• 25 Best Roguelike Games To Play And Replay In 2025

    The best roguelike games offer a serious but rewarding commitment, inviting you to lose time and time again until you reach new heights. And then you get to repeat the process while retaining knowledge that shapes your future sessions, improving your skills with each subsequent run.The best roguelike games follow the philosophy of randomizing existing game elements and providing a different experience every time you start a new run, with the condition that a game over screen means restarting from scratch. The roguelite distinction is similar, but it involves permanent progression, be it in the form of story, unlockable paths, items, and so on.Our selection of the best roguelike games has something for every player, regardless of platform and subgenre of choice. Our picks intersect with rhythm, deckbuilding, platforming, puzzle, and shooter games, to name a few. The roguelike and roguelite genres keep gaining more ground as pillars for design choices, meaning that some of the games on this list will ring familiar with the selections in our best PS5 games and best PC game lists. You'll also find some overlap with our recommendations for the best indie games to play right now.As the middle of 2025 draws near, choosing the best roguelike games becomes tougher with each passing day. The likes of Nuclear Throne, The Binding of Isaac, and Enter the Gungeon progressively marked their place in the genre years ago. Now, roguelikes and roguelites are in abundance, with game developers coming up with novel spins and pushing the genre forward.Whether you're looking for something more traditional or a unique take on a genre that is brimming with creativity, our best roguelike games list is bound to add a few new experiences to have on your radar. BalatroDeveloper: LocalThunkRelease Date: February 20, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCIf you've seen your loved ones spending way too much time on their phones during the past year, it's likely due to LocalThunk's engrossing take on poker. Balatro is deceptively simple: Look at your hand, think of the combination that will net you the most points, and see the numbers go up.As you slowly make your way to tougher levels, gaining additional cards that multiply said score while granting an array of often absurd bonuses, you'll immediately understand the appeal. Balatro is not about poker, nor is it just a roguelike. It's a numbers game where you can rig the rules in your favor. Its challenges are hypnotizing, but once you achieve victory for the first time, it'll take you a while to play anything else. See Pacific DriveDeveloper: Ironwood StudiosRelease Date: February 22, 2024Platforms: PlayStation 5, PCPacific Drive is not technically a roguelite, even if it shares quite a few similarities in how you navigate its world, picking up key items and tackling objectives as you escape from weather anomalies from the inside of your car. The Endless Expeditions update, however, does push the game toward that direction.Released on April 3 of this year, Expeditions takes you outside of the campaign and into a randomized map with modifiers and rewards, the latter including cosmetics and unique tools. The trick is that you won't be able to stock up on resources, as you're forced to scavenge and build your inventory from scratch each time.Expeditions only end once you've collected enough anchors on a map. The longer this takes, however, the harder the task will become, with anomalies gearing up in difficulty. If you're looking for an extra challenge or an interesting twist on the Pacific Drive formula, Expeditions is the answer.Fanatical and GameSpot are both owned by Fandom. See at Fanatical Dead CellsDeveloper: Motion TwinRelease Date: August 6, 2018Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDead Cells is one of the pioneers of the new wave of roguelites of the past few years. Ever since its conception, developer Motion Twin set out to build an ambitious foundation--prioritizing a breakneck rhythm and flow in movement and attacks, rewarding fast reflexes and improvisation on the spot.The team continued to work on the game over the years, delivering a total of 35 major updates, expanding and ironing out possibly every element inside out. If at some point you think the base game doesn't have enough to offer, there are five DLCs, including the Return to Castlevania expansion. As it stands, there might never be another game like Dead Cells, and that's okay. We'll still be playing it for years to come, while also witnessing the team trying out new ideas, such as the co-op roguelite Windblown, which is an early access game to watch. See at Fanatical Deep Rock Galactic: SurvivorDeveloper: Funday GamesRelease Date: February 14, 2024Platforms: PCIf you're a Left 4 Dead 2 fan, chances are that you've heard of Deep Rock Galactic, which takes the structure of the zombie-driven shooter and takes it in a different direction, featuring dwarves in space, alien monsters, and destructible environments. Deep Rock Galactic: Survivor, however, takes things even further.Released in Steam early access back on February 14, 2024, you're taken onto increasingly harder levels where your dwarf of choice attacks automatically. The Survivor-like is presented in a top-down perspective, with the mining mechanic taking center stage to unlock upgrades during runs and improve your chances.There have been four sizable updates, but even in its infancy, developer Funday Games struck gold when mining for resources. The combination of its existing setting with the roguelike genre is an enticing one. See at Steam Hades 2Developer: Supergiant GamesRelease Date: May 6, 2024Platforms: PCDeveloper Supergiant Games has famously never done sequels before--until Hades 2. The sequel follows the events of the first game, in which Zagreus, son of the Greek god of the underworld, fought his way to the surface. Now, his sister Melinöe is tasked with defeating Chronos, the god of time itself, who's posing a threat unknown to everyone to this point.The roguelite is similar in nature to its predecessor, advancing the story with each victorious or failed run, gradually uncovering layer upon layer of new characters, powers to combine and grow stronger with, and even more features to further customize your experience. Hades 2 is still in early access, but there's a ridiculous amount of story and challenges to go through. Plus, the sequel is one of the first games confirmed for the Nintendo Switch 2. The 1.0 release date is yet to be confirmed, but Supergiant is targeting 2025. See at Steam Darkest Dungeon 2Developer: Red Hook StudiosRelease Date: May 8, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDarkest Dungeon 2 entered early access in October 2021, with the full launch taking place on May 8. It had a tall order--surpassing the inimitable Darkest Dungeon, a tough roguelike centered around stress as a mechanic, with characters being driven mad or, on occasion, becoming inspired by the embrace of darkness and presence of heinous monsters.The sequel moves away from the structure of its predecessor, where you explored different biomes while managing resources and upgrading a home base. Now, it follows a structure similar to modern roguelite conventions, where you choose from different paths that are labeled with the rewards and challenges awaiting on the roads.While the combat shares some similarities, many new features shake up previous foundations, from playable origin stories for each hero to the affinity system, which takes the stress mechanic of the first game and adds a communal element to it by leading to different relationship archetypes between party members. Despite the change in presentation with more bells and whistles, Darkest Dungeon 2 retains the spirit of the first game--it's a visceral, tough-as-nails adventure that demands patience to overcome. See at Fanatical Rogue Legacy 2Developer: Cellar Door GamesRelease Date: April 28, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCWhen the original Rogue Legacy launched in 2013, its combination of metroidvania with roguelite elements was already promising. Yet, it pushed things further with a genius feature where, each time you die, one of your children succeeds you. The trick? Everybody has unique traits, from gigantism and baldness to color blindness and dyslexia, which would have gameplay impacts from the beneficial to the hilarious.Rogue Legacy 2 pushes the novelty with even more traits and classes, including a bard and a dragon lancer. The metroidvania aspect has also been improved with the addition of unique items that permanently unlock abilities to further explore the world and unveil its secrets. It's a sequel that successfully ticks every box a sequel must, and does so with a familiar grace and humor that still has a lot to offer over a decade later. See at Steam Spelunky 2Developer: Mossmouth and BlitWorksRelease Date: September 29, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCSpelunky is the classic go-to recommendation for a roguelike with ironclad design. The platformer with an Indiana Jones spirit made for one of the most challenging roguelites out there, requiring patience and the willingness to study every possible enemy pattern, trap, and miscalculation that can end your run, and then memorize it all for the next attempt.Spelunky 2 is a showcase of refinement upon refinement. Sure, it's touted with a bigger world with new areas to study, multiple routes to find and take advantage of, and an assortment of features meant to subvert long-standing fans' expectations. The sequel's greatest trick, however, is once again proving that meticulously thought design can elevate good ideas to admirable heights. The only way to improve is to keep trying, over and over, until surpassing the obstacles in your way becomes second nature. And then you get to do it all over again in the following area. See at Steam Slay the SpireDeveloper: Mega CritRelease Date: January 23, 2019Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDeck-building has become a popular marriage candidate for roguelites, and Slay the Spire might be one of the games responsible for its popularity. The premise is simple: You pick a character who has a predefined card deck and jump into a procedurally generated run. The rewards, obstacles, and challenges roaming your chosen paths are always different, demanding different strategies.As you make your way through a game session, you'll collect more cards for your deck, slowly customizing the options available to fit different playstyles and adapt yourself to the danger at hand. Do you invest in dealing as much damage as possible, neglecting your defense? Do you try to come up with different synergies to create a jack-of-all-trades card deck? There's always something to learn and discover, and the number of combinations available to experiment with is seducingly daunting. The best part? There's a sequel in the works, slated for 2025. See at Steam Risk of Rain 2Developer: Hopoo GamesRelease Date: August 11, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCRisk of Rain 2 is one of the few roguelites that explored the idea of taking the often pixel art, 2D-driven presentations of the genre and experimenting with 3D instead. Taking the elements that made its predecessor great, from enemy design to the different survivors you control, the change of perspective led to a breath of fresh air in the genre, and one of the most entertaining online games out there.The 1.0 release on August 11, 2020 has been followed up with hefty updates and paid DLC since. You can spend hours just fooling around with friends and seeing how far you can go. Once you get invested in the game's most intricate secrets and mechanics, however, you'll find out that the thrill comes down to becoming an unstoppable force challenged by a dynamic difficulty meter that's constantly keeping you on your toes. The use of 3D, then, isn't a mere novelty--it literally shines a new light on what roguelites can achieve when looked at from a different perspective, adding a different sense of movement and scale to the usual roguelite chaos. See at Steam Crypt of the NecrodancerDeveloper: Brace Yourself GamesRelease Date: April 23, 2015Platforms: PlayStation 4, Xbox One, Nintendo Switch, Android, iOS, PCCrypt of the Necrodancer might be one of the oldest picks of our best roguelike games list, but the reason is simple: No other roguelite has managed to combine the genre conventions with the mechanics of a rhythm game to such success. Every movement and action in the game is tied to the beat of the soundtrack blasting in the background.Enemies have different patterns that you must learn, all while carefully moving on tiles as if you were tapping the floor with your foot following a song. Even if you're not rhythm game savvy, the mix of both genres is accommodating enough to make you a believer--right until you meet a dragon for the first time, that is. After the original release, Cadence of Hyrule followed up on the concept, with the studio collaborating with Nintendo for a different take on The Legend of Zelda. But Crypt of the Necrodancer remains a worthy rogue classic. See at Steam Into the BreachDeveloper: Subset GamesRelease Date: February 27, 2018Platforms: Nintendo Switch, Android, iOS, PCThe alien invasion grows in numbers. You must assemble a squad of a handful of units and try to beat the odds. When you inevitably meet your demise, the last person standing creates a rift and travels to a different timeline. Time to start again.Into the Breach has a steep learning curve. Its design conventions, however, make it worth the effort to learn how to best use the space given to you and how your units can counterattack the alien push. The game is clear about the consequences of your movements on each map grid--whether or not you'll be able to land an attack, if one of your mechs will be caught in a tidal wave or an enemy projectile, and so on.Often, playing the strategy roguelike feels like a series of elaborate board games, where you carefully move pieces and spend your time thinking of the best possible plan. When it all comes together, the satisfaction is unparalleled. But even when you fail and you're sent to another timeline to commence anew, there's a thrill in knowing that next time might be the one if you take the time to analyze your movements and execute with care.Into the Breach is also the rare game to receive a 10/10 from GameSpot. See at Steam Loop HeroDeveloper: Four QuartersRelease Date: March 4, 2021Platforms: Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCThe concept of loops and the repetitive nature of roguelites are a natural pairing. Loop Hero not only understands it, but extends it further by turning you into a dungeon master of sorts. You're given the choice of a hero and a map layout, as well as a deck of cards. You can place different types of terrain and structures, each having its own pros and cons. But you also need to place enemies, slowly making each loop--where the character walks a full cycle of the map--more intricate to navigate.The randomized nature of roguelites is heightened by giving you agency over the dangers that your hero will have to overcome. With a large number of unlockables to pursue after each session, as well as a captivating presentation, Loop Hero is one of the most inventive roguelites out there. See at Fanatical ReturnalDeveloper: HousemarqueRelease Date: April 30, 2021Platforms: PlayStation 5, PCHousemarque's expertise lies in games with an arcade nature, from Resogun to Nex Machina. At first glance, Returnal seems different--its presentation is powered by a level of production that screams AAA game. Initially introduced as a PlayStation 5 exclusive, the third-person shooter makes an interesting use of the roguelite concept, intertwining story events with each death. Similarly to Hades, meeting your demise rarely means taking a step back.Don't let its prestigious look deceive you, though--Returnal is the living proof of a modern arcade game, taking cues from the bullet hell genre. This means that you must be in constant movement, carefully timing dodges and narrow jumps to avoid a barrage of projectiles coming your way from all directions. A sequel is slated for 2026, but the first game deserves all of your attention. It's one of the best games in the PlayStation catalog, and a thrilling showcase of how a roguelite structure can inform a story, blending into one coexisting vehicle for a narrative that wouldn't work elsewhere. See at Fanatical Shogun ShowdownDeveloper: RoboatinoRelease Date: September 5, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDeveloper Roboatino saw the synergy of roguelike and deck-building elements and decided to add turn-based combat to the mix. You command a lone hero who must take positioning and time into consideration to defeat multiple enemies and make it out unscathed.Using an inventive mechanic regarding the tiles you set foot on, Shogun Showdown hides a surprising level of depth, which you gradually uncover the more time you spend with it. You can upgrade and sacrifice different movements and skills in between battles, and as you die, you'll unlock new characters and attacks to experiment with. If you want to test the game's combat by yourself, there's a free prologue available on PC. See at Fanatical Blue PrinceDeveloper: DogubombRelease Date: April 10, 2025Platforms: PlayStation 5, Xbox Series X|S, PCIn Blue Prince, you're a fourteen-year-old boy next in line for an inheritance. The catch is that you first need to explore a manor that changes its inner structure each day, hiding access to the elusive room 46 somewhere within its bowels. Dogubomb's title is part puzzle game, part roguelite, part investigative game.When you start a new day, you're given a number of steps that you can take inside the manor. Upon interacting with a door, the game grants you a random selection of rooms, each containing a puzzle, resource items, or a clue to a larger mystery. Sometimes all three of them. The deeper you plunge into Blue Prince, the higher the chances of becoming engrossed by the sheer amount of layers upon layers of puzzles to solve. See at Fanatical Caves of QudDeveloper: Freehold GamesRelease Date: December 5, 2024Platforms: PCDevelopment for Caves of Qud began back in 2007, with the first public beta being released to the world in 2010. Then, after almost a decade in Steam early access, the game was fully launched on December 5, 2024. The science-fantasy roguelike is brimming with emergent stories, offering a deeply simulated world where you can shape the environment as you see fit, join one of over 70 factions, or simply get lost in the overwhelming number of possible actions and outcomes available.In Caves of Qud, every NPC and monster is as fully simulated as you, meaning that they all have their own skills, equipment, body parts, and levels. The body parts are important, as there are multiple mutations at play, from two heads to the power of cloning oneself. The sandbox nature and painstaking level of detail have added an unmatched identity to the roguelike over its long lifespan. Now, there's never been a better time to take a plunge and become a part of its labyrinthine systems and intricate synergies that are happening in the game without your input. See at Steam FTL: Faster Than LightDeveloper: Subset GamesRelease Date: September 14, 2021Platforms: iOS, PCCommanding a party is a classic go-to for roguelites. Being the captain of a spaceship where you must attend to your crew and rooms individually, however, is an idea that is still novel to this day. Before Into the Breach, developer Subset Games came up with a different adventure in outer space.Presented with randomly generated galaxies, you must pick different paths to warp to, taking care and managing your spaceship in your ventures. Everything from the state of the hull to the level of oxygen must be accounted for. While you might be lucky with the galaxy destinations you pick, your crew will inevitably have to confront other ships.It's during these moments that FTL: Faster Than Light showcases its exhilarating mix of mechanics, forcing you to act fast by putting up fires, deciding which rooms to open and which ones to close, and sending crew members to repair the ship, all while using similar strategies on the enemy at hand. There's no other game like FTL. See at Steam InscryptionDeveloper: Daniel Mullins GamesRelease Date: October 19, 2021Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCThe creator of the eerie Pony Island took a stab at the roguelike genre in 2021 with Inscryption. At first, you don't know where you are--all you can see is the inside of a dark cabin, and a strange figure that invites you to play a card game. The creepiness sets in more and more over time, as you use cards depicting animals that seem to be alive, trying to make progress in the game while also looking for an opportunity to try and figure out how to escape the cabin.Inscription has multiple twists that are best left as a secret. If you want a general indication of what to expect, however, this roguelike pulls you into an obscure setting that becomes darker the more time you spend with it, subverting existing genre conventions and familiar mechanics with a horror twist. See at Fanatical Dome KeeperDeveloper: BippinbitsRelease Date: September 27, 2022Platforms: PCDome Keeper is a great game for people who enjoy multitasking. As the name implies, you must protect a dome from enemy attacks. In order to do so, you must dig underneath the surface to search for