that links underground conditions with the air outside. The inhabitable space that hosts visitors is thus compressed and defined by its earth-covered floor and suspended ceiling, and is surrounded by memorable sandbags, highlighting its scalability for particularly hot construction sites in the Gulf where a huge amount of construction is taking place. In the Arsenale’s exhibition space, where excavation wasn’t feasible, this system has been adapted into mechanical ventilation, bringing in air from the canal side and channelling it through ductwork to create a microclimate. Slovenian Pavilion (photography: Andrea Avezzù) Slovenia Pavilion The AJ’s Rob Wilson’s top pavilion tip this year provides an enjoyable take on the theme of the main exhibition, highlighting how the tacit knowledge and on-site techniques and skills of construction workers and craftspeople are still the key constituent in architectural production despite all the heat and light about robotics, prefabrication, artificial intelligence and 3D printing. Master Builders, curated by Ana Kosi and Ognen Arsov and organised by the Museum of Architecture and Design (MAO) in Ljubljana, presents a series of ‘totems’ –accumulative sculpture-like structures that are formed of conglomerations of differently worked materials, finishes and building elements. These are stacked up into crazy tower forms, which showcase various on-site construction skills and techniques, their construction documented in accompanying films. Uzbekistan Pavilion (photography: Luca Capuano) Uzbekistan Pavilion Uzbekistan’s contribution explores the Soviet era solar furnace and Modernist legacy. Architecture studio GRACE, led by curators Ekaterina Golovatyuk and Giacomo Cantoni have curated A Matter of Radiance. The focus is the Sun Institute of Material Science – originally known as the Sun Heliocomplex – an incredible large-scale scientific structure built in 1987 on a natural, seismic-free foundation near Tashkent and one of only two that study material behaviour under extreme temperatures. The exhibition examines the solar oven’s site’s historical and contemporary significance while reflecting on its scientific legacy and influence moving beyond just national borders. Applied Arts Pavilion (photography: Andrea Avezzù) V&A Applied Arts Pavilion Diller Scofidio + Renfro (DS+R) is having a moment. The US-based practice, in collaboration with V&A chief curator Brendan Cormier, has curated On Storage, which aptly explores global storage architectures in a pavilion that strongly links to the V&A’s recent opening of Storehouse, its new (and free) collections archive in east London. Featured is a six-channel (and screen) film entitled Boxed: The Mild Boredom of Order, directed by the practice itself and following a toothbrush, as a metaphor for an everyday consumer product, on its journey through different forms of storage across the globe – from warehouse to distribution centre to baggage handlers down to the compact space of a suitcase. Also on display are large-format photographs of V&A East Storehouse, DS+R’s original architectural model and sketchbook and behind-the-scenes photography of Storehouse at work, taken by emerging east London-based photographers. Canal Café (photography: Marco Zorzanello) Canal café Golden Lion for the best participation in the actual exhibition went to Canal Café, an intervention designed by V&A East Storehouse’s architect DS+R with Natural Systems Utilities, SODAI, Aaron Betsky and Davide Oldani. Serving up canal-water espresso, the installation is a demonstration of how Venice itself can be a laboratory to understand how to live on the water in a time of water scarcity. The structure, located on the edge of the Arsenale’s building complex, draws water from its lagoon before filtering it onsite via a hybrid of natural and artificial methods, including a mini wetland with grasses. The project was recognised for its persistence, having started almost 20 years ago, just showing how water scarcity, contamination and flooding are still major concerns both globally and, more locally, in the tourist-heavy city of Venice. And what else? Holy See Pavilion (photography: Andrea Avezzù) The Holy See Much like the Danish Pavilion, the Pavilion of the Holy See is also taking on an approach of renewal this year. Over the next six months, Opera Aperta will breathe new life into the Santa Maria Ausiliatrice Complex in the Castello district of Venice. Founded as a hospice for pilgrims in 1171, the building later became the oldest hospital and was converted into school in the 18th century. In 2001, the City of Venice allocated it for cultural use and for the next four years it will be managed by the Dicastery for Culture and Education of the Holy See to oversee its restoration. Curated by architect, curator and researcher Marina Otero Verzier and artistic director of Fondaco Italia, Giovanna Zabotti, the complex has been turned into a constant ‘living laboratory’ of collective repair – and received a special mention in the biennale awards. The restoration works, open from Tuesday to Friday, are being carried out by local artisans and specialised restorers with expertise in recovering stone, marble, terracotta, mural and canvas painting, stucco, wood and metal artworks. The beauty, however, lies in the photogenic fabrics, lit by a warm yellow glow, hanging from the walls within, gently wrapping the building’s surfaces, leaving openings that allow movement and offer glimpses of the ongoing restoration. Mobile scaffolding, used to support the works, also doubles up as furniture, providing space for equipment and subdividing the interior. Togo Pavilion (photography: Andrea Avezzù) Togo Pavilion The Republic of Togo has presented its first pavilion ever at the biennale this year with the project Considering Togo’s Architectural Heritage, which sits intriguingly at the back of a second-hand furniture shop. The inaugural pavilion is curated by Lomé and Berlin-based Studio NEiDA and is in Venice’s Squero Castello. Exploring Togo’s architectural narratives from the early 20th century, and key ongoing restoration efforts, it documents key examples of the west African country’s heritage, highlighting both traditional and more modern building techniques – from Nôk cave dwellings to Afro-Brazilian architecture developed by freed slaves to post-independence Modernist buildings. Some buildings showcased are in disrepair, despite most of the modern structures remaining in use today, including Hotel de la Paix and the Bourse du Travail, suggestive of a future of repair and celebration. Estonian Pavilion (photography: Joosep Kivimäe) Estonia Pavilion Another firm favourite this year is the Estonian exhibition on Riva dei Sette Martiri on the waterfront between Corso Garibaldi and the Giardini.  The Guardian’s Olly Wainwright said that outside the Giardini, it packed ‘the most powerful punch of all.’ Simple and effective, Let Me Warm You, curated by trio of architects Keiti Lige, Elina Liiva and Helena Männa, asks whether current insulation-driven renovations are merely a ‘checkbox’ to meet European energy targets or ‘a real chance’ to enhance the spatial and social quality of mass housing. The façade of the historic Venetian palazzetto in which it is housed is clad with fibre-cement insulation panels in the same process used in Estonia itself for its mass housing – a powerful visual statement showcasing a problematic disregard for the character and potential of typical habitable spaces. Inside, the ground floor is wrapped in plastic and exhibits how the dynamics between different stakeholders influence spatial solutions, including named stickers to encourage discussion among your peers. Venice Procuratie (photography: Mike Merkenschlager) SMAC (San Marco Art Centre) Timed to open to the public at the same time as the biennale, SMAC is a new permanent arts institution in Piazza San Marco, on the second floor of the Procuratie, which is owned by Generali. The exhibition space, open to the public for the first time in 500 years, comprises 16 galleries arranged along a continuous corridor stretching over 80m, recently restored by David Chipperfield Architects. Visitors can expect access through a private courtyard leading on to a monumental staircase and experience a typically sensitive Chipperfield restoration, which has revived the building’s original details: walls covered in a light grey Venetian marmorino made from crushed marble and floors of white terrazzo. During the summer, its inaugural programme features two solo exhibitions dedicated to Australian modern architect Harry Seidler and Korean landscape designer Jung Youngsun. Holcim's installation (photography: Celestia Studio) Holcim x Elemental Concrete manufacturer Holcim makes an appearance for a third time at Venice, this time partnering with Chilean Pritzker Prize-winning Alejandro Aravena’s practice Elemental – curator of the 2016 biennale – to launch a resilient housing prototype that follows on from the Norman Foster-designed Essential Homes Project. The ‘carbon-neutral’ structure incorporates Holcim’s range of low-carbon concrete ECOPact and is on display as part of the Time Space Existence exhibition organised by the European Cultural Centre in their gardens. It also applies Holcim’s ‘biochar’ technology for the first time, a concrete mix with 100 per cent recycled aggregates, in a full-scale Basic Services Unit. This follows an incremental design approach, which could entail fast and efficient construction via the provision of only essential housing components, and via self-build. The Next Earth at Palazzo Diedo (photography: Joan Porcel) The Next Earth At Palazzo Diedo’s incredible dedicated Berggruen Arts and Culture space, MIT’s department of architecture and think tank Antikythera (apparently taking its name from the first-known computer) have come together to create the exhibition The Next Earth: Computation, Crisis, Cosmology, which questions how philosophy and architecture must and can respond to various planet-wide crises. Antikythera’s The Noocene: Computation and Cosmology from Antikythera to AI looks at the evolution of ‘planetary computation’ as an ‘accidental’ megastructure through which systems, from the molecular to atmospheric scales, become both comprehensible and composable. What is actually on display is an architectural scale video monolith and short films on AI, astronomy and artificial life, as well as selected artefacts. MIT’s Climate Work: Un/Worlding the Planet features 37 works-in-progress, each looking at material supply chains, energy expenditure, modes of practice and deep-time perspectives. Take from it what you will. The 19th International Venice Architecture Biennale remains open until Sunday, 23 November 2025.
    Like
    Love
    Wow
    Sad
    Angry
    632
    0 Comments 0 Shares
  • Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how

    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better.

    Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception.
    The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers.The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitatand national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height.For the moment, however, concrete is ahead of its chief competitors, steel andtimber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.”

    “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper.
    The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction.Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, andin Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turnerand Henry Chandlee Turner, Ransome, and François Hennebique. In the postwar era, “concrete comes out onto the surfaceboth a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg, and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation.
    The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx.“In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers“took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s SearsTower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, andthe even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.”