resources and artifacts, which are used to choose upgrades and different ways to defend your base.Enemies won't just sit and wait, however. You only have a limited time to dig in between attack waves. Picking your upgrades carefully will make or break your chances of survival to gain another chance at plunging through the surface and build better defenses. Dome Keeper is an ambitious survival game that takes cue from roguelikes and tower defense games to create a different kind of challenge to overcome. See at Fanatical Monster TrainDeveloper: Shiny ShoeRelease Date: May 20, 2020Platforms: PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, iOS, PCMonster Train is the distant cousin of Slay the Spire. You're given a deck of cards that you slowly grow during runs, as well as different paths to choose from. The twist is how combat encounters are structured, turning elements like positioning and card strategies on their head.Whenever you face enemies, you're presented with a large vertical structure that has three play fields. You must carefully plan where to place your cards to defend the train's core. It's an idea that's pushed to its limit time and time again with the cards available and the ways in which enemies can also strategize around your defenses. Monster Train is a prime example of how much innovation is still in the genre. See at Fanatical Vampire SurvivorsDeveloper: PoncleRelease Date: October 20, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCTaking inspiration from a mobile game called Magic Survival, in which the main character attacked automatically without the player's input, developer Poncle leaned on a fascination for Castlevania's aesthetic to iterate on the concept. The simple idea led to an absurd amount of characters, levels, and items to unlock--including, of course, an official collaboration with Konami to include more than just indirect references to the Castlevania series.Playing a Vampire Survivors stage can last anything from 15 to 20 or 30 minutes--if you can survive long enough with the items you've acquired. Even if you fail, however, you're constantly unlocking items, characters, and stages to explore in subsequent runs. It's a game that's best described as a Pandora's Box equivalent. Especially considering the chaos that it will likely inflict on your schedule. See at Steam Hitman World of Assassination: Freelancer ModeDeveloper: IO InteractiveRelease Date: January 26, 2023Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PCThe Hitman series has always excelled in presenting puzzle boxes that double down as playgrounds to blend in, follow your target, and take them down in increasingly ridiculous ways. Freelancer Mode, introduced to Hitman World of Assassination on January 26, 2023, adds a different spin to the premise with a persistent and highly replayable experience.In this mode, targets are always random, and you're given access to different bonus objectives. Making use of a hub exclusive to Freelancer, Agent 47 must choose a crime syndicate to pursue, which sets the mood of the campaign, and then get started without any equipment or weapons. If you've already mastered the classic Hitman levels or you just want a different, ridiculously polished roguelike experience, Freelancer Mode is a distinct and ambitious take on the genre. Worth mentioning that Hitman World of Assassination is also slated to launch on Nintendo Switch 2. See at Steam InkboundDeveloper: Shiny ShoeRelease Date: April 9, 2024Platforms: PCFrom the makers of Monster Train comes Inkbound, a turn-based tactical roguelike that offers co-op, and synergies that are heightened by coordinating with others online. Players can move freely and act simultaneously in multiplayer, picking from eight different classes to try out different combinations.There's also a deck-building element of sorts involved in the vein of draftable abilities, upgrades, and an array of items to use in-game. It's an intriguing blend of genres that might take some time to get used to. Once things click, however, you and the rest of the party will be working in tandem to see how far you can push your strategies. See at Steam God of War Ragnarok: ValhallaDeveloper: Santa Monica StudiosRelease Date: December 12, 2023Platforms: PlayStation 4, PlayStation 5, PCGod of War Ragnarok is a behemoth of an action-RPG, featuring a lengthy campaign across open areas with side quests, collectibles, and dozens of corners to explore. If you're looking for a break from the main story or just want to try a new roguelite that elevates some of the game's strengths in a different structure, the free Valhalla DLC is a must play.Taking place after the events of the main story, Valhalla has Kratos going through a series of punishing trials, which slowly serve as a therapy session of sorts as he reminiscences of the events that happened during the original trilogy of God of War games.The bite-sized rendition of combat encounters shines a different light on combat mechanics that you may already be familiar with. And, taking cues from the likes of Hades and Returnal, each death pushes the story forward in meaningful ways. Valhalla is a rare combination of genres that shouldn't work as well as they do, and it deserves your time before the next adventure of Kratos inevitably rolls in. See at Fanatical NoitaDeveloper: Nolla GamesRelease Date: October 15, 2020Platforms: PCAfter a short early access period in 2019, Noita was fully released in October 2020, and provided an escape from the horrors of that year with, well, more horrors. Its punishing difficulty and procedurally-generated worlds provide deep and engaging gameplay. Noita places you in the shoes of a wand-wielding alchemist navigating a deadly, destructible world. The seemingly simple pixel art style leads to complexity where water flows, acid burns, fire spreads, and cave-ins can be triggered by a single misplaced explosive.Unlike many roguelikes that focus on stat-based progression, Noita appeals to player creativity and experimentation. The game's wand crafting system is a particular highlight, allowing you to mix and match spells, modifiers, and triggers to create devastating effects or strange contraptions that alter the way the game plays with every decision. The fun of Noita is learning how to break it in delightfully chaotic ways. This customization means each run feels unique, not just because of the randomized levels, but because the tools at your disposal and the way you choose to implement them define each playthrough. Noita is deeper than it first appears, with plenty of secrets and mysteries to uncover. Its expansive hidden world and lore begs to be uncovered, and the community engagement and conversation around it continues even half a decade on from its release. Experiment with fire, mess around with slime, and Noita will reward your curiosity. You'll find that, most of the time, death in Noita stems from your own creation, giving the game a cruel sense of irony and punishment. Despite that, or perhaps even because of that, Noita is a beautiful experience. See at Steam
    #best #roguelike #games #play #replay
    25 Best Roguelike Games To Play And Replay In 2025
    The best roguelike games offer a serious but rewarding commitment, inviting you to lose time and time again until you reach new heights. And then you get to repeat the process while retaining knowledge that shapes your future sessions, improving your skills with each subsequent run.The best roguelike games follow the philosophy of randomizing existing game elements and providing a different experience every time you start a new run, with the condition that a game over screen means restarting from scratch. The roguelite distinction is similar, but it involves permanent progression, be it in the form of story, unlockable paths, items, and so on.Our selection of the best roguelike games has something for every player, regardless of platform and subgenre of choice. Our picks intersect with rhythm, deckbuilding, platforming, puzzle, and shooter games, to name a few. The roguelike and roguelite genres keep gaining more ground as pillars for design choices, meaning that some of the games on this list will ring familiar with the selections in our best PS5 games and best PC game lists. You'll also find some overlap with our recommendations for the best indie games to play right now.As the middle of 2025 draws near, choosing the best roguelike games becomes tougher with each passing day. The likes of Nuclear Throne, The Binding of Isaac, and Enter the Gungeon progressively marked their place in the genre years ago. Now, roguelikes and roguelites are in abundance, with game developers coming up with novel spins and pushing the genre forward.Whether you're looking for something more traditional or a unique take on a genre that is brimming with creativity, our best roguelike games list is bound to add a few new experiences to have on your radar. BalatroDeveloper: LocalThunkRelease Date: February 20, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCIf you've seen your loved ones spending way too much time on their phones during the past year, it's likely due to LocalThunk's engrossing take on poker. Balatro is deceptively simple: Look at your hand, think of the combination that will net you the most points, and see the numbers go up.As you slowly make your way to tougher levels, gaining additional cards that multiply said score while granting an array of often absurd bonuses, you'll immediately understand the appeal. Balatro is not about poker, nor is it just a roguelike. It's a numbers game where you can rig the rules in your favor. Its challenges are hypnotizing, but once you achieve victory for the first time, it'll take you a while to play anything else. See Pacific DriveDeveloper: Ironwood StudiosRelease Date: February 22, 2024Platforms: PlayStation 5, PCPacific Drive is not technically a roguelite, even if it shares quite a few similarities in how you navigate its world, picking up key items and tackling objectives as you escape from weather anomalies from the inside of your car. The Endless Expeditions update, however, does push the game toward that direction.Released on April 3 of this year, Expeditions takes you outside of the campaign and into a randomized map with modifiers and rewards, the latter including cosmetics and unique tools. The trick is that you won't be able to stock up on resources, as you're forced to scavenge and build your inventory from scratch each time.Expeditions only end once you've collected enough anchors on a map. The longer this takes, however, the harder the task will become, with anomalies gearing up in difficulty. If you're looking for an extra challenge or an interesting twist on the Pacific Drive formula, Expeditions is the answer.Fanatical and GameSpot are both owned by Fandom. See at Fanatical Dead CellsDeveloper: Motion TwinRelease Date: August 6, 2018Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDead Cells is one of the pioneers of the new wave of roguelites of the past few years. Ever since its conception, developer Motion Twin set out to build an ambitious foundation--prioritizing a breakneck rhythm and flow in movement and attacks, rewarding fast reflexes and improvisation on the spot.The team continued to work on the game over the years, delivering a total of 35 major updates, expanding and ironing out possibly every element inside out. If at some point you think the base game doesn't have enough to offer, there are five DLCs, including the Return to Castlevania expansion. As it stands, there might never be another game like Dead Cells, and that's okay. We'll still be playing it for years to come, while also witnessing the team trying out new ideas, such as the co-op roguelite Windblown, which is an early access game to watch. See at Fanatical Deep Rock Galactic: SurvivorDeveloper: Funday GamesRelease Date: February 14, 2024Platforms: PCIf you're a Left 4 Dead 2 fan, chances are that you've heard of Deep Rock Galactic, which takes the structure of the zombie-driven shooter and takes it in a different direction, featuring dwarves in space, alien monsters, and destructible environments. Deep Rock Galactic: Survivor, however, takes things even further.Released in Steam early access back on February 14, 2024, you're taken onto increasingly harder levels where your dwarf of choice attacks automatically. The Survivor-like is presented in a top-down perspective, with the mining mechanic taking center stage to unlock upgrades during runs and improve your chances.There have been four sizable updates, but even in its infancy, developer Funday Games struck gold when mining for resources. The combination of its existing setting with the roguelike genre is an enticing one. See at Steam Hades 2Developer: Supergiant GamesRelease Date: May 6, 2024Platforms: PCDeveloper Supergiant Games has famously never done sequels before--until Hades 2. The sequel follows the events of the first game, in which Zagreus, son of the Greek god of the underworld, fought his way to the surface. Now, his sister Melinöe is tasked with defeating Chronos, the god of time itself, who's posing a threat unknown to everyone to this point.The roguelite is similar in nature to its predecessor, advancing the story with each victorious or failed run, gradually uncovering layer upon layer of new characters, powers to combine and grow stronger with, and even more features to further customize your experience. Hades 2 is still in early access, but there's a ridiculous amount of story and challenges to go through. Plus, the sequel is one of the first games confirmed for the Nintendo Switch 2. The 1.0 release date is yet to be confirmed, but Supergiant is targeting 2025. See at Steam Darkest Dungeon 2Developer: Red Hook StudiosRelease Date: May 8, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDarkest Dungeon 2 entered early access in October 2021, with the full launch taking place on May 8. It had a tall order--surpassing the inimitable Darkest Dungeon, a tough roguelike centered around stress as a mechanic, with characters being driven mad or, on occasion, becoming inspired by the embrace of darkness and presence of heinous monsters.The sequel moves away from the structure of its predecessor, where you explored different biomes while managing resources and upgrading a home base. Now, it follows a structure similar to modern roguelite conventions, where you choose from different paths that are labeled with the rewards and challenges awaiting on the roads.While the combat shares some similarities, many new features shake up previous foundations, from playable origin stories for each hero to the affinity system, which takes the stress mechanic of the first game and adds a communal element to it by leading to different relationship archetypes between party members. Despite the change in presentation with more bells and whistles, Darkest Dungeon 2 retains the spirit of the first game--it's a visceral, tough-as-nails adventure that demands patience to overcome. See at Fanatical Rogue Legacy 2Developer: Cellar Door GamesRelease Date: April 28, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCWhen the original Rogue Legacy launched in 2013, its combination of metroidvania with roguelite elements was already promising. Yet, it pushed things further with a genius feature where, each time you die, one of your children succeeds you. The trick? Everybody has unique traits, from gigantism and baldness to color blindness and dyslexia, which would have gameplay impacts from the beneficial to the hilarious.Rogue Legacy 2 pushes the novelty with even more traits and classes, including a bard and a dragon lancer. The metroidvania aspect has also been improved with the addition of unique items that permanently unlock abilities to further explore the world and unveil its secrets. It's a sequel that successfully ticks every box a sequel must, and does so with a familiar grace and humor that still has a lot to offer over a decade later. See at Steam Spelunky 2Developer: Mossmouth and BlitWorksRelease Date: September 29, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCSpelunky is the classic go-to recommendation for a roguelike with ironclad design. The platformer with an Indiana Jones spirit made for one of the most challenging roguelites out there, requiring patience and the willingness to study every possible enemy pattern, trap, and miscalculation that can end your run, and then memorize it all for the next attempt.Spelunky 2 is a showcase of refinement upon refinement. Sure, it's touted with a bigger world with new areas to study, multiple routes to find and take advantage of, and an assortment of features meant to subvert long-standing fans' expectations. The sequel's greatest trick, however, is once again proving that meticulously thought design can elevate good ideas to admirable heights. The only way to improve is to keep trying, over and over, until surpassing the obstacles in your way becomes second nature. And then you get to do it all over again in the following area. See at Steam Slay the SpireDeveloper: Mega CritRelease Date: January 23, 2019Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDeck-building has become a popular marriage candidate for roguelites, and Slay the Spire might be one of the games responsible for its popularity. The premise is simple: You pick a character who has a predefined card deck and jump into a procedurally generated run. The rewards, obstacles, and challenges roaming your chosen paths are always different, demanding different strategies.As you make your way through a game session, you'll collect more cards for your deck, slowly customizing the options available to fit different playstyles and adapt yourself to the danger at hand. Do you invest in dealing as much damage as possible, neglecting your defense? Do you try to come up with different synergies to create a jack-of-all-trades card deck? There's always something to learn and discover, and the number of combinations available to experiment with is seducingly daunting. The best part? There's a sequel in the works, slated for 2025. See at Steam Risk of Rain 2Developer: Hopoo GamesRelease Date: August 11, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCRisk of Rain 2 is one of the few roguelites that explored the idea of taking the often pixel art, 2D-driven presentations of the genre and experimenting with 3D instead. Taking the elements that made its predecessor great, from enemy design to the different survivors you control, the change of perspective led to a breath of fresh air in the genre, and one of the most entertaining online games out there.The 1.0 release on August 11, 2020 has been followed up with hefty updates and paid DLC since. You can spend hours just fooling around with friends and seeing how far you can go. Once you get invested in the game's most intricate secrets and mechanics, however, you'll find out that the thrill comes down to becoming an unstoppable force challenged by a dynamic difficulty meter that's constantly keeping you on your toes. The use of 3D, then, isn't a mere novelty--it literally shines a new light on what roguelites can achieve when looked at from a different perspective, adding a different sense of movement and scale to the usual roguelite chaos. See at Steam Crypt of the NecrodancerDeveloper: Brace Yourself GamesRelease Date: April 23, 2015Platforms: PlayStation 4, Xbox One, Nintendo Switch, Android, iOS, PCCrypt of the Necrodancer might be one of the oldest picks of our best roguelike games list, but the reason is simple: No other roguelite has managed to combine the genre conventions with the mechanics of a rhythm game to such success. Every movement and action in the game is tied to the beat of the soundtrack blasting in the background.Enemies have different patterns that you must learn, all while carefully moving on tiles as if you were tapping the floor with your foot following a song. Even if you're not rhythm game savvy, the mix of both genres is accommodating enough to make you a believer--right until you meet a dragon for the first time, that is. After the original release, Cadence of Hyrule followed up on the concept, with the studio collaborating with Nintendo for a different take on The Legend of Zelda. But Crypt of the Necrodancer remains a worthy rogue classic. See at Steam Into the BreachDeveloper: Subset GamesRelease Date: February 27, 2018Platforms: Nintendo Switch, Android, iOS, PCThe alien invasion grows in numbers. You must assemble a squad of a handful of units and try to beat the odds. When you inevitably meet your demise, the last person standing creates a rift and travels to a different timeline. Time to start again.Into the Breach has a steep learning curve. Its design conventions, however, make it worth the effort to learn how to best use the space given to you and how your units can counterattack the alien push. The game is clear about the consequences of your movements on each map grid--whether or not you'll be able to land an attack, if one of your mechs will be caught in a tidal wave or an enemy projectile, and so on.Often, playing the strategy roguelike feels like a series of elaborate board games, where you carefully move pieces and spend your time thinking of the best possible plan. When it all comes together, the satisfaction is unparalleled. But even when you fail and you're sent to another timeline to commence anew, there's a thrill in knowing that next time might be the one if you take the time to analyze your movements and execute with care.Into the Breach is also the rare game to receive a 10/10 from GameSpot. See at Steam Loop