    The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall!and Sky High and the Logic of Luxury. The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedleand 7 South Dearborn. The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies.
    Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City.The exhibition opened in March, with plans to stay up at least through October, with accompanying lectures and panels to be announced on the museum’s website. Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters.
    Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future.
    Bill Millard is a regular contributor to AN.
    #decades #ago #concrete #overtook #steel
    Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how
    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better. Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception. The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers.The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitatand national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height.For the moment, however, concrete is ahead of its chief competitors, steel andtimber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.” “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper. The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction.Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, andin Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turnerand Henry Chandlee Turner, Ransome, and François Hennebique. In the postwar era, “concrete comes out onto the surfaceboth a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg, and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation. The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx.“In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers“took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s SearsTower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, andthe even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.” The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall!and Sky High and the Logic of Luxury. The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedleand 7 South Dearborn. The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies. Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City.The exhibition opened in March, with plans to stay up at least through October, with accompanying lectures and panels to be announced on the museum’s website. Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters. Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future. Bill Millard is a regular contributor to AN. #decades #ago #concrete #overtook #steel
    WWW.ARCHPAPER.COM
    Decades ago, concrete overtook steel as the predominant structural material for towers worldwide—the Skyscraper Museum’s new exhibition examines why and how
    “Is that concrete all around, or is it in my head?” asked Ian Hunter in “All the Young Dudes,” the song David Bowie wrote for Mott the Hoople in 1972. Concrete is all around us, and we haven’t quite wrapped our heads around it. It’s one of the indispensable materials of modernity; as we try to decarbonize the built environment, it’s part of the problem, and innovations in its composition may become part of the solution. Understanding its history more clearly, the Skyscraper Museum’s new exhibition in Manhattan implies, just might help us employ it better. Concrete is “the second most used substance in the world, after water,” the museum’s founder/director/curator Carol Willis told AN during a recent visit. For plasticity, versatility, and compressive strength, reinforced concrete is hard to beat, though its performance is more problematic when assessed by the metric of embodied and operational carbon, a consideration the exhibition acknowledges up front. In tall construction, concrete has become nearly hegemonic, yet its central role, contend Willis and co-curator Thomas Leslie, formerly of Foster + Partners and now a professor at the University of Illinois, Urbana-Champaign, is underrecognized by the public and by mainstream architectural history. The current exhibition aims to change that perception. The Skyscraper Museum in Lower Manhattan features an exhibition, The Modern Concrete Skyscraper, which examines the history of material choices in building tall towers. (Courtesy the Skyscraper Museum) The Modern Concrete Skyscraper examines the history of tall towers’ structural material choices, describing a transition from the early dominance of steel frames to the contemporary condition, in which most large buildings rely on concrete. This change did not happen instantly or for any single reason but through a combination of technical and economic factors, including innovations by various specialists, well-recognized and otherwise; the availability of high-quality limestone deposits near Chicago; and the differential development of materials industries in nations whose architecture grew prominent in recent decades. As supertalls reach ever higher—in the global race for official height rankings by the Council on Tall Buildings and Urban Habitat (CTBUH) and national, corporate, or professional bragging rights—concrete’s dominance may not be permanent in that sector, given the challenge of pumping the material beyond a certain height. (The 2,717-foot Burj Khalifa, formerly Burj Dubai, uses concrete up to 1,987 and steel above that point; Willis quotes SOM’s William Baker describing it as “the tallest steel building with a concrete foundation of 156 stories.”) For the moment, however, concrete is ahead of its chief competitors, steel and (on a smaller scale) timber. Regardless of possible promotional inferences, Willis said, “we did not work with the industry in any way for this exhibition.” “The invention of steel and the grid of steel and the skeleton frame is only the first chapter of the history of the skyscraper,” Willis explained. “The second chapter, and the one that we’re in now, is concrete. Surprisingly, no one had ever told that story of the skyscraper today with a continuous narrative.” The exhibition traces the use of concrete back to the ancient Roman combination of aggregate and pozzolana—the chemical formula for which was “largely lost with the fall of the Roman Empire,” though some Byzantine and medieval structures approximated it. From there, the show explores comparable materials’ revival in 18th-century England, the patenting of Portland cement by Leeds builder Joseph Aspdin in 1824, the proof-of-concept concrete house by François Coignet in 1856, and the pivotal development of rebar in the mid-19th century, with overdue attention to Ernest Ransome’s 1903 Ingalls Building in Cincinnati, then the world’s tallest concrete building at 15 stories and arguably the first concrete skyscraper. The exhibition includes a timeline that depicts concrete’s origins in Rome to its contemporary use in skyscraper construction. (Courtesy the Skyscraper Museum) Baker’s lectures, Willis reported, sometimes pose a deceptively simple question: “‘What is a skyscraper?’ In 1974, when the World Trade Center and Sears Tower are just finished, you would say it’s a very tall building that is built of steel, an office building in North America. But if you ask that same question today, the answer is: It’s a building that is mixed-use, constructed of concrete, and [located] in Asia or the Middle East.” The exhibition organizes the history of concrete towers by eras of engineering innovation, devoting special attention to the 19th- and early-20th-century “patent era” of Claude Allen Porter Turner (pioneer in flat-slab flooring and mushroom columns) and Henry Chandlee Turner (founder of Turner Construction), Ransome (who patented twisted-iron rebar), and François Hennebique (known for the re-inforced concrete system exemplified by Liverpool’s Royal Liver Building, the world’s tallest concrete office building when completed in 1911). In the postwar era, “concrete comes out onto the surface [as] both a structural material and aesthetic.” Brutalism, perhaps to some observers’ surprise, “does not figure very large in high-rise design,” Willis said, except for Paul Rudolph’s Tracey Towers in the Bronx. The exhibition, however, devotes considerable attention to the work of Pier Luigi Nervi, Bertrand Goldberg (particularly Marina City), and SOM’s Fazlur Khan, pioneer of the structural tube system in the 1960s and 1970s—followed by the postmodernist 1980s, when concrete could express either engineering values or ornamentation. The exhibition highlights a number of concrete towers, including Paul Rudolph’s Tracey Towers in the Bronx. (Courtesy the Skyscraper Museum) “In the ’90s, there were material advances in engineering analysis and computerization that helped to predict performance, and so buildings can get taller and taller,” Willis said. The current era, if one looks to CTBUH rankings, is dominated by the supertalls seen in Dubai, Shanghai, and Kuala Lumpur, after the Petronas Towers (1998) “took the title of world’s tallest building from North America for the first time and traumatized everybody about that.” The previous record holder, Chicago’s Sears (now Willis) Tower, comprised steel structural tubes on concrete caissons; with Petronas, headquarters of Malaysia’s national petroleum company of that name, a strong concrete industry was represented but a strong national steel industry was lacking, and as Willis frequently says, form follows finances. In any event, by the ’90s concrete was already becoming the standard material for supertalls, particularly on soft-soiled sites like Shanghai, where its water resistance and compressive strength are well suited to foundation construction. Its plasticity is also well suited to complex forms like the triangular Burj, Kuala Lumpur’s Merdeka 118, and (if eventually completed) the even taller Jeddah Tower, designed to “confuse the wind,” shed vortices, and manage wind forces. Posing the same question Louis Kahn asked about the intentions of a brick, Willis said, with concrete “the answer is: anything you want.” The exhibition is front-loaded with scholarly material, presenting eight succinct yet informative wall texts on the timeline of concrete construction. The explanatory material is accompanied by ample photographs as well as structural models on loan from SOM, Pelli Clarke & Partners, and other firms. Some materials are repurposed from the museum’s previous shows, particularly Supertall! (2011–12) and Sky High and the Logic of Luxury (2013–14). The models allow close examination of the Burj Khalifa, Petronas Towers, Jin Mao Tower, Merdeka 118, and others, including two unbuilt Chicago projects that would have exceeded 2,000 feet: the Miglin-Beitler Skyneedle (Cesar Pelli/Thornton Tomasetti) and 7 South Dearborn (SOM). The Burj, Willis noted, was all structure and no facade for a time: When its curtain-wall manufacturer, Schmidlin, went bankrupt in 2006, it “ended up going to 100 stories without having a stitch of glass on it,” temporarily becoming a “1:1 scale model of the structural system up to 100 stories.” Its prominence justifies its appearance here in two models, including one from RWDI’s wind-tunnel studies. Eero Saarinen’s only skyscraper, built for CBS in 1965 and also known as “Black Rock,” under construction in New York City. (Courtesy Eero Saarinen Collection, Manuscripts, and Archives, Yale University Library) The exhibition opened in March, with plans to stay up at least through October (Willis prefers to keep the date flexible), with accompanying lectures and panels to be announced on the museum’s website (skyscraper.org). Though the exhibition’s full textual and graphic content is available online, the physical models alone are worth a trip to the Battery Park City headquarters. Intriguing questions arise from the exhibition without easy answers, setting the table for lively discussion and debate. One is whether the patenting of innovations like Ransome bar and the Système Hennebique incentivized technological progress or hindered useful technology transfer. Willis speculated, “Did the fact that there were inventions and patents mean that competition was discouraged, that the competition was only in the realm of business, rather than advancing the material?” A critical question is whether research into the chemistry of concrete, including MIT’s 2023 report on the self-healing properties of Roman pozzolana and proliferating claims about “green concrete” using alternatives to Portland cement, can lead to new types of the material with improved durability and lower emissions footprints. This exhibition provides a firm foundation in concrete’s fascinating history, opening space for informed speculation about its future. Bill Millard is a regular contributor to AN.
    Like
    Love
    Wow
    Sad
    Angry
    553
    0 Comments 0 Shares
  • Astronomers detect most powerful explosions since Big Bang

    An artist's illustration of an unlucky massive star approaching a supermassive black hole. Credit: University of Hawai'i

    Get the Popular Science daily newsletter
    Breakthroughs, discoveries, and DIY tips sent every weekday.

    At any given time across the universe, massive cosmic bodies are releasing incomprehensible amounts of energy. Stars burn like celestial nuclear fusion reactors, quasars emit thousands of times the luminosity of the Milky Way galaxy, and asteroids slam into planets. But all of these pale in comparison to a new class of events discovered by researchers at the University of Hawai’i’s Institute for Astronomy. According to their findings published June 4 in the journal Science Advances, it’s time to classify the universe’s most energetic explosions as extreme nuclear transients–or ENTs.
    ENTs are as devastating as they are rare. They only occur when a massive star at least three times heavier than the sun drifts too close to a supermassive black hole. The colliding forces subsequently obliterate the star, sending out plumes of energy across huge swaths of space. Similar events known as tidal disruption eventsare known to occur on asmaller scale, and have been documented for over a decade. But ENTs are something else entirely.
    “ENTs are different beasts,” study lead author and astronomer Jason Hinkle explained in an accompanying statement. “Not only are ENTs far brighter than normal tidal disruption events, but they remain luminous for years, far surpassing the energy output of even the brightest known supernova explosions.”
    Hinkle was first tipped off to ENTs while looking into transients—longlasting flares that spew energy from a galaxy’s center. Two particularly strange examples captured by the European Space Agency’s Gaia mission caught his eye. The pair of events brightened over a much longer timeframe than previously documented transients, but lacked some of their usual characteristics.
    “Gaia doesn’t tell you what a transient is, just that something changed in brightness,” Hinkle said. “But when I saw these smooth, long-lived flares from the centers of distant galaxies, I knew we were looking at something unusual.”
    Hinkle soon reached out to observatory teams around the world for what would become a multiyear project to understand these anomalies. In the process, a third suspect was detected by the Zwicky Transient Facility at the Palomar Observatory in San Diego. After months of analysis, Hinkle and collaborators realized they were witnessing something unprecedented.
    An infrared echo tells us that a dusty torus surrounds the central black hole and newly-formed accretion disk. Credit: University of Hawai’i
    The ENTs analyzed by astronomers displayed smoother, longer lasting flares that pointed towards something very particular—a supermassive black hole accreting a giant, wayward star.
    This contrasts with a more standard black hole that typically acquires its material and energy unpredictably, resulting in irregular brightness fluctuations.
    The energy and luminosity of an ENT boggles the mind. The most powerful ENT documented in Hinkle’s study, Gaia18cdj, generated 25 times more energy than the most powerful known supernovae. For reference, a standard supernova puts out as much energy in a single year as the sun does across its entire 10 billion year lifespan. Gaia18cdj, meanwhile, manages to give off 100 suns’ worth of energy over just 12 months.
    The implications of ENTs and their massive energy surges go far beyond their impressive energy outputs. Astronomers believe they contribute to some of the most pivotal events in the cosmos.
    “These ENTs don’t just mark the dramatic end of a massive star’s life. They illuminate the processes responsible for growing the largest black holes in the universe,” said Hinkle.
    From here on Earth, ENTs can also help researchers as they continue studying massive, distant black holes.
    “Because they’re so bright, we can see them across vast cosmic distances—and in astronomy, looking far away means looking back in time,” explained study co-author and astronomer Benjamin Shappee. “By observing these prolonged flares, we gain insights into black hole growth when the universe was half its current age… forming stars and feeding their supermassive black holes 10 times more vigorously than they do today.”
    There’s a catch for astronomers, however. While supernovae are relatively well-documented, ENTs are estimated to occur at least 10 million times less often. This means that further study requires consistent monitoring of the cosmos backed by the support of international governments, astronomical associations, and the public.
    #astronomers #detect #most #powerful #explosions
    Astronomers detect most powerful explosions since Big Bang
    An artist's illustration of an unlucky massive star approaching a supermassive black hole. Credit: University of Hawai'i Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. At any given time across the universe, massive cosmic bodies are releasing incomprehensible amounts of energy. Stars burn like celestial nuclear fusion reactors, quasars emit thousands of times the luminosity of the Milky Way galaxy, and asteroids slam into planets. But all of these pale in comparison to a new class of events discovered by researchers at the University of Hawai’i’s Institute for Astronomy. According to their findings published June 4 in the journal Science Advances, it’s time to classify the universe’s most energetic explosions as extreme nuclear transients–or ENTs. ENTs are as devastating as they are rare. They only occur when a massive star at least three times heavier than the sun drifts too close to a supermassive black hole. The colliding forces subsequently obliterate the star, sending out plumes of energy across huge swaths of space. Similar events known as tidal disruption eventsare known to occur on asmaller scale, and have been documented for over a decade. But ENTs are something else entirely. “ENTs are different beasts,” study lead author and astronomer Jason Hinkle explained in an accompanying statement. “Not only are ENTs far brighter than normal tidal disruption events, but they remain luminous for years, far surpassing the energy output of even the brightest known supernova explosions.” Hinkle was first tipped off to ENTs while looking into transients—longlasting flares that spew energy from a galaxy’s center. Two particularly strange examples captured by the European Space Agency’s Gaia mission caught his eye. The pair of events brightened over a much longer timeframe than previously documented transients, but lacked some of their usual characteristics. “Gaia doesn’t tell you what a transient is, just that something changed in brightness,” Hinkle said. “But when I saw these smooth, long-lived flares from the centers of distant galaxies, I knew we were looking at something unusual.” Hinkle soon reached out to observatory teams around the world for what would become a multiyear project to understand these anomalies. In the process, a third suspect was detected by the Zwicky Transient Facility at the Palomar Observatory in San Diego. After months of analysis, Hinkle and collaborators realized they were witnessing something unprecedented. An infrared echo tells us that a dusty torus surrounds the central black hole and newly-formed accretion disk. Credit: University of Hawai’i The ENTs analyzed by astronomers displayed smoother, longer lasting flares that pointed towards something very particular—a supermassive black hole accreting a giant, wayward star. This contrasts with a more standard black hole that typically acquires its material and energy unpredictably, resulting in irregular brightness fluctuations. The energy and luminosity of an ENT boggles the mind. The most powerful ENT documented in Hinkle’s study, Gaia18cdj, generated 25 times more energy than the most powerful known supernovae. For reference, a standard supernova puts out as much energy in a single year as the sun does across its entire 10 billion year lifespan. Gaia18cdj, meanwhile, manages to give off 100 suns’ worth of energy over just 12 months. The implications of ENTs and their massive energy surges go far beyond their impressive energy outputs. Astronomers believe they contribute to some of the most pivotal events in the cosmos. “These ENTs don’t just mark the dramatic end of a massive star’s life. They illuminate the processes responsible for growing the largest black holes in the universe,” said Hinkle. From here on Earth, ENTs can also help researchers as they continue studying massive, distant black holes. “Because they’re so bright, we can see them across vast cosmic distances—and in astronomy, looking far away means looking back in time,” explained study co-author and astronomer Benjamin Shappee. “By observing these prolonged flares, we gain insights into black hole growth when the universe was half its current age… forming stars and feeding their supermassive black holes 10 times more vigorously than they do today.” There’s a catch for astronomers, however. While supernovae are relatively well-documented, ENTs are estimated to occur at least 10 million times less often. This means that further study requires consistent monitoring of the cosmos backed by the support of international governments, astronomical associations, and the public. #astronomers #detect #most #powerful #explosions
    WWW.POPSCI.COM
    Astronomers detect most powerful explosions since Big Bang
    An artist's illustration of an unlucky massive star approaching a supermassive black hole. Credit: University of Hawai'i Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. At any given time across the universe, massive cosmic bodies are releasing incomprehensible amounts of energy. Stars burn like celestial nuclear fusion reactors, quasars emit thousands of times the luminosity of the Milky Way galaxy, and asteroids slam into planets. But all of these pale in comparison to a new class of events discovered by researchers at the University of Hawai’i’s Institute for Astronomy (IfA). According to their findings published June 4 in the journal Science Advances, it’s time to classify the universe’s most energetic explosions as extreme nuclear transients–or ENTs. ENTs are as devastating as they are rare. They only occur when a massive star at least three times heavier than the sun drifts too close to a supermassive black hole. The colliding forces subsequently obliterate the star, sending out plumes of energy across huge swaths of space. Similar events known as tidal disruption events (TDEs) are known to occur on a (comparatively) smaller scale, and have been documented for over a decade. But ENTs are something else entirely. “ENTs are different beasts,” study lead author and astronomer Jason Hinkle explained in an accompanying statement. “Not only are ENTs far brighter than normal tidal disruption events, but they remain luminous for years, far surpassing the energy output of even the brightest known supernova explosions.” Hinkle was first tipped off to ENTs while looking into transients—longlasting flares that spew energy from a galaxy’s center. Two particularly strange examples captured by the European Space Agency’s Gaia mission caught his eye. The pair of events brightened over a much longer timeframe than previously documented transients, but lacked some of their usual characteristics. “Gaia doesn’t tell you what a transient is, just that something changed in brightness,” Hinkle said. “But when I saw these smooth, long-lived flares from the centers of distant galaxies, I knew we were looking at something unusual.” Hinkle soon reached out to observatory teams around the world for what would become a multiyear project to understand these anomalies. In the process, a third suspect was detected by the Zwicky Transient Facility at the Palomar Observatory in San Diego. After months of analysis, Hinkle and collaborators realized they were witnessing something unprecedented. An infrared echo tells us that a dusty torus surrounds the central black hole and newly-formed accretion disk. Credit: University of Hawai’i The ENTs analyzed by astronomers displayed smoother, longer lasting flares that pointed towards something very particular—a supermassive black hole accreting a giant, wayward star. This contrasts with a more standard black hole that typically acquires its material and energy unpredictably, resulting in irregular brightness fluctuations. The energy and luminosity of an ENT boggles the mind. The most powerful ENT documented in Hinkle’s study, Gaia18cdj, generated 25 times more energy than the most powerful known supernovae. For reference, a standard supernova puts out as much energy in a single year as the sun does across its entire 10 billion year lifespan. Gaia18cdj, meanwhile, manages to give off 100 suns’ worth of energy over just 12 months. The implications of ENTs and their massive energy surges go far beyond their impressive energy outputs. Astronomers believe they contribute to some of the most pivotal events in the cosmos. “These ENTs don’t just mark the dramatic end of a massive star’s life. They illuminate the processes responsible for growing the largest black holes in the universe,” said Hinkle. From here on Earth, ENTs can also help researchers as they continue studying massive, distant black holes. “Because they’re so bright, we can see them across vast cosmic distances—and in astronomy, looking far away means looking back in time,” explained study co-author and astronomer Benjamin Shappee. “By observing these prolonged flares, we gain insights into black hole growth when the universe was half its current age… forming stars and feeding their supermassive black holes 10 times more vigorously than they do today.” There’s a catch for astronomers, however. While supernovae are relatively well-documented, ENTs are estimated to occur at least 10 million times less often. This means that further study requires consistent monitoring of the cosmos backed by the support of international governments, astronomical associations, and the public.
    Like
    Love
    Wow
    Sad
    Angry
    166
    0 Comments 0 Shares
  • Fogarty Finger flaunts its time-proven approach to projects big and small, which keeps clients coming back