HeroDeveloper: Four QuartersRelease Date: March 4, 2021Platforms: Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCThe concept of loops and the repetitive nature of roguelites are a natural pairing. Loop Hero not only understands it, but extends it further by turning you into a dungeon master of sorts. You're given the choice of a hero and a map layout, as well as a deck of cards. You can place different types of terrain and structures, each having its own pros and cons. But you also need to place enemies, slowly making each loop--where the character walks a full cycle of the map--more intricate to navigate.The randomized nature of roguelites is heightened by giving you agency over the dangers that your hero will have to overcome. With a large number of unlockables to pursue after each session, as well as a captivating presentation, Loop Hero is one of the most inventive roguelites out there. See at Fanatical ReturnalDeveloper: HousemarqueRelease Date: April 30, 2021Platforms: PlayStation 5, PCHousemarque's expertise lies in games with an arcade nature, from Resogun to Nex Machina. At first glance, Returnal seems different--its presentation is powered by a level of production that screams AAA game. Initially introduced as a PlayStation 5 exclusive, the third-person shooter makes an interesting use of the roguelite concept, intertwining story events with each death. Similarly to Hades, meeting your demise rarely means taking a step back.Don't let its prestigious look deceive you, though--Returnal is the living proof of a modern arcade game, taking cues from the bullet hell genre. This means that you must be in constant movement, carefully timing dodges and narrow jumps to avoid a barrage of projectiles coming your way from all directions. A sequel is slated for 2026, but the first game deserves all of your attention. It's one of the best games in the PlayStation catalog, and a thrilling showcase of how a roguelite structure can inform a story, blending into one coexisting vehicle for a narrative that wouldn't work elsewhere. See at Fanatical Shogun ShowdownDeveloper: RoboatinoRelease Date: September 5, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDeveloper Roboatino saw the synergy of roguelike and deck-building elements and decided to add turn-based combat to the mix. You command a lone hero who must take positioning and time into consideration to defeat multiple enemies and make it out unscathed.Using an inventive mechanic regarding the tiles you set foot on, Shogun Showdown hides a surprising level of depth, which you gradually uncover the more time you spend with it. You can upgrade and sacrifice different movements and skills in between battles, and as you die, you'll unlock new characters and attacks to experiment with. If you want to test the game's combat by yourself, there's a free prologue available on PC. See at Fanatical Blue PrinceDeveloper: DogubombRelease Date: April 10, 2025Platforms: PlayStation 5, Xbox Series X|S, PCIn Blue Prince, you're a fourteen-year-old boy next in line for an inheritance. The catch is that you first need to explore a manor that changes its inner structure each day, hiding access to the elusive room 46 somewhere within its bowels. Dogubomb's title is part puzzle game, part roguelite, part investigative game.When you start a new day, you're given a number of steps that you can take inside the manor. Upon interacting with a door, the game grants you a random selection of rooms, each containing a puzzle, resource items, or a clue to a larger mystery. Sometimes all three of them. The deeper you plunge into Blue Prince, the higher the chances of becoming engrossed by the sheer amount of layers upon layers of puzzles to solve. See at Fanatical Caves of QudDeveloper: Freehold GamesRelease Date: December 5, 2024Platforms: PCDevelopment for Caves of Qud began back in 2007, with the first public beta being released to the world in 2010. Then, after almost a decade in Steam early access, the game was fully launched on December 5, 2024. The science-fantasy roguelike is brimming with emergent stories, offering a deeply simulated world where you can shape the environment as you see fit, join one of over 70 factions, or simply get lost in the overwhelming number of possible actions and outcomes available.In Caves of Qud, every NPC and monster is as fully simulated as you, meaning that they all have their own skills, equipment, body parts, and levels. The body parts are important, as there are multiple mutations at play, from two heads to the power of cloning oneself. The sandbox nature and painstaking level of detail have added an unmatched identity to the roguelike over its long lifespan. Now, there's never been a better time to take a plunge and become a part of its labyrinthine systems and intricate synergies that are happening in the game without your input. See at Steam FTL: Faster Than LightDeveloper: Subset GamesRelease Date: September 14, 2021Platforms: iOS, PCCommanding a party is a classic go-to for roguelites. Being the captain of a spaceship where you must attend to your crew and rooms individually, however, is an idea that is still novel to this day. Before Into the Breach, developer Subset Games came up with a different adventure in outer space.Presented with randomly generated galaxies, you must pick different paths to warp to, taking care and managing your spaceship in your ventures. Everything from the state of the hull to the level of oxygen must be accounted for. While you might be lucky with the galaxy destinations you pick, your crew will inevitably have to confront other ships.It's during these moments that FTL: Faster Than Light showcases its exhilarating mix of mechanics, forcing you to act fast by putting up fires, deciding which rooms to open and which ones to close, and sending crew members to repair the ship, all while using similar strategies on the enemy at hand. There's no other game like FTL. See at Steam InscryptionDeveloper: Daniel Mullins GamesRelease Date: October 19, 2021Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCThe creator of the eerie Pony Island took a stab at the roguelike genre in 2021 with Inscryption. At first, you don't know where you are--all you can see is the inside of a dark cabin, and a strange figure that invites you to play a card game. The creepiness sets in more and more over time, as you use cards depicting animals that seem to be alive, trying to make progress in the game while also looking for an opportunity to try and figure out how to escape the cabin.Inscription has multiple twists that are best left as a secret. If you want a general indication of what to expect, however, this roguelike pulls you into an obscure setting that becomes darker the more time you spend with it, subverting existing genre conventions and familiar mechanics with a horror twist. See at Fanatical Dome KeeperDeveloper: BippinbitsRelease Date: September 27, 2022Platforms: PCDome Keeper is a great game for people who enjoy multitasking. As the name implies, you must protect a dome from enemy attacks. In order to do so, you must dig underneath the surface to search for resources and artifacts, which are used to choose upgrades and different ways to defend your base.Enemies won't just sit and wait, however. You only have a limited time to dig in between attack waves. Picking your upgrades carefully will make or break your chances of survival to gain another chance at plunging through the surface and build better defenses. Dome Keeper is an ambitious survival game that takes cue from roguelikes and tower defense games to create a different kind of challenge to overcome. See at Fanatical Monster TrainDeveloper: Shiny ShoeRelease Date: May 20, 2020Platforms: PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, iOS, PCMonster Train is the distant cousin of Slay the Spire. You're given a deck of cards that you slowly grow during runs, as well as different paths to choose from. The twist is how combat encounters are structured, turning elements like positioning and card strategies on their head.Whenever you face enemies, you're presented with a large vertical structure that has three play fields. You must carefully plan where to place your cards to defend the train's core. It's an idea that's pushed to its limit time and time again with the cards available and the ways in which enemies can also strategize around your defenses. Monster Train is a prime example of how much innovation is still in the genre. See at Fanatical Vampire SurvivorsDeveloper: PoncleRelease Date: October 20, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCTaking inspiration from a mobile game called Magic Survival, in which the main character attacked automatically without the player's input, developer Poncle leaned on a fascination for Castlevania's aesthetic to iterate on the concept. The simple idea led to an absurd amount of characters, levels, and items to unlock--including, of course, an official collaboration with Konami to include more than just indirect references to the Castlevania series.Playing a Vampire Survivors stage can last anything from 15 to 20 or 30 minutes--if you can survive long enough with the items you've acquired. Even if you fail, however, you're constantly unlocking items, characters, and stages to explore in subsequent runs. It's a game that's best described as a Pandora's Box equivalent. Especially considering the chaos that it will likely inflict on your schedule. See at Steam Hitman World of Assassination: Freelancer ModeDeveloper: IO InteractiveRelease Date: January 26, 2023Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PCThe Hitman series has always excelled in presenting puzzle boxes that double down as playgrounds to blend in, follow your target, and take them down in increasingly ridiculous ways. Freelancer Mode, introduced to Hitman World of Assassination on January 26, 2023, adds a different spin to the premise with a persistent and highly replayable experience.In this mode, targets are always random, and you're given access to different bonus objectives. Making use of a hub exclusive to Freelancer, Agent 47 must choose a crime syndicate to pursue, which sets the mood of the campaign, and then get started without any equipment or weapons. If you've already mastered the classic Hitman levels or you just want a different, ridiculously polished roguelike experience, Freelancer Mode is a distinct and ambitious take on the genre. Worth mentioning that Hitman World of Assassination is also slated to launch on Nintendo Switch 2. See at Steam InkboundDeveloper: Shiny ShoeRelease Date: April 9, 2024Platforms: PCFrom the makers of Monster Train comes Inkbound, a turn-based tactical roguelike that offers co-op, and synergies that are heightened by coordinating with others online. Players can move freely and act simultaneously in multiplayer, picking from eight different classes to try out different combinations.There's also a deck-building element of sorts involved in the vein of draftable abilities, upgrades, and an array of items to use in-game. It's an intriguing blend of genres that might take some time to get used to. Once things click, however, you and the rest of the party will be working in tandem to see how far you can push your strategies. See at Steam God of War Ragnarok: ValhallaDeveloper: Santa Monica StudiosRelease Date: December 12, 2023Platforms: PlayStation 4, PlayStation 5, PCGod of War Ragnarok is a behemoth of an action-RPG, featuring a lengthy campaign across open areas with side quests, collectibles, and dozens of corners to explore. If you're looking for a break from the main story or just want to try a new roguelite that elevates some of the game's strengths in a different structure, the free Valhalla DLC is a must play.Taking place after the events of the main story, Valhalla has Kratos going through a series of punishing trials, which slowly serve as a therapy session of sorts as he reminiscences of the events that happened during the original trilogy of God of War games.The bite-sized rendition of combat encounters shines a different light on combat mechanics that you may already be familiar with. And, taking cues from the likes of Hades and Returnal, each death pushes the story forward in meaningful ways. Valhalla is a rare combination of genres that shouldn't work as well as they do, and it deserves your time before the next adventure of Kratos inevitably rolls in. See at Fanatical NoitaDeveloper: Nolla GamesRelease Date: October 15, 2020Platforms: PCAfter a short early access period in 2019, Noita was fully released in October 2020, and provided an escape from the horrors of that year with, well, more horrors. Its punishing difficulty and procedurally-generated worlds provide deep and engaging gameplay. Noita places you in the shoes of a wand-wielding alchemist navigating a deadly, destructible world. The seemingly simple pixel art style leads to complexity where water flows, acid burns, fire spreads, and cave-ins can be triggered by a single misplaced explosive.Unlike many roguelikes that focus on stat-based progression, Noita appeals to player creativity and experimentation. The game's wand crafting system is a particular highlight, allowing you to mix and match spells, modifiers, and triggers to create devastating effects or strange contraptions that alter the way the game plays with every decision. The fun of Noita is learning how to break it in delightfully chaotic ways. This customization means each run feels unique, not just because of the randomized levels, but because the tools at your disposal and the way you choose to implement them define each playthrough. Noita is deeper than it first appears, with plenty of secrets and mysteries to uncover. Its expansive hidden world and lore begs to be uncovered, and the community engagement and conversation around it continues even half a decade on from its release. Experiment with fire, mess around with slime, and Noita will reward your curiosity. You'll find that, most of the time, death in Noita stems from your own creation, giving the game a cruel sense of irony and punishment. Despite that, or perhaps even because of that, Noita is a beautiful experience. See at Steam #best #roguelike #games #play #replay
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    25 Best Roguelike Games To Play And Replay In 2025
    The best roguelike games offer a serious but rewarding commitment, inviting you to lose time and time again until you reach new heights. And then you get to repeat the process while retaining knowledge that shapes your future sessions, improving your skills with each subsequent run.The best roguelike games follow the philosophy of randomizing existing game elements and providing a different experience every time you start a new run, with the condition that a game over screen means restarting from scratch. The roguelite distinction is similar, but it involves permanent progression, be it in the form of story, unlockable paths, items, and so on.Our selection of the best roguelike games has something for every player, regardless of platform and subgenre of choice. Our picks intersect with rhythm, deckbuilding, platforming, puzzle, and shooter games, to name a few. The roguelike and roguelite genres keep gaining more ground as pillars for design choices, meaning that some of the games on this list will ring familiar with the selections in our best PS5 games and best PC game lists. You'll also find some overlap with our recommendations for the best indie games to play right now.As the middle of 2025 draws near, choosing the best roguelike games becomes tougher with each passing day. The likes of Nuclear Throne, The Binding of Isaac, and Enter the Gungeon progressively marked their place in the genre years ago. Now, roguelikes and roguelites are in abundance, with game developers coming up with novel spins and pushing the genre forward.Whether you're looking for something more traditional or a unique take on a genre that is brimming with creativity, our best roguelike games list is bound to add a few new experiences to have on your radar. BalatroDeveloper: LocalThunkRelease Date: February 20, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCIf you've seen your loved ones spending way too much time on their phones during the past year, it's likely due to LocalThunk's engrossing take on poker. Balatro is deceptively simple: Look at your hand, think of the combination that will net you the most points, and see the numbers go up.As you slowly make your way to tougher levels, gaining additional cards that multiply said score while granting an array of often absurd bonuses, you'll immediately understand the appeal. Balatro is not about poker, nor is it just a roguelike. It's a numbers game where you can rig the rules in your favor. Its challenges are hypnotizing, but once you achieve victory for the first time, it'll take you a while to play anything else. See at Amazon Pacific DriveDeveloper: Ironwood StudiosRelease Date: February 22, 2024Platforms: PlayStation 5, PCPacific Drive is not technically a roguelite, even if it shares quite a few similarities in how you navigate its world, picking up key items and tackling objectives as you escape from weather anomalies from the inside of your car. The Endless Expeditions update, however, does push the game toward that direction.Released on April 3 of this year, Expeditions takes you outside of the campaign and into a randomized map with modifiers and rewards, the latter including cosmetics and unique tools. The trick is that you won't be able to stock up on resources, as you're forced to scavenge and build your inventory from scratch each time.Expeditions only end once you've collected enough anchors on a map. The longer this takes, however, the harder the task will become, with anomalies gearing up in difficulty. If you're looking for an extra challenge or an interesting twist on the Pacific Drive formula, Expeditions is the answer.Fanatical and GameSpot are both owned by Fandom. See at Fanatical Dead CellsDeveloper: Motion TwinRelease Date: August 6, 2018Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDead Cells is one of the pioneers of the new wave of roguelites of the past few years. Ever since its conception, developer Motion Twin set out to build an ambitious foundation--prioritizing a breakneck rhythm and flow in movement and attacks, rewarding fast reflexes and improvisation on the spot.The team continued to work on the game over the years, delivering a total of 35 major updates, expanding and ironing out possibly every element inside out. If at some point you think the base game doesn't have enough to offer, there are five DLCs (one of them free), including the Return to Castlevania expansion. As it stands, there might never be another game like Dead Cells, and that's okay. We'll still be playing it for years to come, while also witnessing the team trying out new ideas, such as the co-op roguelite Windblown, which is an early access game to watch. See at Fanatical Deep Rock Galactic: SurvivorDeveloper: Funday GamesRelease Date: February 14, 2024Platforms: PCIf you're a Left 4 Dead 2 fan, chances are that you've heard of Deep Rock Galactic, which takes the structure of the zombie-driven shooter and takes it in a different direction, featuring dwarves in space, alien monsters, and destructible environments. Deep Rock Galactic: Survivor, however, takes things even further.Released in Steam early access back on February 14, 2024, you're taken onto increasingly harder levels where your dwarf of choice attacks automatically. The Survivor-like is presented in a top-down perspective, with the mining mechanic taking center stage to unlock upgrades during runs and improve your chances.There have been four sizable updates, but even in its infancy, developer Funday Games struck gold when mining for resources. The combination of its existing setting with the roguelike genre is an enticing one. See at Steam Hades 2Developer: Supergiant GamesRelease Date: May 6, 2024Platforms: PCDeveloper Supergiant Games has famously never done sequels before--until Hades 2. The sequel follows the events of the first game, in which Zagreus, son of the Greek god of the underworld, fought his way to the surface. Now, his sister Melinöe is tasked with defeating Chronos, the god of time itself, who's posing a threat unknown to everyone to this point.The roguelite is similar in nature to its predecessor, advancing the story with each victorious or failed run, gradually uncovering layer upon layer of new characters, powers to combine and grow stronger with, and even more features to further customize your experience. Hades 2 is still in early access, but there's a ridiculous amount of story and challenges to go through. Plus, the sequel is one of the first games confirmed for the Nintendo Switch 2. The 1.0 release date is yet to be confirmed, but Supergiant is targeting 2025. See at Steam Darkest Dungeon 2Developer: Red Hook StudiosRelease Date: May 8, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDarkest Dungeon 2 entered early access in October 2021, with the full launch taking place on May 8. It had a tall order--surpassing the inimitable Darkest Dungeon, a tough roguelike centered around stress as a mechanic, with characters being driven mad or, on occasion, becoming inspired by the embrace of darkness and presence of heinous monsters.The sequel moves away from the structure of its predecessor, where you explored different biomes while managing resources and upgrading a home base. Now, it follows a structure similar to modern roguelite conventions, where you choose from different paths that are labeled