    Behind 69 Walker Street’s facade in the Tribeca neighborhood of New York is a beehive of designers all striving toward the same goal: making great work, whether big or small, luxury residential or affordable housing, interiors or ground up. Fogarty Finger occupies three floors of the industrial loft building so ubiquitous in the neighborhood Robert De Niro made famous. The 130-person firm was founded in 2003 by Chris Fogarty and Robert Finger after the pair spent a decade working at SOM. Alexandra Cuber joined the office in 2014 and is a director in Fogarty Finger’s interiors studio. John Zimmer also teamed up as a director, following a stint in San Francisco. Despite having grown significantly, Fogarty Finger remains malleable, and responsive to ever-evolving industry trends. “About 80 percent of our clients are return clients,” Fogarty told AN. “Not only do clients often come back, they also recommend us. For the longest time we didn’t do business development because we didn’t need to. Now, at our size, we have to be a bit more thoughtful.”

    “One of many things that differentiates us from other, larger offices is that we’re still first-generation leadership,” Finger added. “We bring a very boutique approach to everything we do. Nobody has an expectation of what the firm does from generations past. This means we don’t have people above us managing us from the financial sideresponsible for many, many offices. This gives us more freedom in terms of design; we don’t come with the same overhead as many other firms have.”
    Astoria WestAstoria West, 2022
    A waterfront site Fogarty Finger recently negotiated is in Astoria, Queens. Astoria West is a handsome, 500-unit luxury residential complex that’s easily recognizable from Manhattan thanks to its bays, which jut out from the facade. The complex is broken up into three buildings with a shared courtyard. “We had a supertight budget,” Fogarty said. “The client came to us and said, ‘I need something I can recognize while standing in Manhattan.’ So we used dormer rules that allowed for these vertical portals into the apartment, which gave it an identity. Working on a very slim budget, a lot of detailing and thinking went into the windows, which change size, and the brick patterns. A lot of thought also went into the ground plane. We wanted to make apartments that people couldn’t look into from the sidewalk, without creating a soulless pedestrian experience outside.”
    Private Equity OfficePrivate Equity Office, 2024
    Fogarty Finger’s interiors studio collaborates with high-caliber real estate, financial services, and legal firms across the Eastern Seaboard. Recently, Fogarty Finger redesigned a space within an iconic Manhattan tower for a private equity firm; the result was a design that’s both inviting and dignifying. “Companies put a lot of thought into their address, but so often how they want their interiors to look and work is an open-ended conversation,” Finger said. “Real estate is becoming a very experience-driven industry, which is affecting everything.” For Fogarty Finger, helping financial services and legal practices arrive at a clear understanding of their identity is paramount, as was the case in this project, in which the client requested to stay anonymous. “We often start with visioning sessions,” Cuber said. “We ask clients to describe themselves in a few words, which often rattles them a bit. It’s so interesting taking these interviews and creating a space that reflects the client and how they want to present themselves.”

    The Eliza + Inwood Public LibraryThe Eliza + Inwood Public Library, 2024
    What to do with all of New York City’s publicly owned land has mayoral candidates talking. Amid ongoing debates, one thing seems clear: The new Eliza Apartments at the redeveloped Inwood Public Library in Manhattan is a very good precedent to use when negotiating city land moving forward. Mayoral candidates Zohran Mamdani, Zellnor Myrie, and Andrew Cuomo all alluded to the Eliza + Inwood Public Library in their housing plans as a case study to emulate. The mixed-use building opened earlier this year and was reviewed by AN. Fogarty Finger designed the ground-up building and its accompanying apartments, while Andrew Berman Architects ideated the ground-level library. “This is a truly multiuse building,” Zimmer said. “It has a community center that’s used for vocational training and STEM in the cellar, and there’s also a universal pre-K.”
    Nevins Landing in Gowanus, BrooklynNevins Landing, 2021–
    The Gowanus neighborhood is one of the largest, most significant development sites underway in New York today. Many high-profile firms are designing buildings near the polluted canal—a Superfund site in a yearslong cleanup—and Fogarty Finger is one of them. The firm is behind 320 and 340 Nevins Landing, on the banks of what many hope becomes the “eco-friendly Amsterdam of Brooklyn.” Fogarty Finger’s design at Nevins Landing can be understood as two separate plinths that front a shared plaza with towers above them. The facades mimic the old brick buildings in the neighborhood, with all of their idiosyncrasies. One of the other commendable features of Nevins Landing’s design is its retail component: Fogarty Finger created internal public corridors lined with a variety of small commercial spaces. This will ensure the ground level of Nevins Landing is a happening display of artists and coffee shops instead of, say, another Walgreens. “Our goal was to make a neighborhood,” Cuber said.
    #fogarty #finger #flaunts #its #timeproven
    Fogarty Finger flaunts its time-proven approach to projects big and small, which keeps clients coming back
    Behind 69 Walker Street’s facade in the Tribeca neighborhood of New York is a beehive of designers all striving toward the same goal: making great work, whether big or small, luxury residential or affordable housing, interiors or ground up. Fogarty Finger occupies three floors of the industrial loft building so ubiquitous in the neighborhood Robert De Niro made famous. The 130-person firm was founded in 2003 by Chris Fogarty and Robert Finger after the pair spent a decade working at SOM. Alexandra Cuber joined the office in 2014 and is a director in Fogarty Finger’s interiors studio. John Zimmer also teamed up as a director, following a stint in San Francisco. Despite having grown significantly, Fogarty Finger remains malleable, and responsive to ever-evolving industry trends. “About 80 percent of our clients are return clients,” Fogarty told AN. “Not only do clients often come back, they also recommend us. For the longest time we didn’t do business development because we didn’t need to. Now, at our size, we have to be a bit more thoughtful.” “One of many things that differentiates us from other, larger offices is that we’re still first-generation leadership,” Finger added. “We bring a very boutique approach to everything we do. Nobody has an expectation of what the firm does from generations past. This means we don’t have people above us managing us from the financial sideresponsible for many, many offices. This gives us more freedom in terms of design; we don’t come with the same overhead as many other firms have.” Astoria WestAstoria West, 2022 A waterfront site Fogarty Finger recently negotiated is in Astoria, Queens. Astoria West is a handsome, 500-unit luxury residential complex that’s easily recognizable from Manhattan thanks to its bays, which jut out from the facade. The complex is broken up into three buildings with a shared courtyard. “We had a supertight budget,” Fogarty said. “The client came to us and said, ‘I need something I can recognize while standing in Manhattan.’ So we used dormer rules that allowed for these vertical portals into the apartment, which gave it an identity. Working on a very slim budget, a lot of detailing and thinking went into the windows, which change size, and the brick patterns. A lot of thought also went into the ground plane. We wanted to make apartments that people couldn’t look into from the sidewalk, without creating a soulless pedestrian experience outside.” Private Equity OfficePrivate Equity Office, 2024 Fogarty Finger’s interiors studio collaborates with high-caliber real estate, financial services, and legal firms across the Eastern Seaboard. Recently, Fogarty Finger redesigned a space within an iconic Manhattan tower for a private equity firm; the result was a design that’s both inviting and dignifying. “Companies put a lot of thought into their address, but so often how they want their interiors to look and work is an open-ended conversation,” Finger said. “Real estate is becoming a very experience-driven industry, which is affecting everything.” For Fogarty Finger, helping financial services and legal practices arrive at a clear understanding of their identity is paramount, as was the case in this project, in which the client requested to stay anonymous. “We often start with visioning sessions,” Cuber said. “We ask clients to describe themselves in a few words, which often rattles them a bit. It’s so interesting taking these interviews and creating a space that reflects the client and how they want to present themselves.” The Eliza + Inwood Public LibraryThe Eliza + Inwood Public Library, 2024 What to do with all of New York City’s publicly owned land has mayoral candidates talking. Amid ongoing debates, one thing seems clear: The new Eliza Apartments at the redeveloped Inwood Public Library in Manhattan is a very good precedent to use when negotiating city land moving forward. Mayoral candidates Zohran Mamdani, Zellnor Myrie, and Andrew Cuomo all alluded to the Eliza + Inwood Public Library in their housing plans as a case study to emulate. The mixed-use building opened earlier this year and was reviewed by AN. Fogarty Finger designed the ground-up building and its accompanying apartments, while Andrew Berman Architects ideated the ground-level library. “This is a truly multiuse building,” Zimmer said. “It has a community center that’s used for vocational training and STEM in the cellar, and there’s also a universal pre-K.” Nevins Landing in Gowanus, BrooklynNevins Landing, 2021– The Gowanus neighborhood is one of the largest, most significant development sites underway in New York today. Many high-profile firms are designing buildings near the polluted canal—a Superfund site in a yearslong cleanup—and Fogarty Finger is one of them. The firm is behind 320 and 340 Nevins Landing, on the banks of what many hope becomes the “eco-friendly Amsterdam of Brooklyn.” Fogarty Finger’s design at Nevins Landing can be understood as two separate plinths that front a shared plaza with towers above them. The facades mimic the old brick buildings in the neighborhood, with all of their idiosyncrasies. One of the other commendable features of Nevins Landing’s design is its retail component: Fogarty Finger created internal public corridors lined with a variety of small commercial spaces. This will ensure the ground level of Nevins Landing is a happening display of artists and coffee shops instead of, say, another Walgreens. “Our goal was to make a neighborhood,” Cuber said. #fogarty #finger #flaunts #its #timeproven
    WWW.ARCHPAPER.COM
    Fogarty Finger flaunts its time-proven approach to projects big and small, which keeps clients coming back
    Behind 69 Walker Street’s facade in the Tribeca neighborhood of New York is a beehive of designers all striving toward the same goal: making great work, whether big or small, luxury residential or affordable housing, interiors or ground up. Fogarty Finger occupies three floors of the industrial loft building so ubiquitous in the neighborhood Robert De Niro made famous. The 130-person firm was founded in 2003 by Chris Fogarty and Robert Finger after the pair spent a decade working at SOM. Alexandra Cuber joined the office in 2014 and is a director in Fogarty Finger’s interiors studio. John Zimmer also teamed up as a director, following a stint in San Francisco. Despite having grown significantly, Fogarty Finger remains malleable, and responsive to ever-evolving industry trends. “About 80 percent of our clients are return clients,” Fogarty told AN. “Not only do clients often come back, they also recommend us. For the longest time we didn’t do business development because we didn’t need to. Now, at our size, we have to be a bit more thoughtful.” “One of many things that differentiates us from other, larger offices is that we’re still first-generation leadership,” Finger added. “We bring a very boutique approach to everything we do. Nobody has an expectation of what the firm does from generations past. This means we don’t have people above us managing us from the financial side [who are] responsible for many, many offices. This gives us more freedom in terms of design; we don’t come with the same overhead as many other firms have.” Astoria West (Alexander Severin) Astoria West, 2022 A waterfront site Fogarty Finger recently negotiated is in Astoria, Queens. Astoria West is a handsome, 500-unit luxury residential complex that’s easily recognizable from Manhattan thanks to its bays, which jut out from the facade. The complex is broken up into three buildings with a shared courtyard. “We had a supertight budget,” Fogarty said. “The client came to us and said, ‘I need something I can recognize while standing in Manhattan.’ So we used dormer rules that allowed for these vertical portals into the apartment, which gave it an identity. Working on a very slim budget, a lot of detailing and thinking went into the windows, which change size, and the brick patterns. A lot of thought also went into the ground plane. We wanted to make apartments that people couldn’t look into from the sidewalk, without creating a soulless pedestrian experience outside.” Private Equity Office (David Mitchell) Private Equity Office, 2024 Fogarty Finger’s interiors studio collaborates with high-caliber real estate, financial services, and legal firms across the Eastern Seaboard. Recently, Fogarty Finger redesigned a space within an iconic Manhattan tower for a private equity firm; the result was a design that’s both inviting and dignifying. “Companies put a lot of thought into their address, but so often how they want their interiors to look and work is an open-ended conversation,” Finger said. “Real estate is becoming a very experience-driven industry, which is affecting everything.” For Fogarty Finger, helping financial services and legal practices arrive at a clear understanding of their identity is paramount, as was the case in this project, in which the client requested to stay anonymous. “We often start with visioning sessions,” Cuber said. “We ask clients to describe themselves in a few words, which often rattles them a bit. It’s so interesting taking these interviews and creating a space that reflects the client and how they want to present themselves.” The Eliza + Inwood Public Library (Alexander Severin) The Eliza + Inwood Public Library, 2024 What to do with all of New York City’s publicly owned land has mayoral candidates talking. Amid ongoing debates, one thing seems clear: The new Eliza Apartments at the redeveloped Inwood Public Library in Manhattan is a very good precedent to use when negotiating city land moving forward. Mayoral candidates Zohran Mamdani, Zellnor Myrie, and Andrew Cuomo all alluded to the Eliza + Inwood Public Library in their housing plans as a case study to emulate. The mixed-use building opened earlier this year and was reviewed by AN. Fogarty Finger designed the ground-up building and its accompanying apartments, while Andrew Berman Architects ideated the ground-level library. “This is a truly multiuse building,” Zimmer said. “It has a community center that’s used for vocational training and STEM in the cellar, and there’s also a universal pre-K.” Nevins Landing in Gowanus, Brooklyn (Courtesy Fogarty Finger) Nevins Landing, 2021– The Gowanus neighborhood is one of the largest, most significant development sites underway in New York today. Many high-profile firms are designing buildings near the polluted canal—a Superfund site in a yearslong cleanup—and Fogarty Finger is one of them. The firm is behind 320 and 340 Nevins Landing, on the banks of what many hope becomes the “eco-friendly Amsterdam of Brooklyn.” Fogarty Finger’s design at Nevins Landing can be understood as two separate plinths that front a shared plaza with towers above them. The facades mimic the old brick buildings in the neighborhood, with all of their idiosyncrasies. One of the other commendable features of Nevins Landing’s design is its retail component: Fogarty Finger created internal public corridors lined with a variety of small commercial spaces. This will ensure the ground level of Nevins Landing is a happening display of artists and coffee shops instead of, say, another Walgreens. “Our goal was to make a neighborhood,” Cuber said.
    Like
    Love
    Wow
    Sad
    Angry
    108
    0 Comments 0 Shares
  • State of Play June 2025: all announcements, trailers 