with the rewards and challenges awaiting on the roads.While the combat shares some similarities, many new features shake up previous foundations, from playable origin stories for each hero to the affinity system, which takes the stress mechanic of the first game and adds a communal element to it by leading to different relationship archetypes between party members. Despite the change in presentation with more bells and whistles, Darkest Dungeon 2 retains the spirit of the first game--it's a visceral, tough-as-nails adventure that demands patience to overcome. See at Fanatical Rogue Legacy 2Developer: Cellar Door GamesRelease Date: April 28, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCWhen the original Rogue Legacy launched in 2013, its combination of metroidvania with roguelite elements was already promising. Yet, it pushed things further with a genius feature where, each time you die, one of your children succeeds you. The trick? Everybody has unique traits, from gigantism and baldness to color blindness and dyslexia, which would have gameplay impacts from the beneficial to the hilarious.Rogue Legacy 2 pushes the novelty with even more traits and classes, including a bard and a dragon lancer. The metroidvania aspect has also been improved with the addition of unique items that permanently unlock abilities to further explore the world and unveil its secrets. It's a sequel that successfully ticks every box a sequel must, and does so with a familiar grace and humor that still has a lot to offer over a decade later. See at Steam Spelunky 2Developer: Mossmouth and BlitWorksRelease Date: September 29, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCSpelunky is the classic go-to recommendation for a roguelike with ironclad design. The platformer with an Indiana Jones spirit made for one of the most challenging roguelites out there, requiring patience and the willingness to study every possible enemy pattern, trap, and miscalculation that can end your run, and then memorize it all for the next attempt.Spelunky 2 is a showcase of refinement upon refinement. Sure, it's touted with a bigger world with new areas to study, multiple routes to find and take advantage of, and an assortment of features meant to subvert long-standing fans' expectations. The sequel's greatest trick, however, is once again proving that meticulously thought design can elevate good ideas to admirable heights. The only way to improve is to keep trying, over and over, until surpassing the obstacles in your way becomes second nature. And then you get to do it all over again in the following area. See at Steam Slay the SpireDeveloper: Mega CritRelease Date: January 23, 2019Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCDeck-building has become a popular marriage candidate for roguelites, and Slay the Spire might be one of the games responsible for its popularity. The premise is simple: You pick a character who has a predefined card deck and jump into a procedurally generated run. The rewards, obstacles, and challenges roaming your chosen paths are always different, demanding different strategies.As you make your way through a game session, you'll collect more cards for your deck, slowly customizing the options available to fit different playstyles and adapt yourself to the danger at hand. Do you invest in dealing as much damage as possible, neglecting your defense? Do you try to come up with different synergies to create a jack-of-all-trades card deck? There's always something to learn and discover, and the number of combinations available to experiment with is seducingly daunting. The best part? There's a sequel in the works, slated for 2025. See at Steam Risk of Rain 2Developer: Hopoo GamesRelease Date: August 11, 2020Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCRisk of Rain 2 is one of the few roguelites that explored the idea of taking the often pixel art, 2D-driven presentations of the genre and experimenting with 3D instead. Taking the elements that made its predecessor great, from enemy design to the different survivors you control, the change of perspective led to a breath of fresh air in the genre, and one of the most entertaining online games out there.The 1.0 release on August 11, 2020 has been followed up with hefty updates and paid DLC since. You can spend hours just fooling around with friends and seeing how far you can go. Once you get invested in the game's most intricate secrets and mechanics, however, you'll find out that the thrill comes down to becoming an unstoppable force challenged by a dynamic difficulty meter that's constantly keeping you on your toes. The use of 3D, then, isn't a mere novelty--it literally shines a new light on what roguelites can achieve when looked at from a different perspective, adding a different sense of movement and scale to the usual roguelite chaos. See at Steam Crypt of the NecrodancerDeveloper: Brace Yourself GamesRelease Date: April 23, 2015Platforms: PlayStation 4, Xbox One, Nintendo Switch, Android, iOS, PCCrypt of the Necrodancer might be one of the oldest picks of our best roguelike games list, but the reason is simple: No other roguelite has managed to combine the genre conventions with the mechanics of a rhythm game to such success. Every movement and action in the game is tied to the beat of the soundtrack blasting in the background.Enemies have different patterns that you must learn, all while carefully moving on tiles as if you were tapping the floor with your foot following a song. Even if you're not rhythm game savvy, the mix of both genres is accommodating enough to make you a believer--right until you meet a dragon for the first time, that is. After the original release, Cadence of Hyrule followed up on the concept, with the studio collaborating with Nintendo for a different take on The Legend of Zelda. But Crypt of the Necrodancer remains a worthy rogue classic. See at Steam Into the BreachDeveloper: Subset GamesRelease Date: February 27, 2018Platforms: Nintendo Switch, Android, iOS, PCThe alien invasion grows in numbers. You must assemble a squad of a handful of units and try to beat the odds. When you inevitably meet your demise, the last person standing creates a rift and travels to a different timeline. Time to start again.Into the Breach has a steep learning curve. Its design conventions, however, make it worth the effort to learn how to best use the space given to you and how your units can counterattack the alien push. The game is clear about the consequences of your movements on each map grid--whether or not you'll be able to land an attack, if one of your mechs will be caught in a tidal wave or an enemy projectile, and so on.Often, playing the strategy roguelike feels like a series of elaborate board games, where you carefully move pieces and spend your time thinking of the best possible plan. When it all comes together, the satisfaction is unparalleled. But even when you fail and you're sent to another timeline to commence anew, there's a thrill in knowing that next time might be the one if you take the time to analyze your movements and execute with care.Into the Breach is also the rare game to receive a 10/10 from GameSpot. See at Steam Loop HeroDeveloper: Four QuartersRelease Date: March 4, 2021Platforms: Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCThe concept of loops and the repetitive nature of roguelites are a natural pairing. Loop Hero not only understands it, but extends it further by turning you into a dungeon master of sorts. You're given the choice of a hero and a map layout, as well as a deck of cards. You can place different types of terrain and structures, each having its own pros and cons. But you also need to place enemies, slowly making each loop--where the character walks a full cycle of the map--more intricate to navigate.The randomized nature of roguelites is heightened by giving you agency over the dangers that your hero will have to overcome. With a large number of unlockables to pursue after each session, as well as a captivating presentation, Loop Hero is one of the most inventive roguelites out there. See at Fanatical ReturnalDeveloper: HousemarqueRelease Date: April 30, 2021Platforms: PlayStation 5, PCHousemarque's expertise lies in games with an arcade nature, from Resogun to Nex Machina. At first glance, Returnal seems different--its presentation is powered by a level of production that screams AAA game. Initially introduced as a PlayStation 5 exclusive, the third-person shooter makes an interesting use of the roguelite concept, intertwining story events with each death. Similarly to Hades, meeting your demise rarely means taking a step back.Don't let its prestigious look deceive you, though--Returnal is the living proof of a modern arcade game, taking cues from the bullet hell genre. This means that you must be in constant movement, carefully timing dodges and narrow jumps to avoid a barrage of projectiles coming your way from all directions. A sequel is slated for 2026, but the first game deserves all of your attention. It's one of the best games in the PlayStation catalog, and a thrilling showcase of how a roguelite structure can inform a story, blending into one coexisting vehicle for a narrative that wouldn't work elsewhere. See at Fanatical Shogun ShowdownDeveloper: RoboatinoRelease Date: September 5, 2024Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCDeveloper Roboatino saw the synergy of roguelike and deck-building elements and decided to add turn-based combat to the mix. You command a lone hero who must take positioning and time into consideration to defeat multiple enemies and make it out unscathed.Using an inventive mechanic regarding the tiles you set foot on, Shogun Showdown hides a surprising level of depth, which you gradually uncover the more time you spend with it. You can upgrade and sacrifice different movements and skills in between battles, and as you die, you'll unlock new characters and attacks to experiment with. If you want to test the game's combat by yourself, there's a free prologue available on PC. See at Fanatical Blue PrinceDeveloper: DogubombRelease Date: April 10, 2025Platforms: PlayStation 5, Xbox Series X|S, PCIn Blue Prince, you're a fourteen-year-old boy next in line for an inheritance. The catch is that you first need to explore a manor that changes its inner structure each day, hiding access to the elusive room 46 somewhere within its bowels. Dogubomb's title is part puzzle game, part roguelite, part investigative game.When you start a new day, you're given a number of steps that you can take inside the manor. Upon interacting with a door, the game grants you a random selection of rooms, each containing a puzzle, resource items, or a clue to a larger mystery. Sometimes all three of them. The deeper you plunge into Blue Prince, the higher the chances of becoming engrossed by the sheer amount of layers upon layers of puzzles to solve. See at Fanatical Caves of QudDeveloper: Freehold GamesRelease Date: December 5, 2024Platforms: PCDevelopment for Caves of Qud began back in 2007, with the first public beta being released to the world in 2010. Then, after almost a decade in Steam early access, the game was fully launched on December 5, 2024. The science-fantasy roguelike is brimming with emergent stories, offering a deeply simulated world where you can shape the environment as you see fit, join one of over 70 factions, or simply get lost in the overwhelming number of possible actions and outcomes available.In Caves of Qud, every NPC and monster is as fully simulated as you, meaning that they all have their own skills, equipment, body parts, and levels. The body parts are important, as there are multiple mutations at play, from two heads to the power of cloning oneself. The sandbox nature and painstaking level of detail have added an unmatched identity to the roguelike over its long lifespan. Now, there's never been a better time to take a plunge and become a part of its labyrinthine systems and intricate synergies that are happening in the game without your input. See at Steam FTL: Faster Than LightDeveloper: Subset GamesRelease Date: September 14, 2021Platforms: iOS, PCCommanding a party is a classic go-to for roguelites. Being the captain of a spaceship where you must attend to your crew and rooms individually, however, is an idea that is still novel to this day. Before Into the Breach, developer Subset Games came up with a different adventure in outer space.Presented with randomly generated galaxies, you must pick different paths to warp to, taking care and managing your spaceship in your ventures. Everything from the state of the hull to the level of oxygen must be accounted for. While you might be lucky with the galaxy destinations you pick, your crew will inevitably have to confront other ships.It's during these moments that FTL: Faster Than Light showcases its exhilarating mix of mechanics, forcing you to act fast by putting up fires, deciding which rooms to open and which ones to close, and sending crew members to repair the ship, all while using similar strategies on the enemy at hand. There's no other game like FTL. See at Steam InscryptionDeveloper: Daniel Mullins GamesRelease Date: October 19, 2021Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, PCThe creator of the eerie Pony Island took a stab at the roguelike genre in 2021 with Inscryption. At first, you don't know where you are--all you can see is the inside of a dark cabin, and a strange figure that invites you to play a card game. The creepiness sets in more and more over time, as you use cards depicting animals that seem to be alive, trying to make progress in the game while also looking for an opportunity to try and figure out how to escape the cabin.Inscription has multiple twists that are best left as a secret. If you want a general indication of what to expect, however, this roguelike pulls you into an obscure setting that becomes darker the more time you spend with it, subverting existing genre conventions and familiar mechanics with a horror twist. See at Fanatical Dome KeeperDeveloper: BippinbitsRelease Date: September 27, 2022Platforms: PCDome Keeper is a great game for people who enjoy multitasking. As the name implies, you must protect a dome from enemy attacks. In order to do so, you must dig underneath the surface to search for resources and artifacts, which are used to choose upgrades and different ways to defend your base.Enemies won't just sit and wait, however. You only have a limited time to dig in between attack waves. Picking your upgrades carefully will make or break your chances of survival to gain another chance at plunging through the surface and build better defenses. Dome Keeper is an ambitious survival game that takes cue from roguelikes and tower defense games to create a different kind of challenge to overcome. See at Fanatical Monster TrainDeveloper: Shiny ShoeRelease Date: May 20, 2020Platforms: PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, iOS, PCMonster Train is the distant cousin of Slay the Spire. You're given a deck of cards that you slowly grow during runs, as well as different paths to choose from. The twist is how combat encounters are structured, turning elements like positioning and card strategies on their head.Whenever you face enemies, you're presented with a large vertical structure that has three play fields. You must carefully plan where to place your cards to defend the train's core. It's an idea that's pushed to its limit time and time again with the cards available and the ways in which enemies can also strategize around your defenses. Monster Train is a prime example of how much innovation is still in the genre. See at Fanatical Vampire SurvivorsDeveloper: PoncleRelease Date: October 20, 2022Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Android, iOS, PCTaking inspiration from a mobile game called Magic Survival, in which the main character attacked automatically without the player's input, developer Poncle leaned on a fascination for Castlevania's aesthetic to iterate on the concept. The simple idea led to an absurd amount of characters, levels, and items to unlock--including, of course, an official collaboration with Konami to include more than just indirect references to the Castlevania series.Playing a Vampire Survivors stage can last anything from 15 to 20 or 30 minutes--if you can survive long enough with the items you've acquired. Even if you fail, however, you're constantly unlocking items, characters, and stages to explore in subsequent runs. It's a game that's best described as a Pandora's Box equivalent. Especially considering the chaos that it will likely inflict on your schedule. See at Steam Hitman World of Assassination: Freelancer ModeDeveloper: IO InteractiveRelease Date: January 26, 2023Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, PCThe Hitman series has always excelled in presenting puzzle boxes that double down as playgrounds to blend in, follow your target, and take them down in increasingly ridiculous ways. Freelancer Mode, introduced to Hitman World of Assassination on January 26, 2023, adds a different spin to the premise with a persistent and highly replayable experience.In this mode, targets are always random, and you're given access to different bonus objectives. Making use of a hub exclusive to Freelancer, Agent 47 must choose a crime syndicate to pursue, which sets the mood of the campaign, and then get started without any equipment or weapons. If you've already mastered the classic Hitman levels or you just want a different, ridiculously polished roguelike experience, Freelancer Mode is a distinct and ambitious take on the genre. Worth mentioning that Hitman World of Assassination is also slated to launch on Nintendo Switch 2. See at Steam InkboundDeveloper: Shiny ShoeRelease Date: April 9, 2024Platforms: PCFrom the makers of Monster Train comes Inkbound, a turn-based tactical roguelike that offers co-op, and synergies that are heightened by coordinating with others online. Players can move freely and act simultaneously in multiplayer, picking from eight different classes to try out different combinations.There's also a deck-building element of sorts involved in the vein of draftable abilities, upgrades, and an array of items to use in-game. It's an intriguing blend of genres that might take some time to get used to. Once things click, however, you and the rest of the party will be working in tandem to see how far you can push your strategies. See at Steam God of War Ragnarok: ValhallaDeveloper: Santa Monica StudiosRelease Date: December 12, 2023Platforms: PlayStation 4, PlayStation 5, PCGod of War Ragnarok is a behemoth of an action-RPG, featuring a lengthy campaign across open areas with side quests, collectibles, and dozens of corners to explore. If you're looking for a break from the main story or just want to try a new roguelite that elevates some of the game's strengths in a different structure, the free Valhalla DLC is a must play.Taking place after the events of the main story (although you can jump into it at any point from the main menu without worrying about spoilers of the main campaign), Valhalla has Kratos going through a series of punishing trials, which slowly serve as a therapy session of sorts as he reminiscences of the events that happened during the original trilogy of God of War games.The bite-sized rendition of combat encounters shines a different light on combat mechanics that you may already be familiar with. And, taking cues from the likes of Hades and Returnal, each death pushes the story forward in meaningful ways. Valhalla is a rare combination of genres that shouldn't work as well as they do, and it deserves your time before the next adventure of Kratos inevitably rolls in. See at Fanatical NoitaDeveloper: Nolla GamesRelease Date: October 15, 2020Platforms: PCAfter a short early access period in 2019, Noita was fully released in October 2020, and provided an escape from the horrors of that year with, well, more horrors. Its punishing difficulty and procedurally-generated worlds provide deep and engaging gameplay. Noita places you in the shoes of a wand-wielding alchemist navigating a deadly, destructible world. The seemingly simple pixel art style leads to complexity where water flows, acid burns, fire spreads, and cave-ins can be triggered by a single misplaced explosive.Unlike many roguelikes that focus on stat-based progression, Noita appeals to player creativity and experimentation. The game's wand crafting system is a particular highlight, allowing you to mix and match spells, modifiers, and triggers to create devastating effects or strange contraptions that alter the way the game plays with every decision. The fun of Noita is learning how to break it in delightfully chaotic ways. This customization means each run feels unique, not just because of the randomized levels, but because the tools at your disposal and the way you choose to implement them define each playthrough. Noita is deeper than it first appears, with plenty of secrets and mysteries to uncover. Its expansive hidden world and lore begs to be uncovered, and the community engagement and conversation around it continues even half a decade on from its release. Experiment with fire, mess around with slime, and Noita will reward your curiosity. You'll find that, most of the time, death in Noita stems from your own creation, giving the game a cruel sense of irony and punishment. Despite that, or perhaps even because of that, Noita is a beautiful experience. See at Steam
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  • BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4

    By TREVOR HOGG
    Images courtesy of Prime Video.

    For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”

    When Splintersplits in two, the cloning effect was inspired by cellular mitosis.

    “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!”
    —Stephan Fleet, VFX Supervisor

    A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”

    Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed.

    Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.”

    “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.”
    —Stephan Fleet, VFX Supervisor

    The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.”

    A building is replaced by a massive crowd attending a rally being held by Homelander.

    In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.”

    In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around.

    “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.”
    —Stephan Fleet, VFX Supervisor

    Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”

    The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes.

    Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.”

    Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination.

    Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.”

    “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.”
    —Stephan Fleet, VFX Supervisor

    Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution.

    A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.”

    Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4.

    When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
    #bouncing #rubber #duckies #flying #sheep
    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splintersplits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith, who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be, so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a humanyou tend to want to give it human gestures and eyebrows. Erik Kripkesaid, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep wasin one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr.develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelanderbreaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchiehallucinates as Kimiko Miyashirogoes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splintersplits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker. “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.” #bouncing #rubber #duckies #flying #sheep
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    BOUNCING FROM RUBBER DUCKIES AND FLYING SHEEP TO CLONES FOR THE BOYS SEASON 4
    By TREVOR HOGG Images courtesy of Prime Video. For those seeking an alternative to the MCU, Prime Video has two offerings of the live-action and animated variety that take the superhero genre into R-rated territory where the hands of the god-like figures get dirty, bloodied and severed. “The Boys is about the intersection of celebrity and politics using superheroes,” states Stephan Fleet, VFX Supervisor on The Boys. “Sometimes I see the news and I don’t even know we can write to catch up to it! But we try. Invincible is an intense look at an alternate DC Universe that has more grit to the superhero side of it all. On one hand, I was jealous watching Season 1 of Invincible because in animation you can do things that you can’t do in real life on a budget.” Season 4 does not tone down the blood, gore and body count. Fleet notes, “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” When Splinter (Rob Benedict) splits in two, the cloning effect was inspired by cellular mitosis. “The writers almost have this dialogue with us. Sometimes, they’ll write in the script, ‘And Fleet will come up with a cool visual effect for how to kill this person.’ Or, ‘Chhiu, our fight coordinator, will make an awesome fight.’ It is a frequent topic of conversation. We’re constantly trying to be inventive and create new ways to kill people!” —Stephan Fleet, VFX Supervisor A total of 1,600 visual effects shots were created for the eight episodes by ILM, Pixomondo, MPC Toronto, Spin VFX, DNEG, Untold Studios, Luma Pictures and Rocket Science VFX. Previs was a critical part of the process. “We have John Griffith [Previs Director], who owns a small company called CNCPT out of Texas, and he does wonderful Unreal Engine level previs,” Fleet remarks. “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” Founding Director of Federal Bureau of Superhuman Affairs, Victoria Neuman, literally gets ripped in half by two tendrils coming out of Compound V-enhanced Billy Butcher, the leader of superhero resistance group The Boys. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” Multiple plates were shot to enable Simon Pegg to phase through the actor laying in a hospital bed. Testing can get rather elaborate. “For that end scene with Butcher’s tendrils, the room was two stories, and we were able to put the camera up high along with a bunch of blood cannons,” Fleet recalls. “When the body rips in half and explodes, there is a practical component. We rained down a bunch of real blood and guts right in front of Huey. It’s a known joke that we like to douse Jack Quaid with blood as much as possible! In this case, the special effects team led by Hudson Kenny needed to test it the day before, and I said, “I’ll be the guinea pig for the test.’ They covered the whole place with plastic like it was a Dexter kill room because you don’t want to destroy the set. I’m standing there in a white hazmat suit with goggles on, covered from head to toe in plastic and waiting as they’re tweaking all of these things. It sounds like World War II going on. They’re on walkie talkies to each other, and then all of a sudden, it’s ‘Five, four, three, two, one…’  And I get exploded with blood. I wanted to see what it was like, and it’s intense.” “On set, we have a cartoon of what is going to be done, and you’ll be amazed, specifically for action and heavy visual effects stuff, how close those shots are to the previs when we finish.” —Stephan Fleet, VFX Supervisor The Deep has a love affair with an octopus called Ambrosius, voiced by Tilda Swinton. “It’s implied bestiality!” Fleet laughs. “I would call it more of a romance. What was fun from my perspective is that I knew what the look was going to be [from Season 3], so then it’s about putting in the details and the animation. One of the instincts that you always have when you’re making a sea creature that talks to a human [is] you tend to want to give it human gestures and eyebrows. Erik Kripke [Creator, Executive Producer, Showrunner, Director, Writer] said, ‘No. We have to find things that an octopus could do that conveys the same emotion.’ That’s when ideas came in, such as putting a little The Deep toy inside the water tank. When Ambrosius is trying to have an intimate moment or connect with him, she can wrap a tentacle around that. My favorite experience doing Ambrosius was when The Deep is reading poetry to her on a bed. CG creatures touching humans is one of the more complicated things to do and make look real. Ambrosius’ tentacles reach for his arm, and it becomes an intimate moment. More than touching the skin, displacing the bedsheet as Ambrosius moved ended up becoming a lot of CG, and we had to go back and forth a few times to get that looking right; that turned out to be tricky.” A building is replaced by a massive crowd attending a rally being held by Homelander. In a twisted form of sexual foreplay, Sister Sage has The Deep perform a transorbital lobotomy on her. “Thank you, Amazon for selling lobotomy tools as novelty items!” Fleet chuckles. “We filmed it with a lobotomy tool on set. There is a lot of safety involved in doing something like that. Obviously, you don’t want to put any performer in any situation where they come close to putting anything real near their eye. We created this half lobotomy tool and did this complicated split screen with the lobotomy tool on a teeter totter. The Deep was [acting in a certain way] in one shot and Sister Sage reacted in the other shot. To marry the two ended up being a lot of CG work. Then there are these close-ups which are full CG. I always keep a dummy head that is painted gray that I use all of the time for reference. In macrophotography I filmed this lobotomy tool going right into the eye area. I did that because the tool is chrome, so it’s reflective and has ridges. It has an interesting reflective property. I was able to see how and what part of the human eye reflects onto the tool. A lot of that shot became about realistic reflections and lighting on the tool. Then heavy CG for displacing the eye and pushing the lobotomy tool into it. That was one of the more complicated sequences that we had to achieve.” In order to create an intimate moment between Ambrosius and The Deep, a toy version of the superhero was placed inside of the water tank that she could wrap a tentacle around. “The word that we like to use on this show is ‘grounded,’ and I like to say ‘grounded’ with an asterisk in this day and age because we’re grounded until we get to killing people in the craziest ways. In this case, having someone floating in the air and being ripped in half by two tendrils was all CG.” —Stephan Fleet, VFX Supervisor Sheep and chickens embark on a violent rampage courtesy of Compound V with the latter piercing the chest of a bodyguard belonging to Victoria Neuman. “Weirdly, that was one of our more traditional shots,’ Fleet states. “What is fun about that one is I asked for real chickens as reference. The chicken flying through his chest is real. It’s our chicken wrangler in green suit gently tossing a chicken. We blended two real plates together with some CG in the middle.” A connection was made with a sci-fi classic. “The sheep kill this bull, and we shot it is in this narrow corridor of fencing. When they run, I always equated it as the Trench Run in Star Wars and looked at the sheep as TIE fighters or X-wings coming at them.” The scene was one of the scarier moments for the visual effects team. Fleet explains, “When I read the script, I thought this could be the moment where we jump the shark. For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” The sheep injected with Compound V develop the ability to fly and were shot in an imperfect manner to help ground the scenes. Once injected with Compound V, Hugh Campbell Sr. (Simon Pegg) develops the ability to phase through objects, including human beings. “We called it the Bro-nut because his name in the script is Wall Street Bro,” Fleet notes. “That was a complicated motion control shot, repeating the move over and over again. We had to shoot multiple plates of Simon Pegg and the guy in the bed. Special effects and prosthetics created a dummy guy with a hole in his chest with practical blood dripping down. It was meshing it together and getting the timing right in post. On top of that, there was the CG blood immediately around Simon Pegg.” The phasing effect had to avoid appearing as a dissolve. “I had this idea of doing high-frequency vibration on the X axis loosely based on how The Flash vibrates through walls. You want everything to have a loose motivation that then helps trigger the visuals. We tried not to overcomplicate that because, ultimately, you want something like that to be quick. If you spend too much time on phasing, it can look cheesy. In our case, it was a lot of false walls. Simon Pegg is running into a greenscreen hole which we plug in with a wall or coming out of one. I went off the actor’s action, and we added a light opacity mix with some X-axis shake.” Providing a different twist to the fights was the replacement of spurting blood with photoreal rubber duckies during a drug-induced hallucination. Homelander (Anthony Starr) breaks a mirror which emphasizes his multiple personality disorder. “The original plan was that special effects was going to pre-break a mirror, and we were going to shoot Anthony Starr moving his head doing all of the performances in the different parts of the mirror,” Fleet reveals. “This was all based on a photo that my ex-brother-in-law sent me. He was walking down a street in Glendale, California, came across a broken mirror that someone had thrown out, and took a photo of himself where he had five heads in the mirror. We get there on the day, and I’m realizing that this is really complicated. Anthony has to do these five different performances, and we have to deal with infinite mirrors. At the last minute, I said, ‘We have to do this on a clean mirror.’ We did it on a clear mirror and gave Anthony different eyelines. The mirror break was all done in post, and we were able to cheat his head slightly and art-direct where the break crosses his chin. Editorial was able to do split screens for the timing of the dialogue.” “For the shots where the sheep are still and scream to the camera, Untold Studios did a bunch of R&D and came up with baboon teeth. I tried to keep anything real as much as possible, but, obviously, when sheep are flying, they have to be CG. I call it the Battlestar Galactica theory, where I like to shake the camera, overshoot shots and make it sloppy when they’re in the air so you can add motion blur. Comedy also helps sell visual effects.” —Stephan Fleet, VFX Supervisor Initially, the plan was to use a practical mirror, but creating a digital version proved to be the more effective solution. A different spin on the bloodbath occurs during a fight when a drugged Frenchie (Tomer Capone) hallucinates as Kimiko Miyashiro (Karen Fukuhara) goes on a killing spree. “We went back and forth with a lot of different concepts for what this hallucination would be,” Fleet remarks. “When we filmed it, we landed on Frenchie having a synesthesia moment where he’s seeing a lot of abstract colors flying in the air. We started getting into that in post and it wasn’t working. We went back to the rubber duckies, which goes back to the story of him in the bathtub. What’s in the bathtub? Rubber duckies, bubbles and water. There was a lot of physics and logic required to figure out how these rubber duckies could float out of someone’s neck. We decided on bubbles when Kimiko hits people’s heads. At one point, we had water when she got shot, but it wasn’t working, so we killed it. We probably did about 100 different versions. We got really detailed with our rubber duckie modeling because we didn’t want it to look cartoony. That took a long time.” Ambrosius, voiced by Tilda Swinton, gets a lot more screentime in Season 4. When Splinter (Rob Benedict) splits in two was achieved heavily in CG. “Erik threw out the words ‘cellular mitosis’ early on as something he wanted to use,” Fleet states. “We shot Rob Benedict on a greenscreen doing all of the different performances for the clones that pop out. It was a crazy amount of CG work with Houdini and particle and skin effects. We previs’d the sequence so we had specific actions. One clone comes out to the right and the other pulls backwards.” What tends to go unnoticed by many is Splinter’s clones setting up for a press conference being held by Firecracker (Valorie Curry). “It’s funny how no one brings up the 22-hour motion control shot that we had to do with Splinter on the stage, which was the most complicated shot!” Fleet observes. “We have this sweeping long shot that brings you into the room and follows Splinter as he carries a container to the stage and hands it off to a clone, and then you reveal five more of them interweaving each other and interacting with all of these objects. It’s like a minute-long dance. First off, you have to choreograph it. We previs’d it, but then you need to get people to do it. We hired dancers and put different colored armbands on them. The camera is like another performer, and a metronome is going, which enables you to find a pace. That took about eight hours of rehearsal. Then Rob has to watch each one of their performances and mimic it to the beat. When he is handing off a box of cables, it’s to a double who is going to have to be erased and be him on the other side. They have to be almost perfect in their timing and lineup in order to take it over in visual effects and make it work.”
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  • How To Create & Animate Breakdance-Inspired Streetwear

    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
    #how #create #ampamp #animate #breakdanceinspired
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford #how #create #ampamp #animate #breakdanceinspired
    80.LV
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
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  • Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals

    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access

    Stephanie Rudig

    - Freelance Writer

    June 11, 2025

    Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987
    Andrea Legge / © NYPL

    Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story.
    One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots.

    Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957

    Martha Swope / © NYPL

    At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School.
    Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’”
    Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library.

    An ensemble of dancers in rehearsal for the stage production Cats in 1982

    Martha Swope / © NYPL

    “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.”
    According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older,was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.”
    Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar.

    Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986

    Martha Swope / © NYPL

    It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.”
    Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.”
    Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space.

    From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988

    Martha Swope / © NYPL

    Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera.
    Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.”

    Get the latest Travel & Culture stories in your inbox.
    #meet #martha #swope #legendary #broadway
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access Stephanie Rudig - Freelance Writer June 11, 2025 Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987 Andrea Legge / © NYPL Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story. One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots. Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957 Martha Swope / © NYPL At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School. Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’” Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library. An ensemble of dancers in rehearsal for the stage production Cats in 1982 Martha Swope / © NYPL “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.” According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older,was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.” Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar. Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986 Martha Swope / © NYPL It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.” Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.” Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space. From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988 Martha Swope / © NYPL Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera. Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.” Get the latest Travel & Culture stories in your inbox. #meet #martha #swope #legendary #broadway
    WWW.SMITHSONIANMAG.COM
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals
    Meet Martha Swope, the Legendary Broadway Photographer Who Captured Iconic Moments From Hundreds of Productions and Rehearsals She spent nearly 40 years taking theater and dance pictures, providing glimpses behind the scenes and creating images that the public couldn’t otherwise access Stephanie Rudig - Freelance Writer June 11, 2025 Photographer Martha Swope sitting on a floor covered with prints of her photos in 1987 Andrea Legge / © NYPL Martha Swope wanted to be a dancer. She moved from her home state of Texas to New York to attend the School of American Ballet, hoping to start a career in dance. Swope also happened to be an amateur photographer. So, in 1957, a fellow classmate invited her to bring her camera and document rehearsals for a little theater show he was working on. The classmate was director and choreographer Jerome Robbins, and the show was West Side Story. One of those rehearsal shots ended up in Life magazine, and Swope quickly started getting professional bookings. It’s notoriously tough to make it on Broadway, but through photography, Swope carved out a career capturing theater and dance. Over the course of nearly four decades, she photographed hundreds more rehearsals, productions and promotional studio shots. Unidentified male chorus members dancing during rehearsals for musical West Side Story in 1957 Martha Swope / © NYPL At a time when live performances were not often or easily captured, Swope’s photographs caught the animated moments and distilled the essence of a show into a single image: André De Shields clad in a jumpsuit as the title character in The Wiz, Patti LuPone with her arms raised overhead in Evita, the cast of Cats leaping in feline formations, a close-up of a forlorn Sheryl Lee Ralph in Dreamgirls and the row of dancers obscuring their faces with their headshots in A Chorus Line were all captured by Swope’s camera. She was also the house photographer for the New York City Ballet and the Martha Graham Dance Company and photographed other major dance companies such as the Ailey School. Her vision of the stage became fairly ubiquitous, with Playbill reporting that in the late 1970s, two-thirds of Broadway productions were photographed by Swope, meaning her work dominated theater and dance coverage. Carol Rosegg was early in her photography career when she heard that Swope was looking for an assistant. “I didn't frankly even know who she was,” Rosegg says. “Then the press agent who told me said, ‘Pick up any New York Times and you’ll find out.’” Swope’s background as a dancer likely equipped her to press the shutter at the exact right moment to capture movement, and to know when everyone on stage was precisely posed. She taught herself photography and early on used a Brownie camera, a simple box model made by Kodak. “She was what she described as ‘a dancer with a Brownie,’” says Barbara Stratyner, a historian of the performing arts who curated exhibitions of Swope’s work at the New York Public Library. An ensemble of dancers in rehearsal for the stage production Cats in 1982 Martha Swope / © NYPL “Dance was her first love,” Rosegg says. “She knew everything about dance. She would never use a photo of a dancer whose foot was wrong; the feet had to be perfect.” According to Rosegg, once the photo subjects knew she was shooting, “the anxiety level came down a little bit.” They knew that they’d look good in the resulting photos, and they likely trusted her intuition as a fellow dancer. Swope moved with the bearing of a dancer and often stood with her feet in ballet’s fourth position while she shot. She continued to take dance classes throughout her life, including at the prestigious Martha Graham School. Stratyner says, “As Graham got older, [Swope] was, I think, the only person who was allowed to photograph rehearsals, because Graham didn’t want rehearsals shown.” Photographic technology and the theater and dance landscapes evolved greatly over the course of Swope’s career. Rosegg points out that at the start of her own career, cameras didn’t even automatically advance the film after each shot. She explains the delicate nature of working with film, saying, “When you were shooting film, you actually had to compose, because you had 35 shots and then you had to change your film.” Swope also worked during a period of changing over from all black-and-white photos to a mixture of black-and-white and color photography. Rosegg notes that simultaneously, Swope would shoot black-and-white, and she herself would shoot color. Looking at Swope’s portfolio is also an examination of increasingly crisp photo production. Advances in photography made shooting in the dark or capturing subjects under blinding stage lights easier, and they allowed for better zooming in from afar. Martha Graham rehearses dancer Takako Asakawa and others in Heretic, a dance work choreographed by Graham, in 1986 Martha Swope / © NYPL It’s much more common nowadays to get a look behind the curtain of theater productions via social media. “The theater photographers of today need to supply so much content,” Rosegg says. “We didn’t have any of that, and getting to go backstage was kind of a big deal.” Photographers coming to document a rehearsal once might have been seen as an intrusion, but now, as Rosegg puts it, “everybody is desperate for you to come, and if you’re not there, they’re shooting it on their iPhone.” Even with exclusive behind-the-scenes access to the hottest tickets in town and the biggest stars of the day, Swope remained unpretentious. She lived and worked in a brownstone with her apartment above her studio, where the film was developed in a closet and the bathroom served as a darkroom. Rosegg recalls that a phone sat in the darkroom so they could be reached while printing, and she would be amazed at the big-name producers and theater glitterati who rang in while she was making prints in an unventilated space. From left to right: Paul Winfield, Ruby Dee, Marsha Jackson and Denzel Washington in the stage production Checkmates in 1988 Martha Swope / © NYPL Swope’s approachability extended to how she chose to preserve her work. She originally sold her body of work to Time Life, and, according to Stratyner, she was unhappy with the way the photos became relatively inaccessible. She took back the rights to her collection and donated it to the New York Public Library, where many photos can be accessed by researchers in person, and the entire array of photos is available online to the public in the Digital Collections. Searching “Martha Swope” yields over 50,000 items from more than 800 productions, featuring a huge variety of figures, from a white-suited John Travolta busting a disco move in Saturday Night Fever to Andrew Lloyd Webber with Nancy Reagan at a performance of Phantom of the Opera. Swope’s extensive career was recognized in 2004 with a special Tony Award, a Tony Honors for Excellence in Theater, which are given intermittently to notable figures in theater who operate outside of traditional awards categories. She also received a lifetime achievement award from the League of Professional Theater Women in 2007. Though she retired in 1994 and died in 2017, her work still reverberates through dance and Broadway history today. For decades, she captured the fleeting moments of theater that would otherwise never be seen by the public. And her passion was clear and straightforward. As she once told an interviewer: “I’m not interested in what’s going on on my side of the camera. I’m interested in what’s happening on the other side.” Get the latest Travel & Culture stories in your inbox.
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  • These 15 Dynamic Photos Will Make You Want to Dance