    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered. 

    Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles. 

    Play Video

    View and download image

    Download the image

    close
    Close

    Download this image

    Astro Bot 

    New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year.

    Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet.

    Play Video

    Baby Steps

    The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature. 

    Play Video

    Bloodstained: The Scarlet Engagement 

    The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive. 

    505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post. 

    Play Video

    Cairn

    Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today. 

    Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post. 

    Play Video

    Digimon Story: Time Stranger

    After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3. 

    View and download image

    Download the image

    close
    Close

    Download this image

    Everybody’s Golf Hot Shots 

    Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game. 

    Play Video

    Final Fantasy Tactics – The Ivalice Chronicles

    Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features

    Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post. 

    Play Video

    Ghost of Yōtei

    Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon. 

    Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July. 

    Play Video

    Hirogami

    Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat.

    Play Video

    007 First Light

    IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year.

    IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post. 

    Play Video

    Lumines Arise

    A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay. 

    Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post. 

    Play Video

    MARVEL Tōkon: Fighting Souls 

    PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition. 

    Find out more in this PS Blog post. 

    Play Video

    Metal Gear Solid Delta: Snake Eater 

    Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28. 

    Play Video

    Mortal Kombat Kollection

    Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled.

    In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more. 

    Play Video

    Ninja Gaiden: Ragebound

    Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchenis known for.

    Play Video

    Nioh 3 

    Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store. 

    Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post. 

    View and download image

    Download the image

    close
    Close

    Download this image

    PlayStation Plus 

    Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup, there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range.

    Play Video

    Pragmata

    Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face.

    Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post. 

    Play Video

    Project Defiant 

    Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year. 

    Get your first full details on the fight stick in this PS Blog post. 

    Play Video

    Romeo is a Dead Man

    Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes. 

    How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explainsin a new PS Blog post.  

    Play Video

    Sea of Remnants

    Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.  

    Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post. 

    Play Video

    Silent Hill f

    Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series. 

    “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post. 

    Play Video

    Sword of the Sea

    Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup. 

    In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else.

    Play Video

    Thief VR: Legacy of Shadow 

    The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.  

    Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post. 

    Play Video

    Tides of Tomorrow

    Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions.

    Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio. 
    #state #play #june #all #announcements
    State of Play June 2025: all announcements, trailers 
    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered.  Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles.  Play Video View and download image Download the image close Close Download this image Astro Bot  New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year. Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet. Play Video Baby Steps The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature.  Play Video Bloodstained: The Scarlet Engagement  The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive.  505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post.  Play Video Cairn Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today.  Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post.  Play Video Digimon Story: Time Stranger After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3.  View and download image Download the image close Close Download this image Everybody’s Golf Hot Shots  Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game.  Play Video Final Fantasy Tactics – The Ivalice Chronicles Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post.  Play Video Ghost of Yōtei Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon.  Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July.  Play Video Hirogami Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat. Play Video 007 First Light IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year. IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post.  Play Video Lumines Arise A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay.  Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post.  Play Video MARVEL Tōkon: Fighting Souls  PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition.  Find out more in this PS Blog post.  Play Video Metal Gear Solid Delta: Snake Eater  Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28.  Play Video Mortal Kombat Kollection Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled. In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more.  Play Video Ninja Gaiden: Ragebound Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchenis known for. Play Video Nioh 3  Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store.  Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post.  View and download image Download the image close Close Download this image PlayStation Plus  Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup, there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range. Play Video Pragmata Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face. Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post.  Play Video Project Defiant  Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year.  Get your first full details on the fight stick in this PS Blog post.  Play Video Romeo is a Dead Man Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes.  How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explainsin a new PS Blog post.   Play Video Sea of Remnants Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.   Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post.  Play Video Silent Hill f Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series.  “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post.  Play Video Sword of the Sea Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup.  In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else. Play Video Thief VR: Legacy of Shadow  The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.   Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post.  Play Video Tides of Tomorrow Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions. Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio.  #state #play #june #all #announcements
    BLOG.PLAYSTATION.COM
    State of Play June 2025: all announcements, trailers 
    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered.  Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles.  Play Video View and download image Download the image close Close Download this image Astro Bot  New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year. Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet. Play Video Baby Steps The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature.  Play Video Bloodstained: The Scarlet Engagement  The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive.  505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post.  Play Video Cairn Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today.  Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post.  Play Video Digimon Story: Time Stranger After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3.  View and download image Download the image close Close Download this image Everybody’s Golf Hot Shots  Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game.  Play Video Final Fantasy Tactics – The Ivalice Chronicles Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post.  Play Video Ghost of Yōtei Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon.  Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July.  Play Video Hirogami Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat. Play Video 007 First Light IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year. IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post.  Play Video Lumines Arise A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay.  Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post.  Play Video MARVEL Tōkon: Fighting Souls  PlayStation Studios, Arc System Works (Arc), and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition.  Find out more in this PS Blog post.  Play Video Metal Gear Solid Delta: Snake Eater  Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28.  Play Video Mortal Kombat Kollection Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled. In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more.  Play Video Ninja Gaiden: Ragebound Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchen (Blasphemous I & II) is known for. Play Video Nioh 3  Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store.  Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post.  View and download image Download the image close Close Download this image PlayStation Plus  Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup (more on that further down), there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range. Play Video Pragmata Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face. Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post.  Play Video Project Defiant  Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year.  Get your first full details on the fight stick in this PS Blog post.  Play Video Romeo is a Dead Man Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes.  How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explains (kinda) in a new PS Blog post.   Play Video Sea of Remnants Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.   Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post.  Play Video Silent Hill f Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series.  “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post.  Play Video Sword of the Sea Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup.  In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else. Play Video Thief VR: Legacy of Shadow  The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.   Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post.  Play Video Tides of Tomorrow Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions. Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio. 
    Like
    Wow
    Love
    Angry
    Sad
    161
    13 Comments 0 Shares
  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

    To see this content please enable targeting cookies.

    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
    WWW.EUROGAMER.NET
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    0 Comments 0 Shares
  • Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility

    Tools have long been evaluated solely on their utilitarian merits, how efficiently they perform their designated task, how long they last, and how comfortable they feel during extended use. This sterile approach has dominated tool design for generations, yet for those who appreciate the subtle harmony between form and function, it’s simply not enough. There exists a profound hollowness when using tools that assist the hand but leave the mind unmoved, tools that accomplish their purpose without elevating the experience of craftsmanship itself.
    The Fusion Driver transcends these limitations, transforming the humble screwdriver from a mere implement into an object of desire that commands attention and inspires creativity. Conceived at the intersection of industrial design and functional art, this exquisite tool redefines what a screwdriver can be: a sensory experience that, quite literally, turns the mundane act of driving a screw, into a moment of genuine pleasure. A brief communion between craftsman, tool, and material that elevates the entire process of creation.
    Designer: Daniel Fajkis
    Click Here to Buy Now: Hurry, only few left!

    The tactile experience begins the moment your fingers wrap around the Fusion Driver’s meticulously crafted body. Unlike conventional screwdrivers that prioritize principle at the expense of sensory pleasure, this masterpiece features surfaces that engage your fingertips with subtle variations in texture and haptics. Necessary are such attributes when evolving the average into an obsession, leaving addicted hands defiant to return the tool once a task has been completed. In terms of feel, it’s simply divine.

    Precision engineering reveals itself in the Fusion Driver’s perfectly tapered weight distribution. The shaft’s mass and center of gravity have been perfectly refined, creating an implement that translates even the slightest wrist movement into efficient rotational force. This linear power transfer lets you feel every subtle variation in resistance as threads engage, providing lossless feedback when precise torque is most important. An experience akin to driving a finely tuned sports car, where every nuance of the road transmits directly to your fingertips.

    Material selection for the Fusion Driver reflects uncompromising commitment to excellence that would satisfy even the most discerning of collectors. The stainless steel shaft connects to the brass crown via a full-ceramic alumina bearing, each component perfectly balanced and leveled by hand, creating a rotation so smooth it’s bound to be addictive. Interchangeable bits are secured by an N-52 neodymium magnet, providing a connection that feels both secure and trustworthy. This harmonious marriage of premium materials ensures not just durability, but a sensory richness that mass-produced tools simply cannot achieve.

    The accompanying base transforms storage into a display worthy of the tool itself. Machined from a solid block of stainless steel with twelve powerful N52 neodymium magnets concealed within, it firmly holds up to six 1/4″ hex bits while presenting the Fusion Driver as the objet d’art it truly is. The velvet felt underside protects delicate surfaces, and adds another layer of tactile luxury to the experience. This equally luxurious accessory transforms the Fusion Driver from merely a tool into a statement piece that deserves prominent placement in your workspace.

    The true value of the Fusion Driver lies not in its ability to perform a task that countless other tools can accomplish, but in how it transforms the task into an experience. Like a fine writing instrument that makes you eager to put pen to paper, the Fusion Driver creates anticipation for work that would otherwise feel mundane. It represents a philosophy that the objects we interact with daily deserve thoughtful design and exquisite execution, and that even the most utilitarian items in our lives can and should bring moments of genuine pleasure and satisfaction.

    For the discerning collector who understands that true luxury lies in the details, the Fusion Driver represents the pinnacle of design, acknowledging that we are sensory beings who deserve more from our tools than mere functionality. It creates a connection between craftsman and craft that transforms work into pleasure and utility into art, making it an essential addition to any collection of exceptional objects that enhance our experience of the world.
    Click Here to Buy Now: Hurry, only few left!The post Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility first appeared on Yanko Design.
    #fusion #driver #luxurious #screwdriver #blending
    Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility
    Tools have long been evaluated solely on their utilitarian merits, how efficiently they perform their designated task, how long they last, and how comfortable they feel during extended use. This sterile approach has dominated tool design for generations, yet for those who appreciate the subtle harmony between form and function, it’s simply not enough. There exists a profound hollowness when using tools that assist the hand but leave the mind unmoved, tools that accomplish their purpose without elevating the experience of craftsmanship itself. The Fusion Driver transcends these limitations, transforming the humble screwdriver from a mere implement into an object of desire that commands attention and inspires creativity. Conceived at the intersection of industrial design and functional art, this exquisite tool redefines what a screwdriver can be: a sensory experience that, quite literally, turns the mundane act of driving a screw, into a moment of genuine pleasure. A brief communion between craftsman, tool, and material that elevates the entire process of creation. Designer: Daniel Fajkis Click Here to Buy Now: Hurry, only few left! The tactile experience begins the moment your fingers wrap around the Fusion Driver’s meticulously crafted body. Unlike conventional screwdrivers that prioritize principle at the expense of sensory pleasure, this masterpiece features surfaces that engage your fingertips with subtle variations in texture and haptics. Necessary are such attributes when evolving the average into an obsession, leaving addicted hands defiant to return the tool once a task has been completed. In terms of feel, it’s simply divine. Precision engineering reveals itself in the Fusion Driver’s perfectly tapered weight distribution. The shaft’s mass and center of gravity have been perfectly refined, creating an implement that translates even the slightest wrist movement into efficient rotational force. This linear power transfer lets you feel every subtle variation in resistance as threads engage, providing lossless feedback when precise torque is most important. An experience akin to driving a finely tuned sports car, where every nuance of the road transmits directly to your fingertips. Material selection for the Fusion Driver reflects uncompromising commitment to excellence that would satisfy even the most discerning of collectors. The stainless steel shaft connects to the brass crown via a full-ceramic alumina bearing, each component perfectly balanced and leveled by hand, creating a rotation so smooth it’s bound to be addictive. Interchangeable bits are secured by an N-52 neodymium magnet, providing a connection that feels both secure and trustworthy. This harmonious marriage of premium materials ensures not just durability, but a sensory richness that mass-produced tools simply cannot achieve. The accompanying base transforms storage into a display worthy of the tool itself. Machined from a solid block of stainless steel with twelve powerful N52 neodymium magnets concealed within, it firmly holds up to six 1/4″ hex bits while presenting the Fusion Driver as the objet d’art it truly is. The velvet felt underside protects delicate surfaces, and adds another layer of tactile luxury to the experience. This equally luxurious accessory transforms the Fusion Driver from merely a tool into a statement piece that deserves prominent placement in your workspace. The true value of the Fusion Driver lies not in its ability to perform a task that countless other tools can accomplish, but in how it transforms the task into an experience. Like a fine writing instrument that makes you eager to put pen to paper, the Fusion Driver creates anticipation for work that would otherwise feel mundane. It represents a philosophy that the objects we interact with daily deserve thoughtful design and exquisite execution, and that even the most utilitarian items in our lives can and should bring moments of genuine pleasure and satisfaction. For the discerning collector who understands that true luxury lies in the details, the Fusion Driver represents the pinnacle of design, acknowledging that we are sensory beings who deserve more from our tools than mere functionality. It creates a connection between craftsman and craft that transforms work into pleasure and utility into art, making it an essential addition to any collection of exceptional objects that enhance our experience of the world. Click Here to Buy Now: Hurry, only few left!The post Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility first appeared on Yanko Design. #fusion #driver #luxurious #screwdriver #blending
    WWW.YANKODESIGN.COM
    Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility
    Tools have long been evaluated solely on their utilitarian merits, how efficiently they perform their designated task, how long they last, and how comfortable they feel during extended use. This sterile approach has dominated tool design for generations, yet for those who appreciate the subtle harmony between form and function, it’s simply not enough. There exists a profound hollowness when using tools that assist the hand but leave the mind unmoved, tools that accomplish their purpose without elevating the experience of craftsmanship itself. The Fusion Driver transcends these limitations, transforming the humble screwdriver from a mere implement into an object of desire that commands attention and inspires creativity. Conceived at the intersection of industrial design and functional art, this exquisite tool redefines what a screwdriver can be: a sensory experience that, quite literally, turns the mundane act of driving a screw, into a moment of genuine pleasure. A brief communion between craftsman, tool, and material that elevates the entire process of creation. Designer: Daniel Fajkis Click Here to Buy Now: $89. Hurry, only few left! The tactile experience begins the moment your fingers wrap around the Fusion Driver’s meticulously crafted body. Unlike conventional screwdrivers that prioritize principle at the expense of sensory pleasure, this masterpiece features surfaces that engage your fingertips with subtle variations in texture and haptics. Necessary are such attributes when evolving the average into an obsession, leaving addicted hands defiant to return the tool once a task has been completed. In terms of feel, it’s simply divine. Precision engineering reveals itself in the Fusion Driver’s perfectly tapered weight distribution. The shaft’s mass and center of gravity have been perfectly refined, creating an implement that translates even the slightest wrist movement into efficient rotational force. This linear power transfer lets you feel every subtle variation in resistance as threads engage, providing lossless feedback when precise torque is most important. An experience akin to driving a finely tuned sports car, where every nuance of the road transmits directly to your fingertips. Material selection for the Fusion Driver reflects uncompromising commitment to excellence that would satisfy even the most discerning of collectors. The stainless steel shaft connects to the brass crown via a full-ceramic alumina bearing, each component perfectly balanced and leveled by hand, creating a rotation so smooth it’s bound to be addictive. Interchangeable bits are secured by an N-52 neodymium magnet, providing a connection that feels both secure and trustworthy. This harmonious marriage of premium materials ensures not just durability, but a sensory richness that mass-produced tools simply cannot achieve. The accompanying base transforms storage into a display worthy of the tool itself. Machined from a solid block of stainless steel with twelve powerful N52 neodymium magnets concealed within, it firmly holds up to six 1/4″ hex bits while presenting the Fusion Driver as the objet d’art it truly is. The velvet felt underside protects delicate surfaces, and adds another layer of tactile luxury to the experience. This equally luxurious accessory transforms the Fusion Driver from merely a tool into a statement piece that deserves prominent placement in your workspace. The true value of the Fusion Driver lies not in its ability to perform a task that countless other tools can accomplish, but in how it transforms the task into an experience. Like a fine writing instrument that makes you eager to put pen to paper, the Fusion Driver creates anticipation for work that would otherwise feel mundane. It represents a philosophy that the objects we interact with daily deserve thoughtful design and exquisite execution, and that even the most utilitarian items in our lives can and should bring moments of genuine pleasure and satisfaction. For the discerning collector who understands that true luxury lies in the details, the Fusion Driver represents the pinnacle of design, acknowledging that we are sensory beings who deserve more from our tools than mere functionality. It creates a connection between craftsman and craft that transforms work into pleasure and utility into art, making it an essential addition to any collection of exceptional objects that enhance our experience of the world. Click Here to Buy Now: $89. Hurry, only few left!The post Fusion Driver: The Luxurious Screwdriver Blending Craftsmanship, Beauty and Utility first appeared on Yanko Design.
    0 Comments 0 Shares
  • How to Get the Most out of a Peloton Class When You Don’t Own a Peloton