    These 15 Dynamic Photos Will Make You Want to Dance
    Get footloose with these Smithsonian Magazine Photo Contest dance scenes

    Photographs selected by Quentin Nardi

    Text by

    Tracy Scott Forson

    June 13, 2025

    In the 1500s, ballet roles for female characters were performed by men. Women entered the art form in the late 1600s and are now dominant in ballet.
    Libby Zhang, Texas, 2016

    Like many art forms, dance transcends cultures, countries and continents. Flamenco, breakdancing, ballet, tango and other well-known genres are all forms of movement performed all across the globe.
    While being a professional can take decades of dedication and training, one appeal of dance is that you don’t have to be an expert to participate in or enjoy it. Just visit any preschool for evidence of that. “The arts teach tolerance because there is no one way of doing anything,” said dance icon and Emmy winner Debbie Allen. While some forms of dance are more structured and formal than others, they’re all about using the body as a tool of expression. Take a look.

    In Istanbul, a customary trance-like dance, embodying spiritual devotion and the pursuit of unity with the divine, is performed as part of a Sufi ceremony.

    Uku Sööt, Turkey, 2024

    Passersby cheer and applaud energetic dancers in vibrant colors as they entertain a crowd at Fuzhou.

    Yi Yuan, China, 2024

    A young dance student’s elegant movements are complemented by the flow and motion of her beautiful garment.

    Felicia Tolbert, Michigan, 2024

    During a celebration in Tyrol, the locals perform a traditional dance called Schuhplattler, which is very demanding physically and requires the dancers to reach their shoes while jumping.

    Ory Schneor, Austria, 2024

    Young dancers strike poses for photos before participating in a performance at Brihadeeswara Temple.

    Ravikanth Kurma, India, 2019

    Members of Hush Crew, based in Boston, perform at public venues around the city—and all over social media—showing off their dance skills.

    Paul Karns, Massachusetts, 2024

    A flamenco dancer from Granada jumps to heights that could rival any NBA Hall of Famer.

    Javier Fergo, Spain, 2017

    Dancers of the Ho Chi Minh City Ballet nearly collide as they practice for a performance titled The Roof.

    Le Nguyen Huy Thuy, Vietnam, 2015

    Genres converge as two dancers fuse the movements and choreography of ballet and hip-hop.

    Tom Griscom, Tennessee, 2015

    A teenage dance student celebrates the first day of summer with an iconic ballet leap.

    Vicki Surges, Minnesota, 2010

    Dressed in elaborate, ornate garments, dancers celebrating Day of the Dead participate in a colorful parade.

    Michelle Atkinson, Texas, 2013

    With roots in Italy, ballet, like many forms of dance, is now common in countries and cultures around the world.

    Xiaoping Mao, China, 2023

    Bodies blur as they move to the music during a party to celebrate the festive week of Maslenitsa at the St. Petersburg State University.

    Anton Golyshev, Russia, 2011

    A wedding party celebrates new nuptials with a dance through the historic alleys of New Orleans’ French Quarter.

    Osman Sharif, Louisiana, 2021

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    #these #dynamic #photos #will #make
    These 15 Dynamic Photos Will Make You Want to Dance
    These 15 Dynamic Photos Will Make You Want to Dance Get footloose with these Smithsonian Magazine Photo Contest dance scenes Photographs selected by Quentin Nardi Text by Tracy Scott Forson June 13, 2025 In the 1500s, ballet roles for female characters were performed by men. Women entered the art form in the late 1600s and are now dominant in ballet. Libby Zhang, Texas, 2016 Like many art forms, dance transcends cultures, countries and continents. Flamenco, breakdancing, ballet, tango and other well-known genres are all forms of movement performed all across the globe. While being a professional can take decades of dedication and training, one appeal of dance is that you don’t have to be an expert to participate in or enjoy it. Just visit any preschool for evidence of that. “The arts teach tolerance because there is no one way of doing anything,” said dance icon and Emmy winner Debbie Allen. While some forms of dance are more structured and formal than others, they’re all about using the body as a tool of expression. Take a look. In Istanbul, a customary trance-like dance, embodying spiritual devotion and the pursuit of unity with the divine, is performed as part of a Sufi ceremony. Uku Sööt, Turkey, 2024 Passersby cheer and applaud energetic dancers in vibrant colors as they entertain a crowd at Fuzhou. Yi Yuan, China, 2024 A young dance student’s elegant movements are complemented by the flow and motion of her beautiful garment. Felicia Tolbert, Michigan, 2024 During a celebration in Tyrol, the locals perform a traditional dance called Schuhplattler, which is very demanding physically and requires the dancers to reach their shoes while jumping. Ory Schneor, Austria, 2024 Young dancers strike poses for photos before participating in a performance at Brihadeeswara Temple. Ravikanth Kurma, India, 2019 Members of Hush Crew, based in Boston, perform at public venues around the city—and all over social media—showing off their dance skills. Paul Karns, Massachusetts, 2024 A flamenco dancer from Granada jumps to heights that could rival any NBA Hall of Famer. Javier Fergo, Spain, 2017 Dancers of the Ho Chi Minh City Ballet nearly collide as they practice for a performance titled The Roof. Le Nguyen Huy Thuy, Vietnam, 2015 Genres converge as two dancers fuse the movements and choreography of ballet and hip-hop. Tom Griscom, Tennessee, 2015 A teenage dance student celebrates the first day of summer with an iconic ballet leap. Vicki Surges, Minnesota, 2010 Dressed in elaborate, ornate garments, dancers celebrating Day of the Dead participate in a colorful parade. Michelle Atkinson, Texas, 2013 With roots in Italy, ballet, like many forms of dance, is now common in countries and cultures around the world. Xiaoping Mao, China, 2023 Bodies blur as they move to the music during a party to celebrate the festive week of Maslenitsa at the St. Petersburg State University. Anton Golyshev, Russia, 2011 A wedding party celebrates new nuptials with a dance through the historic alleys of New Orleans’ French Quarter. Osman Sharif, Louisiana, 2021 Get the latest Travel & Culture stories in your inbox. #these #dynamic #photos #will #make
    WWW.SMITHSONIANMAG.COM
    These 15 Dynamic Photos Will Make You Want to Dance
    These 15 Dynamic Photos Will Make You Want to Dance Get footloose with these Smithsonian Magazine Photo Contest dance scenes Photographs selected by Quentin Nardi Text by Tracy Scott Forson June 13, 2025 In the 1500s, ballet roles for female characters were performed by men. Women entered the art form in the late 1600s and are now dominant in ballet. Libby Zhang, Texas, 2016 Like many art forms, dance transcends cultures, countries and continents. Flamenco, breakdancing, ballet, tango and other well-known genres are all forms of movement performed all across the globe. While being a professional can take decades of dedication and training, one appeal of dance is that you don’t have to be an expert to participate in or enjoy it. Just visit any preschool for evidence of that. “The arts teach tolerance because there is no one way of doing anything,” said dance icon and Emmy winner Debbie Allen. While some forms of dance are more structured and formal than others, they’re all about using the body as a tool of expression. Take a look. In Istanbul, a customary trance-like dance, embodying spiritual devotion and the pursuit of unity with the divine, is performed as part of a Sufi ceremony. Uku Sööt, Turkey, 2024 Passersby cheer and applaud energetic dancers in vibrant colors as they entertain a crowd at Fuzhou. Yi Yuan, China, 2024 A young dance student’s elegant movements are complemented by the flow and motion of her beautiful garment. Felicia Tolbert, Michigan, 2024 During a celebration in Tyrol, the locals perform a traditional dance called Schuhplattler, which is very demanding physically and requires the dancers to reach their shoes while jumping. Ory Schneor, Austria, 2024 Young dancers strike poses for photos before participating in a performance at Brihadeeswara Temple. Ravikanth Kurma, India, 2019 Members of Hush Crew, based in Boston, perform at public venues around the city—and all over social media—showing off their dance skills. Paul Karns, Massachusetts, 2024 A flamenco dancer from Granada jumps to heights that could rival any NBA Hall of Famer. Javier Fergo, Spain, 2017 Dancers of the Ho Chi Minh City Ballet nearly collide as they practice for a performance titled The Roof. Le Nguyen Huy Thuy, Vietnam, 2015 Genres converge as two dancers fuse the movements and choreography of ballet and hip-hop. Tom Griscom, Tennessee, 2015 A teenage dance student celebrates the first day of summer with an iconic ballet leap. Vicki Surges, Minnesota, 2010 Dressed in elaborate, ornate garments, dancers celebrating Day of the Dead participate in a colorful parade. Michelle Atkinson, Texas, 2013 With roots in Italy, ballet, like many forms of dance, is now common in countries and cultures around the world. Xiaoping Mao, China, 2023 Bodies blur as they move to the music during a party to celebrate the festive week of Maslenitsa at the St. Petersburg State University. Anton Golyshev, Russia, 2011 A wedding party celebrates new nuptials with a dance through the historic alleys of New Orleans’ French Quarter. Osman Sharif, Louisiana, 2021 Get the latest Travel & Culture stories in your inbox.
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  • The Best Nintendo Switch Games for 2025

    The Best Games on Every Platform

    Animal Crossing: New Horizons

    Animal Crossing: New Horizons4.0 Excellent

    No game may end up defining 2020 more than Animal Crossing: New Horizons. Nintendo’s adorable life simulator has always had its fans. However, with the real world under lockdown, countless players have flocked to their own virtual islands to find community. Paying a mortgage to a raccoon is a small price to pay for the freedom to relax in your own social life again.

    Advance Wars 1+2: Re-Boot Camp

    Advance Wars 1 + 2: Re-Boot Camp

    4.0 Excellent

    Fire Emblem isn't Nintendo's only awesome strategy series. If you prefer soldiers and tanks over knights and horses, check out Advance Wars and its terrific turn-based tactics. This remake includes campaigns from the first two Game Boy Advance games, offering hours upon hours of brilliantly designed missions. You can also design your own maps and play against friends online.
    Advance Wars 1 + 2: Re-Boot Camp review

    ARMS

    ARMS4.0 Excellent

    ARMS is Nintendo's newest take on the fighting game genre. It combines cartoonish aesthetics, sci-fi weapons, and arm-stretching boxing into an accessible, offbeat fighter with a lot of variety. It's a polished, fun, competitive game that bears more than a passing visual similarity to Splatoon. Though time will tell if ARMS gains any momentum within the esports scene, the game offers plenty of opportunity to swing fists at your friends.

    Bayonetta 2

    Bayonetta 24.5 Excellent

    Bayonetta 2 is another fantastic game that launched on the wrong system. Years later its initial release, Bayo 2 still stands as one of the best action games out there, and now that it's been ported from the Wii U to the Switch it can get the attention and devotion it deserves. Tight controls, robust challenge, and plenty of style make this stand out as a pinnacle of action games.

    Bayonetta 3

    Bayonetta 34.5 Excellent

    Just when you thought Bayonetta couldn’t get any more bewitching, PlatinumGames delivers an absolute master class on video game action with Bayonetta 3. Besides Bayonetta’s familiar punches, kicks, and guns, you can further expand her combat options by summoning giant demons and directing their attacks. Meanwhile, the multiversal story is ridiculous, even by Bayonetta standards.

    Bloodstained: Ritual of the Night

    Bloodstained: Ritual of the Night4.0 Excellent

    If Bloodstained: Ritual of the Night's story of a demonic castle and a lone savior sounds incredibly familiar, it should: the game was spearheaded by Koji Igarashi, the big brain behind many revered Castlevania games. Bloodstained is an excellent Castlevania game in everything but name, hitting the same beats Symphony of the Night, Aria of Sorrow, and Order of Ecclesia did. If you're thirsty for a new, enjoyable Castlevania-like game that calls back to before Lords of Shadow rebooted the series and Mirror of Fate completely failed to capture any of its luster, this is the game for you.

    Bayonetta Origins: Cereza and the Lost Demon

    4.0 Excellent

    Bayonetta Origins: Cereza and the Lost Demon isn’t a hard-hitting, nonstop action game like the main Bayonetta trilogy. Instead, this is a relatively relaxed adventure game full of puzzles and gorgeous storybook visuals. Young witch Cereza teams up with a young demon, Cheshire, to tackle challenges neither could complete alone. Although the combat isn’t quite as complex as in the mainline Bayo games, there’s still plenty of flair to the faerie fights.
    Bayonetta Origins: Cereza and the Lost Demon review

    Bravely Default II

    Bravely Default II4.0 Excellent

    Modern Final Fantasy games have become their own beasts, but games like Bravely Default II remind us why we fell in love with those classic Square Enix JRPGs. In battle, you can either perform multiple actions at onceor wait to save up for later turns, which opens up many strategic possibilities. On Switch, the diorama world looks more beautiful and nostalgic than ever.

    Cadence of Hyrule: Crypt of the NecroDancer

    Cadence of Hyrule: Crypt of the NecroDancer4.0 Excellent

    Crypt of the NecroDancer was a surprise indie hit in 2015, catching gamers' eyes and ears with its combination of roguelike randomized dungeon exploration with rhythm game beat-keeping. It hit the Nintendo Switch in 2018, and now it's back in a new and much more Nintendo-specific form: Cadence of Hyrule: Crypt of the NecroDancer, a title that injects rhythm game mechanics into The Legend of Zelda. This Switch game seamlessly combines Zelda and Crypt of the NecroDancer, creating a surprisingly accessible and thoroughly enjoyable experience played to the beat of Zelda's classic and music.

    Cassette Beasts

    4.0 Excellent

    Pokémon doesn't have a monopoly on monster catching. Cassette Beasts is a stylish, indie RPG that puts its own spin on collecting creatures and pitting them against each other in combat. The open world has many quests, the fighting mechanics have the extra depth that experienced players crave, and the story veers off in cool, surreal directions. Most importantly, there are some great monster designs, like ghostly sheep and living bullets.
    Cassette Beasts review

    Clubhouse Games: 51 Worldwide Classics

    Clubhouse Games: 51 Worldwide Classics4.0 Excellent

    Forget fancy new video games. Sometimes you just want to play chess, solitaire, or one of the other virtual vintage games that make up this classic compilation. Not only is this a convenient way to play some of history’s most enduring games with friends, but Clubhouse Games: 51 Worldwide Classics does a great job educating you on that history, including the fascinating early Hanafuda history of Nintendo itself.