    We may earn a commission from links on this page.Even if you don't have a Peloton Bike or Bike+, the at-home fitness giant's app can help you get in an effective, safe cycling workout. The instructor-led classes that are available for Bike and Bike+ users on their devices' touchscreens are also available on the Peloton app, which works on iPhones, Androids, and streaming devices like Roku. Taking one of the company's famous spin classes is a little different without the accompanying proprietary equipment, but it's still a solid workout. Make sure you can see the classWhen you take a Peloton cycling class using the mobile or streaming app, you still see most of the same elements on-screen that you would if you were taking it on a Peloton Bike: recommended cadence and resistance, a leaderboard that you can hide, and, if you have a heart rate monitor connected, your heart rate. It doesn't exactly look the same as it does on a Peloton device—it's much plainer, as you can see in the screenshot above—but that doesn't really matter as long as you can see the cues for how fast you should be going and at what resistance your bike should be set. There's the first key: You need to be able to see the screen. Instructors do periodically call out recommended cadences and resistance settings, but you'll be better off if you can see the ones displayed on-screen. I tried out two different kinds of non-Peloton bikes with Peloton classes at the gym this week and found that a recumbent bike with a little ledge for the phone worked better for enabling me to see. Streaming the class on your TV is smart, if you can, but there are also all kinds of phone holders available on Amazon for under that you can attach to your bike. Choose the best bike If you already have a spin bike at home, you'll have to deal with whatever it is you've got, but if you're looking for an at-home cycle or have a few options in the gym, here's what you should keep in mind if you want to take Peloton classes. First, I highly recommend a stationary bike that displays RPM. I first tried a Peloton mobile class on a spin bike in a commercial gym cycling studio, then went out on the gym floor to find a recumbent bike I could try for the experiment, too. I've taught spin for years in a variety of settings and not all the bikes I've taught on have featured a digital component that shares information on RPM or visually displays the resistance level. Over the years, these have become more common, but you may still find yourself in a place where the spin bikes you have access to don't show any information at all. It's not the end of the world; you just won't be able to track your cadence and match it up to what the instructor and screen are telling you it should be. While testing the mobile app classes, I used two pretty rudimentary bikes. They lacked many of the usual bells and whistles but featured basic displays that at least gave me a sense of my cadence.