    Game Builder Garage

    Game Builder Garage4.5 Excellent

    If you thought Super Mario Maker was a great way to learn about game development, give Game Builder Garage a spin. This incredibly powerful 3D game creation tool lets you make anything from platformers to racing games to puzzle mysteries. Thorough, friendly tutorials explain the robust “Nodon” coding language, so even novices can create hitboxes and manipulate the Z-axis like pros.

    Donkey Kong Country: Tropical Freeze

    Donkey Kong Country: Tropical Freeze4.0 Excellent

    The Switch has gotten a reputation as a machine for game ports, and there's nothing wrong with that. The Wii U wasn't the massive hit the Wii was, but it still had several excellent games that went underappreciated in their time. Donkey Kong Country: Tropical Freeze is one of them, a sequel to Donkey Kong Country Returns with even more challenge and variety. The Switch version of this game adds Funky Kong Mode, an easier setting and new playable characterthat makes the surprisingly brutal platforming feel a little less punishing.

    Hades

    HadesHades takes the punishing and divisive roguelike genre and masterfully twists it into one of the year's most addictive games. Fighting your way out of the Greek underworld with randomly changing skills and weapons feels incredible. The family drama at the game’s core gives you that extra narrative push to keep going. Plus, everyone is smoking hot.

    Indivisible

    IndivisibleWhile many role-playing games draw their influences from Western folklore, even RPGs made in Japan, Indivisible carves out a unique identity with a fresh Southeast Asian flavor. The 2D animation is exquisite, as we would expect from the developer of Skullgirls. Gameplay is a mix of nonlinear spaces to explore and enemies to defeat in tactical battles. Of the two types of play, the exploration sections impress us more. In these bits you find your way forward by using an axe to fling yourself up walls or by shooting arrows to blind sentries. That's just more satisfying than the frantic messes the fights, caught awkwardly between turn-based and real-time combat, can turn into.  

    Kirby's Return to Dream Land Deluxe

    Kirby’s Return to Dream Land Deluxe4.5 Excellent

    Kirby’s Return to Dreamland is a traditional, side-scrolling adventure compared to Kirby’s more radical outings. Still, it’s an excellent showcase of what makes even a normal Kirby game irresistible. This Deluxe version enhances the Wii co-op classic with a sweet, new art style; extra powers; and an original epilogue.
    Kirby’s Return to Dream Land Deluxereview

    Kirby and the Forgotten Land

    Kirby and the Forgotten Land4.0 Excellent

    Kirby and the Forgotten Land finally gives the pink puffball the epic 3D adventure that Mario, Link, and Samus got years ago. Float through the skies in creative levels bursting with secrets. Upgrade familiar powers, such as hammers and swords, into formidable new forms. Or just sit back and marvel at how Nintendo made the post-apocalypse look so cute.

    Kirby Star Allies

    Kirby Star Allies4.0 Excellent

    Kirby games are always fun. Whether they're the simple platformers like Kirby's Adventure or weirdly gimmicky experiences like Kirby's Dream Course, every first-party experience with Nintendo's pink puff ball has been enjoyable. Kirby Star Allies is no different, with a lighthearted campaign filled with colorful friends and abilities, surprisingly challenging extra modes to unlock, and support for up to four players at once. Get on the Friend Train!

    The Legend of Zelda: Breath of the Wild

    The Legend of Zelda: Breath of the Wild4.5 Excellent

    Hyrule is in danger again, and Link must save it. That's been the theme for nearly every Legend of Zelda game, and it's still the case in The Legend of Zelda: Breath of the Wild. The series' basic premise and Link/Zelda/Ganon dynamic are present, but nearly everything else is different. The classic Zelda dungeon-exploration structure is replaced by a huge open world that's filled with destructible weapons, monsters, puzzles, and quests. Breath of the Wild's scope is one previously unseen in the Zelda series, and Nintendo executes the adventure-filled world with aplomb.

    The Legend of Zelda: Echoes of Wisdom

    The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite

    4.5 Excellent

    The Legend of Zelda: Echoes of Wisdom turns Nintendo's epic franchise on its head in more ways than one. Instead of the swordsman, Link, you play as Princess Zelda. Likewise, you don't directly attack enemies; you summon useful items and foes to aid you on the mission. The game takes the creative, improv spirit of Breath of the Wild and applies it to a classic 2D top-down Zelda adventure with delightful results. Plus, it just looks adorable.
    The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review

    The Legend of Zelda: Skyward Sword HD

    The Legend of Zelda: Skyward Sword HD3.5 Good

    No Zelda games are terrible, but no game polarizes the fan base quite like Skyward Sword. Fortunately, this HD remaster speeds up the pacing, enhances the graphics, and offers a button-based control scheme if you don’t care for motion controls. The structure feels especially linear in a post-Breath of the Wild world, but Zelda’s origin story is still worth experiencing.

    The Legend of Zelda: Tears of the Kingdom

    The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch, Nintendo Switch Lite

    5.0 Outstanding

    At launch, it was tough to imagine the Switch ever getting another game as good as Breath of the Wild. But years later, The Legend of Zelda: Tears of the Kingdom delivers everything we could have possibly wanted and more in this direct sequel to one of the greatest games ever made. Exploring the skies and underground caves makes Hyrule more vast than ever. New powers let you break the world apart and rebuild it as you see fit. Tears of the Kingdom is an irresistible, hypnotic adventure, and an absolute must-play for all RPG fans.
    The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch, Nintendo Switch Lite review

    Lego Star Wars: The Skywalker Saga

    Lego Star Wars: The Skywalker Saga4.0 Excellent

    Who knows what the future holds for Star Wars, but Lego Star Wars: The Skywalker Saga provides a terrific toybox take on Episodes I-IX. The Lego recreations of all nine movies gives you plenty to experience as you blast baddies and solve Force puzzles. But what really makes this game so special is how it turns the entire Star Wars galaxy into an open world to explore, whether it’s on colorful planets or through the vastness of outer space in your trusty starfighter.
    Lego Star Wars: The Skywalker Sagareview

    Luigi's Mansion 3

    Luigi's Mansion 3 - Nintendo Switch Standard Edition

    What started as a weirdly specific parody of Ghostbusters and Resident Evil has become of one the finest Mario spin-off adventures. Luigi’s spooky journey throughout a haunted hotel is arguably the most visually stunning game on the Nintendo Switch. Along with sucking up ghosts, you can now slam themto death and shoot plungers to pull apart the scenery. Your greatest, and grossest, tool has to be Gooigi. This slimy green doppelgänger expands your puzzle-solving powers and provides an easy option for younger co-op partners.

    Lumines Remastered

    Lumines Remastered4.5 Excellent

    Puyo Puyo Tetris is great for classic, competitive block-dropping, but it's a bit overly perky and anime-ish to really relax to. Lumines Remastered is the ultimate chill-out block-dropper, syncing the mesmerizing pattern matching to dozens of hypnotic electronic and trance tracks. Load it on your Switch, put on your favorite headphones, and space out while you build huge combos.

    Mario & Luigi: Brothership

    Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite

    4.0 Excellent

    Mario & Luigi: Brothership revives a Mario RPG subseries as a grand nautical adventure. The plumbers sail the seas, reconnecting scattered islands and battling foes with familiar, frenetic turn-based combat. On Nintendo Switch, the visuals and animations turn Mario and Luigi into cartoon-like characters.
    Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review

    Mario + Rabbids: Kingdom Battle

    Mario + Rabbids: Kingdom Battle4.0 Excellent

    Before Minions, there were Rabbids, Ubisoft's manic, sublingual, noseless horde spawned from Rayman: Raving Rabbids. Then the weird, bug-eyed, rabbit-like creatures caused havoc in their own game series. Now, they're running around Mario's stomping grounds in Mario + Rabbids: Kingdom Battle. This strategy-RPG combines two cartoonish worlds with satisfyingly deep, XCOM-like gameplay for a very fun and strange experience. It's a combination of styles that work much, much better than you'd expect.

    Mario + Rabbids Sparks of Hope

    Mario + Rabbids Sparks of Hope4.0 Excellent

    Mario + Rabbids Kingdom Battle proved that these two mascots could come together for excellent, approachable tactics gameplay. Sparks of Hope is more of the same, but even better. Equipping Sparks lets you further customize your squad’s strategic abilities. Wide open levels provide entertaining exploration between the skirmishes.

    Mario Golf: Super Rush

    Mario Golf: Super Rush4.0 Excellent

    Leave it to Mario to find a way to make golf games feel fresh again. Mario Golf: Super Rush’s standout gimmick has golfers teeing off all at once, and then physically running across the course to take their next shot. You still have to plan smart strokes, but you also need to keep an eye on the clock. The lengthy, single-player adventure teaches you the ropes before you head online to face real challengers on the green.

    Mario Kart 8 Deluxe

    Mario Kart 8 Deluxe4.5 Excellent

    Mario Kart 8 stood out as the best-looking Mario Kart game yet when it came out on the Nintendo Wii U. Instead of making a new Mario Kart for the Nintendo Switch, Nintendo brought Mario Kart 8 to its new game system. In the process, Nintendo threw in both previously released DLC packs and made some few welcome changes to its multiplayer options, justifying the game's full retail price. Mario Kart 8 Deluxe is the most robust game in the series so far, and with the optional portability of the Switch, it ranks as a must-own title.

    Mario Strikers: Battle League

    Mario Strikers: Battle League4.0 Excellent

    Mario has played many sports throughout the years, but Mario Strikers: Battle League gives us the arcade soccer chaos fans have craved for more than a decade. It features fast-paced action, while allowing for depth and skill should you choose to push yourself. Customize your characters with stat-changing gear. Join online clubs to compete in ongoing seasons. And no one animates the Mario universe with as much style and attitude as the developers at Next Level Games.
    Mario Strikers: Battle Leaguereview

    Mario Tennis Aces

    Mario Tennis Aces4.0 Excellent

    You don't need to be a sports fan to enjoy Nintendo sports games. If a sport has "Mario" in front of it, it's probably going to be a fun, very unrealistic romp instead of a serious simulation. Mario Tennis Aces is an exciting tennis game not because of any realistic physics, but because of fast, responsive gameplay and strategic mechanics that make matches feel more like rounds in a fighting game than tennis sets.

    Marvel vs. Capcom Fighting Collection: Arcade Classics

    Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch

    4.0 Excellent

    Marvel vs. Capcom Fighting Collection: Arcade Classics lets you finally relive six legendary 2D fighters starring Marvel superheroes and Capcom icons. From the humble X-Men: Children of the Atom to the over-the-top Marvel vs. Capcom 2, this is vital fighting game history. An art gallery, modern control options, rollback netcode, and the underrated Punisher beat 'em up sweeten the deal.
    Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch review

    Metal Slug Tactics

    Metal Slug TacticsMetal Slug Tactics trades the mainline series' fast-paced running and gunning for methodical, turn-based strategy gameplay. Still, it's just as action-packed as ever. Line up your units for devastating sync attacks. Enjoy the beautiful old-school sprite work. Plan your turns, hop into a giant tank, and obliterate foes.

    Metroid Dread

    Metroid Dread4.5 Excellent

    After nearly 20 years, Metroid Dread brings Samus Aran back to her 2D, bounty hunting roots for the true Metroid 5. In it, you explore a dense, dangerous new planet full of powers to pick up and enemies to eliminate. From uncompromising boss battles to terrifying chases, Dread more than lives up to its subtitle. If there's anyone strong enough to take down the terror, it's Nintendo's leading lady.

    Metroid Prime Remastered

    5.0 Outstanding

    Metroid Prime is one of the best games ever made. It takes Super Metroid’s brilliant exploratory action and perfectly translates it to 3D with immaculate level design and immersive first-person shooting. This remaster, which ventures into the remake territory, includes everything that worked in the original, and ups the presentation to modern, beautiful standards. Plus, you can now play with dual-stick controls. Bring on Metroid Prime 4.
    Metroid Prime Remastered review

    Miitopia

    Miitopia3.5 Good

    Miis can do more than just play Wii Sports. In Miitopia, you use Nintendo’s cartoon caricatures to cast yourself, friends, and family as heroes and villains in a fast-paced, whimsical role-playing game. Turn yourself into a brave knight, while your buddy supports you as a pop star. The joke can’t quite sustain the whole runtime, but Miitopia is wildly entertaining.  

    Monster Hunter Stories 2: Wings of Ruin

    Monster Hunter Stories 2: Wings of Ruin4.0 Excellent

    If traditional Monster Hunter is just too intense for you, Monster Hunter Stories 2 lets you experience this cutthroat world as a turn-based JRPG. Befriend monsters and take them into battle. Hatch eggs to expand your menagerie. Strategic battles draw upon familiar Monster Hunter concepts. And, of course, Rathalos is here.

    New Pokemon Snap

    New Pokemon Snap4.0 Excellent

    The beloved Nintendo 64 spin-off finally gets the update it deserves. Instead of capturing Pokemon and forcing them to battle, New Pokemon Snap asks you to take beautiful photos of Pikachu and friends in their natural surroundings. The on-rails gameplay feels like a nonviolent version of a light gun game. The gorgeous graphics will inspire you to share your best pics online for the world to see.

    Nickelodeon All-Star Brawl

    Nickelodeon All-Star Brawl4.0 Excellent

    Imagine Super Smash Bros., but instead of playing as video game mascots, you control beloved cartoon characters beating each other senseless. That's Nickelodeon All-Star Brawl. From SpongeBob SquarePants to Ren and Stimpy to the Teenage Mutant Ninja Turtles, the roster covers all eras of Nicktoon nostalgia. Beyond the ironic meme potential, "Nick Smash" features genuinely fantastic gameplay made by a team clearly passionate about this particular form of "platform fighting" games.
    Nickelodeon All-Star Brawlreview

    Nintendo Labo Toy-Con 01 Variety Kit

    Nintendo Labo Toy-Con 01 Variety Kit5.0 Outstanding

    Labo is a weirder concept than the Switch itself. It's based around building cardboard "Toy-Cons" in which you place the Switch's components to let you do new things with them. It's also surprisingly functional, entertaining, and educational. The Nintendo Labo Variety Kit has all of the parts you need to build several different Toy-Cons like a piano and motorcycle handlebars, and walks you through every step of the process. Just building the Toy-Cons is fascinating, but the Toy-Con Garage mode adds surprisingly robust programming options to let you create your own remote-controlled creations.

    Nintendo Labo: VR Kit

    4.5 Excellent

    It took over 20 years, but Nintendo finally got over its fear of virtual reality after the disastrous Virtual Boy. The Labo VR Kit lets you build your own VR headset that uses the Nintendo Switch and a set of lenses to create a stereoscopic image, and then insert that headset into different Toy-Con controllers to play a variety of games. That's already a ton of fun for. Add a programming environment on top that lets you create your own 3D games, and you have an impressive package.

    No More Heroes III

    No More Heroes III4.0 Excellent

    No More Heroes III, like the other games in Suda51’s hack-and-slash trilogy, is a punk art game. Sure, some parts may be “bad,” like the technical jank or empty open worlds. But it’s all in service of larger commentary on everything from schlocky movies to wrestling fandom to the video game industry itself. Plus, cutting aliens down to size feels legitimately fantastic, and really that’s what matters. 

    Penny's Big Breakaway

    4.0 Excellent

    The creators of Sonic Mania deliver a new indie 3D platformer that feels like a forgotten Sega classic. Use your trusty yo-yo to swing and roll through colorful, tightly designed levels that test your momentum control. Bosses and other enemies are sometimes more annoying than fun, but the movement mechanics are a joy to master.
    Penny's Big Breakaway review

    Pikmin 3 Deluxe

    Pikmin 3 Deluxe3.5 Good

    Pikmin isn’t the most recognizable Nintendo franchise, but the approachable real-time strategy game carries as much magic as Mario and Zelda. This Wii U port offers more missions and ways to control your army of cute plant creatures. The campaign's local, co-op play opens all kinds of new strategies, too. Veterans of previous Pikmin wars may have seen most of this content before, but Pikmin newcomers should absolutely jump into this tiny, tactical, and tactile world.

    Pikmin 4

    Pikmin 44.5 Excellent

    Pikmin has always been good, but the quirky real-time strategy game has never broken out of its cult status over the past 20 years. Hopefully, that all changes with Pikmin 4. The biggest and best Pikmin game yet, Pikmin 4 gives you new Pikmin to command, a cute and customizable dog companion, and many gorgeous areas to strategically explore whether above ground or in countless caves. The multiplayer could be better, but Pikmin 4 is a top-tier Nintendo game everyone should play.
    Pikmin 4review

    Pizza Tower

    Pizza Tower feels like a fever dream of 1990s cartoons, internet memes, and retro Wario Land games. Don’t let his pudgy exterior fool you. Protagonist Peppino Spaghetti has many incredibly fast and fluid platforming tools, including dashing and wall-running. You’ll need to master those tools to beat levels as fast as possible, without losing your mind.