    The simple display on a bike I tested.
    Credit: Lindsey Ellefson

    Don't bother trying to guess your RPM if you don't have access to a bike that shows it to you; I've been teaching for a long time and still couldn't accurately estimate my RPM if I tried. Spending too much time trying to guess your RPM will take your focus off your form, the music, and your workout. If you can't see yours displayed as you ride, just do your best to ride to the beat of the music. Watch the instructor closely and try to match their cadence. Most of the time—not all the time, but most of the time—riding on the beat will put you in the middle of the recommended cadence. I also recommend choosing a bike that displays the resistance level you're on. It's much easier to ride knowing your resistance level rather than simply guessing based on how the tension feels. The resistance isn't quite as important as you think, however. When I teach a class, I make sure participants know that if they're struggling to ride on, say, a resistance level of 14 out of 25, they can knock off a few resistance points, even if I'm telling the class to aim for 14. Do your best to hit the resistance levels your instructor is telling you to, but understand that—especially if you're new to spinning—what's easy or manageable for someone else might not yet be easy or manageable for you. Be prepared to do mathThis is the part that sucks the most about doing a Peloton class on a non-Peloton bike. The instructors will tell you the recommended resistance level on which you should be riding—but they're going to be giving you numbers between one and 100 because that's how a Peloton bike's resistance is set up. If you're riding a bike that doesn't display resistance levels, it's no big deal. If the instructor says your resistance should be around 50, you can feel out what a 50% effort is for you and be done with it. But if you're riding a bike that does display resistance levels, you could end up having to do a lot of math on the fly. The bikes I currently teach on most often show a resistance level between one and 25. That 25 is comparable in feeling and effort to Peloton's 100, while a 12 or so on that bike would be similar to a 50 on the Peloton. To follow a Peloton class on one of those bikes, I'd have to calculate to make sure my resistance was lining up with what the instructors suggest. But wait, it gets worse. While testing out the mobile app classes, I was at a new gym I've never been to, using a bike brand I'm not familiar with. That bike's resistance, inexplicably, was represented on a scale of one to 35. That calculation was much more bothersome than the comparably simpler one required on a bike that uses a 25-point resistance scale. Some bikes represent tension on a scale of one to 50. Others go from one to 10. Before pressing play on a Peloton mobile class, crank the resistance on your bike all the way up just to see what number is displayed on the screen when it's at its max. Prepare to calculate accordingly from there. Why I like the option to take Peloton classes on any bikeThe math is annoying and it can be frustrating to take one of these classes if you have no way of measuring your cadence, but overall, I think the ability to take a Peloton class on any bike is great. The All Access Membership costs and grants you access to all kinds of classes, from walking to stretching to meditation, which makes the app valuable even if you don't have one of Peloton's Bike, Bike+, Tread, or Row devices. The cycling classes, which are all the same as the ones available on the touchscreens of Peloton's devices, make it even more valuable. You're getting guidance and encouragement from a trained, reputable professional. The classes are rigorously reviewed and keep safety top of mind and the playlists are varied and exciting. Even just following them on your phone is better than trying to craft a workout on your own, especially if you're new to cycling. I also love that these broaden the population of people who can use Peloton classes. I tried a mobile Peloton class on a recumbent bike, for instance, and it worked great, which is fantastic news for people with joint problems, mobility issues, or a desire for a more low-impact workout. I recommend linking your Apple Watch or other heart rate monitor to your Peloton app if you're going to try to take the cycling classes on a non-Peloton bike. Sure, you can depend on the heart-rate monitors that might be in the handlebars of your gym's bikes, but overall, gym equipment is a lot worse at giving you accurate information about your workout than a wearable is. The Peloton Bike itself tracks your distance, cadence, and all kinds of metrics as you work out, but if you're taking a class through the app on a different brand of bike, you get absolutely no data unless you have a wearable.
    #how #get #most #out #peloton
    How to Get the Most out of a Peloton Class When You Don’t Own a Peloton
    We may earn a commission from links on this page.Even if you don't have a Peloton Bike or Bike+, the at-home fitness giant's app can help you get in an effective, safe cycling workout. The instructor-led classes that are available for Bike and Bike+ users on their devices' touchscreens are also available on the Peloton app, which works on iPhones, Androids, and streaming devices like Roku. Taking one of the company's famous spin classes is a little different without the accompanying proprietary equipment, but it's still a solid workout. Make sure you can see the classWhen you take a Peloton cycling class using the mobile or streaming app, you still see most of the same elements on-screen that you would if you were taking it on a Peloton Bike: recommended cadence and resistance, a leaderboard that you can hide, and, if you have a heart rate monitor connected, your heart rate. It doesn't exactly look the same as it does on a Peloton device—it's much plainer, as you can see in the screenshot above—but that doesn't really matter as long as you can see the cues for how fast you should be going and at what resistance your bike should be set. There's the first key: You need to be able to see the screen. Instructors do periodically call out recommended cadences and resistance settings, but you'll be better off if you can see the ones displayed on-screen. I tried out two different kinds of non-Peloton bikes with Peloton classes at the gym this week and found that a recumbent bike with a little ledge for the phone worked better for enabling me to see. Streaming the class on your TV is smart, if you can, but there are also all kinds of phone holders available on Amazon for under that you can attach to your bike. Choose the best bike If you already have a spin bike at home, you'll have to deal with whatever it is you've got, but if you're looking for an at-home cycle or have a few options in the gym, here's what you should keep in mind if you want to take Peloton classes. First, I highly recommend a stationary bike that displays RPM. I first tried a Peloton mobile class on a spin bike in a commercial gym cycling studio, then went out on the gym floor to find a recumbent bike I could try for the experiment, too. I've taught spin for years in a variety of settings and not all the bikes I've taught on have featured a digital component that shares information on RPM or visually displays the resistance level. Over the years, these have become more common, but you may still find yourself in a place where the spin bikes you have access to don't show any information at all. It's not the end of the world; you just won't be able to track your cadence and match it up to what the instructor and screen are telling you it should be. While testing the mobile app classes, I used two pretty rudimentary bikes. They lacked many of the usual bells and whistles but featured basic displays that at least gave me a sense of my cadence. The simple display on a bike I tested. Credit: Lindsey Ellefson Don't bother trying to guess your RPM if you don't have access to a bike that shows it to you; I've been teaching for a long time and still couldn't accurately estimate my RPM if I tried. Spending too much time trying to guess your RPM will take your focus off your form, the music, and your workout. If you can't see yours displayed as you ride, just do your best to ride to the beat of the music. Watch the instructor closely and try to match their cadence. Most of the time—not all the time, but most of the time—riding on the beat will put you in the middle of the recommended cadence. I also recommend choosing a bike that displays the resistance level you're on. It's much easier to ride knowing your resistance level rather than simply guessing based on how the tension feels. The resistance isn't quite as important as you think, however. When I teach a class, I make sure participants know that if they're struggling to ride on, say, a resistance level of 14 out of 25, they can knock off a few resistance points, even if I'm telling the class to aim for 14. Do your best to hit the resistance levels your instructor is telling you to, but understand that—especially if you're new to spinning—what's easy or manageable for someone else might not yet be easy or manageable for you. Be prepared to do mathThis is the part that sucks the most about doing a Peloton class on a non-Peloton bike. The instructors will tell you the recommended resistance level on which you should be riding—but they're going to be giving you numbers between one and 100 because that's how a Peloton bike's resistance is set up. If you're riding a bike that doesn't display resistance levels, it's no big deal. If the instructor says your resistance should be around 50, you can feel out what a 50% effort is for you and be done with it. But if you're riding a bike that does display resistance levels, you could end up having to do a lot of math on the fly. The bikes I currently teach on most often show a resistance level between one and 25. That 25 is comparable in feeling and effort to Peloton's 100, while a 12 or so on that bike would be similar to a 50 on the Peloton. To follow a Peloton class on one of those bikes, I'd have to calculate to make sure my resistance was lining up with what the instructors suggest. But wait, it gets worse. While testing out the mobile app classes, I was at a new gym I've never been to, using a bike brand I'm not familiar with. That bike's resistance, inexplicably, was represented on a scale of one to 35. That calculation was much more bothersome than the comparably simpler one required on a bike that uses a 25-point resistance scale. Some bikes represent tension on a scale of one to 50. Others go from one to 10. Before pressing play on a Peloton mobile class, crank the resistance on your bike all the way up just to see what number is displayed on the screen when it's at its max. Prepare to calculate accordingly from there. Why I like the option to take Peloton classes on any bikeThe math is annoying and it can be frustrating to take one of these classes if you have no way of measuring your cadence, but overall, I think the ability to take a Peloton class on any bike is great. The All Access Membership costs and grants you access to all kinds of classes, from walking to stretching to meditation, which makes the app valuable even if you don't have one of Peloton's Bike, Bike+, Tread, or Row devices. The cycling classes, which are all the same as the ones available on the touchscreens of Peloton's devices, make it even more valuable. You're getting guidance and encouragement from a trained, reputable professional. The classes are rigorously reviewed and keep safety top of mind and the playlists are varied and exciting. Even just following them on your phone is better than trying to craft a workout on your own, especially if you're new to cycling. I also love that these broaden the population of people who can use Peloton classes. I tried a mobile Peloton class on a recumbent bike, for instance, and it worked great, which is fantastic news for people with joint problems, mobility issues, or a desire for a more low-impact workout. I recommend linking your Apple Watch or other heart rate monitor to your Peloton app if you're going to try to take the cycling classes on a non-Peloton bike. Sure, you can depend on the heart-rate monitors that might be in the handlebars of your gym's bikes, but overall, gym equipment is a lot worse at giving you accurate information about your workout than a wearable is. The Peloton Bike itself tracks your distance, cadence, and all kinds of metrics as you work out, but if you're taking a class through the app on a different brand of bike, you get absolutely no data unless you have a wearable. #how #get #most #out #peloton
    LIFEHACKER.COM
    How to Get the Most out of a Peloton Class When You Don’t Own a Peloton
    We may earn a commission from links on this page.Even if you don't have a Peloton Bike or Bike+, the at-home fitness giant's app can help you get in an effective, safe cycling workout. The instructor-led classes that are available for Bike and Bike+ users on their devices' touchscreens are also available on the Peloton app, which works on iPhones, Androids, and streaming devices like Roku. Taking one of the company's famous spin classes is a little different without the accompanying proprietary equipment, but it's still a solid workout. Make sure you can see the classWhen you take a Peloton cycling class using the mobile or streaming app, you still see most of the same elements on-screen that you would if you were taking it on a Peloton Bike: recommended cadence and resistance, a leaderboard that you can hide, and, if you have a heart rate monitor connected, your heart rate. It doesn't exactly look the same as it does on a Peloton device—it's much plainer, as you can see in the screenshot above—but that doesn't really matter as long as you can see the cues for how fast you should be going and at what resistance your bike should be set. There's the first key: You need to be able to see the screen. Instructors do periodically call out recommended cadences and resistance settings, but you'll be better off if you can see the ones displayed on-screen. I tried out two different kinds of non-Peloton bikes with Peloton classes at the gym this week and found that a recumbent bike with a little ledge for the phone worked better for enabling me to see. Streaming the class on your TV is smart, if you can, but there are also all kinds of phone holders available on Amazon for under $20 that you can attach to your bike. Choose the best bike If you already have a spin bike at home, you'll have to deal with whatever it is you've got, but if you're looking for an at-home cycle or have a few options in the gym, here's what you should keep in mind if you want to take Peloton classes. First, I highly recommend a stationary bike that displays RPM (revolutions per minute). I first tried a Peloton mobile class on a spin bike in a commercial gym cycling studio, then went out on the gym floor to find a recumbent bike I could try for the experiment, too. I've taught spin for years in a variety of settings and not all the bikes I've taught on have featured a digital component that shares information on RPM or visually displays the resistance level. Over the years, these have become more common, but you may still find yourself in a place where the spin bikes you have access to don't show any information at all. It's not the end of the world; you just won't be able to track your cadence and match it up to what the instructor and screen are telling you it should be. While testing the mobile app classes, I used two pretty rudimentary bikes. They lacked many of the usual bells and whistles but featured basic displays that at least gave me a sense of my cadence. The simple display on a bike I tested. Credit: Lindsey Ellefson Don't bother trying to guess your RPM if you don't have access to a bike that shows it to you; I've been teaching for a long time and still couldn't accurately estimate my RPM if I tried. Spending too much time trying to guess your RPM will take your focus off your form, the music, and your workout. If you can't see yours displayed as you ride, just do your best to ride to the beat of the music. Watch the instructor closely and try to match their cadence. Most of the time—not all the time, but most of the time—riding on the beat will put you in the middle of the recommended cadence. I also recommend choosing a bike that displays the resistance level you're on. It's much easier to ride knowing your resistance level rather than simply guessing based on how the tension feels. The resistance isn't quite as important as you think, however. When I teach a class, I make sure participants know that if they're struggling to ride on, say, a resistance level of 14 out of 25, they can knock off a few resistance points, even if I'm telling the class to aim for 14. Do your best to hit the resistance levels your instructor is telling you to, but understand that—especially if you're new to spinning—what's easy or manageable for someone else might not yet be easy or manageable for you. Be prepared to do mathThis is the part that sucks the most about doing a Peloton class on a non-Peloton bike. The instructors will tell you the recommended resistance level on which you should be riding—but they're going to be giving you numbers between one and 100 because that's how a Peloton bike's resistance is set up. If you're riding a bike that doesn't display resistance levels, it's no big deal. If the instructor says your resistance should be around 50, you can feel out what a 50% effort is for you and be done with it. But if you're riding a bike that does display resistance levels, you could end up having to do a lot of math on the fly. The bikes I currently teach on most often show a resistance level between one and 25. That 25 is comparable in feeling and effort to Peloton's 100, while a 12 or so on that bike would be similar to a 50 on the Peloton. To follow a Peloton class on one of those bikes, I'd have to calculate to make sure my resistance was lining up with what the instructors suggest. But wait, it gets worse. While testing out the mobile app classes, I was at a new gym I've never been to, using a bike brand I'm not familiar with. That bike's resistance, inexplicably, was represented on a scale of one to 35. That calculation was much more bothersome than the comparably simpler one required on a bike that uses a 25-point resistance scale. Some bikes represent tension on a scale of one to 50. Others go from one to 10. Before pressing play on a Peloton mobile class, crank the resistance on your bike all the way up just to see what number is displayed on the screen when it's at its max. Prepare to calculate accordingly from there. Why I like the option to take Peloton classes on any bikeThe math is annoying and it can be frustrating to take one of these classes if you have no way of measuring your cadence, but overall, I think the ability to take a Peloton class on any bike is great. The All Access Membership costs $44 and grants you access to all kinds of classes, from walking to stretching to meditation, which makes the app valuable even if you don't have one of Peloton's Bike, Bike+, Tread, or Row devices. The cycling classes, which are all the same as the ones available on the touchscreens of Peloton's devices, make it even more valuable. You're getting guidance and encouragement from a trained, reputable professional. The classes are rigorously reviewed and keep safety top of mind and the playlists are varied and exciting. Even just following them on your phone is better than trying to craft a workout on your own, especially if you're new to cycling. I also love that these broaden the population of people who can use Peloton classes. I tried a mobile Peloton class on a recumbent bike, for instance, and it worked great, which is fantastic news for people with joint problems, mobility issues, or a desire for a more low-impact workout. I recommend linking your Apple Watch or other heart rate monitor to your Peloton app if you're going to try to take the cycling classes on a non-Peloton bike. Sure, you can depend on the heart-rate monitors that might be in the handlebars of your gym's bikes, but overall, gym equipment is a lot worse at giving you accurate information about your workout than a wearable is. The Peloton Bike itself tracks your distance, cadence, and all kinds of metrics as you work out, but if you're taking a class through the app on a different brand of bike, you get absolutely no data unless you have a wearable.
    0 Comments 0 Shares
More Results