    Pokemon Legends: Arceus

    Pokemon Legends: Arceus3.5 Good

    Pokemon Legends: Arceus finally gives the Pokemon franchise a long-awaited refresh. Taking place in the distant past of Diamond and Pearl’s Sinnoh region, Arceus lets you capture and study wild Pokemon in a world where humans still fear the creatures. Vast open fields, revamped battle mechanics, and an utterly addictive approach to exploration create the most immersive Pokemon experience yet.

    Pokemon Let's Go, Pikachu/Eevee!

    Pokemon: Let's Go, Eevee!

    4.0 Excellent

    If the traditional Pokemon RPGs are still just a bit too complex for you, consider the casual adventures Pokemon Let's Go Pikachu and Let's Go Eevee. This duo remakes the first-generation Pokemon Yellow, with bright, colorful, HD graphics, and a new capture mechanic based on Pokemon Go. In addition, there are trainer battles and turn-based combat for people who dig classic Pokemon.

    Pokémon Scarlet and Violet

    Pokémon Scarlet - Nintendo Switch

    4.0 Excellent

    Pokemon Sword and Shield and Pokemon Legends: Arceus experimented with expansive zones, but Pokémon Scarlet and Violet finally turns the monster-catching game into an open-world RPG. As we always suspected, the addictive Pokémon formula works brilliantly when you can go wherever you want, exploring towns and catching whatever monsters you encounter. Lingering technical issues keep it from reaching its full potential, but this is Pokémon's shining future.

    Pokemon Sword/Shield

    Pokemon Sword4.0 Excellent

    Pokemon Let’s Go Pikachu and Eevee were a nice warmup, but Pokemon Sword and Shield are the real home console Pokemon games we’ve been looking forward to playing. Travel across big, open landscapes to capture even bigger Pokemon. New expansions packs in 2020 give trainers even more regions to explore and more Pokemon to battle without having to buy a third version. The Pokedex will be complete before you know it. 

    Prince of Persia: The Lost Crown

    4.5 Excellent

    Prince of Persia returns to its 2D roots with The Lost Crown, a standout entry in the crowded modern Metroidvania market. Everything just clicks. The massive map is a joy to explore. Clever puzzles make the most of inventive abilities. Deep combat systems allow satisfying expression. Challenging DLC further expands the adventure. And the presentation combines Persian flair with anime exuberance.
    Prince of Persia: The Lost Crown review

    Pokemon Unite

    Pokemon Unite3.5 Good

    If you’re curious about the MOBA genre, but scared of esports heavy-hitters like Dota 2 and League of Legends, then Pokemon Unite is the perfect place to get started. Two teams of five Pokemon battle each other in real-time to score goals across the map. This free-to-play game is also coming soon to mobile, so you’ll find plenty of aspiring Pokemon masters to challenge.

    Puyo Puyo Tetris

    Puyo Puyo Tetris4.5 Excellent

    Practically everyone in North America has heard of Tetris. Far fewer have heard of Puyo Puyo. Both are block-dropping puzzle games, but while Tetris has been Tetris for decades, Puyo Puyo has had many different tweaks and name changes in attempts to appeal to the west. It came out first as Puyo Pop, then received different licensed incarnations, such as Puzzle Fighter and Dr. Robotnik's Mean Bean Machine. Now, Puyo Puyo is making its mark here, thanks to Sega and a double-billing with Tetris. The pairing results in a title that's plump with game modes, unlockables, and solo and multiplayer options.

    Red Dead Redemption

    Red Dead RedemptionGrand Theft Auto put Rockstar Games on the map, but for many the team's true masterpiece is the epic, open-world Western saga known as Red Dead Redemption. John Marston's cowboy odyssey has the scathing tone you'd expect from the developer, but it also has heart and a sense of tragedy. The Nintendo Switch version perfectly maintains the original gameplay experience, from stylish shootouts to riding your horse across the empty desert. It also includes the Undead Nightmare DLC. Finally, a version of Red Dead you can play in a tent under the stars.

    Rebel Galaxy Outlaw

    Rebel Galaxy OutlawRebel Galaxy Outlaw has enough action-packed, visually dazzling spaceship dogfights to excite any Star Fox fan. The real joy, however, is in the quieter moments, when you act out your galactic trucker fantasies by carrying cargo from space stations named after Texas towns. Improving your ship is a bit of a grind, but it’s a rewarding one. If you get bored, you can always shoot down pirates—or become one yourself.

    Rocket League

    Rocket LeagueRocket League is soccer, with remote controlled cars and funny hats. It's amazing how compelling a game can be when the entire point of it is to use a car to knock a ball into a goal, but Rocket League nails it. Wild physics, colorful visuals, and simple game types you can keep coming back to while challenging friends and strangers make this one of the best pseudo-sports games on the Switch.

    Shovel Knight: Treasure Trove

    Shovel Knight: Treasure TrovePlatforming excellence comes to the Nintendo Switch courtesy of Yacht Club Games' Shovel Knight: Treasure Trove. This downloadable package includes the original Shovel Knight, one of 2014's top titles, as well as all the previously released DLC including the Plague of Shadows and Specter of Torment campaigns. If you long for some retro, 2D action, Treasure Trove a a game that you should not miss.

    Splatoon 3

    Splatoon 34.0 Excellent

    Splatoon 3 isn't much different than Splatoon 2. However, no other online team-based shooter delivers an experience quite like this. Inking the ground, splatting opponents, and transforming from squid to kid never felt this good. The wealth of solo, cooperative, and competitive modes will keep you busy. Keep the party going with the excellent, roguelike DLC Side Order.
    Splatoon 3review

    Street Fighter 30th Anniversary Collection

    Street Fighter 30th Anniversary CollectionStreet Fighter has been the biggest name in fighting games for decades, and Capcom is proud of that fact. While it really got going with Street Fighter II: The World Warrior, the Street Fighter 30th Anniversary Collection lets you play the original Street Fighter in all of its genre-building glory. And, after you realize how bad that first attempt was, you can play the much better sequels like Super Street Fighter II, Street Fighter Alpha 3, and Street Fighter III: Third Strike. You're looking at a dozen games in this collection, with loads of extra content like soundtracks and sprite data.

    Streets of Rage 4

    Streets of Rage 4Streets of Rage 4 pounds life back into the dead sidescrolling beat ‘em up genre. The gameplay may not have progressed that much since Sega’s trilogy in the 1990s, but taking down hordes of goons with your fists has never looked better thanks to a thoroughly modern illustrated art style. A risky new mechanic that burns health to power special moves, unless you avoid getting hit, adds some fighting-game flair. 

    Super Bomberman R

    Super Bomberman R3.5 Good

    Bomberman's return to console gaming was one of the most surprising moments in the Nintendo's January 2017 Switch game showcase. Considering that the little guy's now the property of Konami, a company that's more known for killing P.T. and warring with Metal Gear maestro Hideo Kojima than making video games, it was shocking to see Super Bomberman R announced as a Nintendo Switch launch title. Thankfully, this newest entry in the beloved, bomb-tossing franchise keeps the series' simple and addicting core gameplay intact, and adds tons of modes, collectible items, and characters to keep things fresh.

    Super Mario 3D All-Stars

    Super Mario 3D All-Stars3.5 Good

    This classic Mario collection combines Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. They may not have received the radical visual overhaul of the original Super Mario All-Stars, but these are still three of the finest 3D platformers ever made—now playable in HD and on the go. Nintendo says this collection is a limited release, so get it while you can.

    Super Mario 3D World + Bowser's Fury

    Super Mario 3D World + Bowser's Fury4.5 Excellent

    Super Mario 3D World seamlessly blends the free-roaming, open-ended platforming of Mario 3D’s adventures with the concentrated multiplayer mayhem of his latest 2D romps. It was great on Wii U, and now it's even better on Nintendo Switch. However, this package’s real star is Bowser’s Fury, an ambitious spin-off that reimagines what an open-world Mario game can be.

    Super Mario Bros. Wonder

    Super Mario Bros. Wonder - Nintendo Switch

    4.5 Excellent

    In the beginning, all Super Mario games were wonderful 2D sidescrollers that dazzled us with their sheer imagination. But as Mario set his sights on 3D heights, the New Super Mario Bros. series turned 2D Mario into a safe and bland nostalgia franchise. No more! Super Mario Bros. Wonder fills 2D Mario to the brim with whimsy, creativity, and joyful confusion. Turn levels into psychedelic dreamscapes! Customize your abilities! Compete against friends online! Transform into an elephant! You can do all of this and more in Super Mario Bros. Wonder.
    Super Mario Bros. Wonder - Nintendo Switch review

    Super Mario Maker 2

    Super Mario Maker 24.5 Excellent

    Super Mario Maker 2 is a welcome update to the original Super Mario Maker. It adds a new skin, new themes, and plenty of new tools for making more creative and challenging Mario levels. You can create levels based on the graphics and mechanics of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros., just like in the previous Super Mario Maker. These levels can use one of 10 different themes: Ground, Sky, Underground, Forest, Underwater, Ghost House, Desert, Airship, Snow, and Castle. Sky, Forest, Desert, and Snow are new to Super Mario Maker 2. For more variety, you can toggle each theme to its nighttime variant, which adds unique twists to the gameplay. And, of course, you can share your creations online.

    Super Mario Odyssey

    Super Mario Odyssey5.0 Outstanding

    In Super Mario Odyssey, the heroic plumber returns to open-world game design for the first time since the incredible Super Mario 64. Though Odyssey isn't as technically groundbreaking as its predecessor, the action-platformer is packed to the brim with hat-tossing combat. Yes, hat tossing. This time around, Mario has a new friend, Cappy, who lets Mario dispatch enemies with the flick of the wrist. And, even better, Mario can assume the identity of an enemy, gaining its abilities, by plopping Cappy on the foe's head.

    Super Mario RPG

    Super Mario RPG - Nintendo Switch, Nintendo Switch Lite, Nintendo Switch

    4.0 Excellent

    Forget Paper Mario or Mario and Luigi. The original Super Mario RPG, a collaboration between Nintendo and Square Enix, first showed us that Mario’s charms could translate to a Final Fantasy-style adventure. This faithful remake offers gorgeous new graphics and increased accessibility. At last, find out who Geno is.
    Super Mario RPG - Nintendo Switch, Nintendo Switch Lite, Nintendo Switch review

    Super Monkey Ball Banana Mania

    Super Monkey Ball Banana Mania4.0 Excellent

    Only video games can capture the simple pleasures that come from racing monkeys inside balls. Super Monkey Ball Banana Mania remasters hundreds of classic stages from Sega’s obstacle course series in a single, cool package. Don’t let the bright colors and friendly monkey faces fool you. Rolling your monkey to the goal demands an expert understanding of the game’s unforgiving physics. If you get too frustrated, take a break with Banana Mania's wacky, multiplayer mini-games.

    Super Smash Bros. Ultimate

    Super Smash Bros. Ultimate4.5 Excellent

    Super Smash Bros. Ultimate has everything a fan of Nintendo’s crossover mascot fighting game could want. A faster pace better for competitive play. Every single character who has ever appeared in the series, including third-party icons such as Banjo-Kazooie, Cloud Strife, and Solid Snake. There's a new single-player mode chock-full of even more fan service. The theme song even has lyrics now. 

    Tactics Ogre: Reborn

    Tactics Ogre Reborn4.0 Excellent

    The original Tactics Ogre enthralled fans in 1995 thanks to its deep strategy and strong narrative. If you missed out the first time, Tactics Ogre: Reborn gives you another chance to check out this lost classic, the prelude to Final Fantasy Tactics. Just don’t expect hugely revamped graphics.

    Telling Lies

    Telling LiesHer Story was a test for the kind of interactive story game developer Sam Barlow could pull off with just FMV clips and a fake computer interface. Telling Lies is the Aliens to Her Story’s Alien. Instead of just investigating one woman’s interviews, you follow four different characters. Tracing a nonlinear mystery across so many different threads can get overwhelming. Fortunately, Hollywood actors Logan Marshall-Green, Alexandra Shipp, Kerry Bishé, and Angela Sarafyan make the clips compelling watches in their own right. Besides, we’re all pretty used at communicating through video chat these days. 

    Triangle Strategy

    Triangle Strategy4.0 Excellent

    A tactical follow-up to the gorgeous Octopath Traveler, Triangle Strategy is a luxurious strategy role-playing game that rewards your patience. Soak in the atmosphere on the land. Become invested in the characters and political intrigue. Methodically think through every option during turn-based battles and feel like an absolute strategic genius. 

    Trombone Champ

    Trombone ChampRhythm games usually make you feel like an ultra-cool rock god. Not Trombone Champ. This zany title embraces the goofy charm of its titular instrument, delivering an experience that is both awesome and awkward. The purposefully bumbling controls make each song sound like a confused elephant putting on a concert, an effect that's multiplied in local multiplayer. A light progression system unlocks famous trombone players like baseball cards while trying to solve a sinister riddle. The game is also available on PC, but the Switch version deserves props for its hilarious motion controls that take the trombone simulation to the next level.

    Tokyo Mirage Sessions #FE Encore

    Tokyo Mirage Sessions #FE Encore3.5 Good

    While you wait for Persona 5 to come to the Nintendo Switch, Tokyo Mirage Sessions #FE, a late Wii U port, is the next best thing. This bewildering crossover between Fire Emblem and Shin Megami Tensei has players entering the entertainment industry of Japan’s stylish Shibuya and Harajuku districts. Of course, you also do battle against demons by summoning Fire Emblem characters through the power of song. A streamlined battle system and pop music tone should delight players who don’t even care about anime RPGs. 

    Unicorn Overlord

    4.5 Excellent

    As a Vanillaware game, we’re not surprised that Unicorn Overlord has an unbelievably beautiful illustrated aesthetic. However, the game backs up its looks with deeply strategic role-playing gameplay that requires tactical thinking. Ogre Battle fans, this one’s for you.
    Unicorn Overlord review

    Void Bastards

    Roguelikes can be a polarizing genre as their repetitive nature, random elements, and punishing difficulty threaten to make the entire experience a waste of time. Void Bastards avoids this trap with a core gameplay loop that’s a joy to repeat and an addictive sense of progression stringing you along the whole time.Each new spaceship you raid is basically a tiny comic book-styled System Shock level with spooky enemies to shoot, machinery to hack, character traits to manage, and equipment to salvage. Use that equipment to construct permanent new weapons and perks that make you eager to start another raid. Our journey across the galaxy stretched on for hours because it’s so easy to say “just one more piece of loot.”Note that Void Bastards is published by Humble Bundle, which is owned by PCMag’s parent company, Ziff Davis.

    WarioWare: Get It Together

    WarioWare: Get It Together4.0 Excellent

    WarioWare is one of Nintendo’s best and most shockingly self-aware franchises. It’s about Mario’s gross, evil doppelganger starting a shady game company to get rich. Fortunately for you, these “microgames” remain a pure blast of weird and wonderful bite-sized entertainment. The new gimmick here lets you and a friend tackle challenges with different characters whose unique move sets make you rethink your approach on the fly. Hurry up!

    Xenoblade Chronicles X: Definitive Edition

    4.0 Excellent

    This late-period Wii U gem finally returns to close out the Nintendo Switch era. A standalone entry of the Xenoblade saga, Xenoblade Chronicles X: Definitive Edition takes place on a lush open-world planet teeming with friendly and hostile creatures. Explore on foot or, eventually, by flying a giant mech. The dynamic RPG combat rewards smart timing and synchronizing party members. Along with improved visuals, this definitive edition adds a new epilogue story.
    Xenoblade Chronicles X: Definitive Edition review
    #best #nintendo #switch #games
    The Best Nintendo Switch Games for 2025
    The Best Games on Every Platform Animal Crossing: New Horizons Animal Crossing: New Horizons4.0 Excellent No game may end up defining 2020 more than Animal Crossing: New Horizons. Nintendo’s adorable life simulator has always had its fans. However, with the real world under lockdown, countless players have flocked to their own virtual islands to find community. Paying a mortgage to a raccoon is a small price to pay for the freedom to relax in your own social life again. Advance Wars 1+2: Re-Boot Camp Advance Wars 1 + 2: Re-Boot Camp 4.0 Excellent Fire Emblem isn't Nintendo's only awesome strategy series. If you prefer soldiers and tanks over knights and horses, check out Advance Wars and its terrific turn-based tactics. This remake includes campaigns from the first two Game Boy Advance games, offering hours upon hours of brilliantly designed missions. You can also design your own maps and play against friends online. Advance Wars 1 + 2: Re-Boot Camp review ARMS ARMS4.0 Excellent ARMS is Nintendo's newest take on the fighting game genre. It combines cartoonish aesthetics, sci-fi weapons, and arm-stretching boxing into an accessible, offbeat fighter with a lot of variety. It's a polished, fun, competitive game that bears more than a passing visual similarity to Splatoon. Though time will tell if ARMS gains any momentum within the esports scene, the game offers plenty of opportunity to swing fists at your friends. Bayonetta 2 Bayonetta 24.5 Excellent Bayonetta 2 is another fantastic game that launched on the wrong system. Years later its initial release, Bayo 2 still stands as one of the best action games out there, and now that it's been ported from the Wii U to the Switch it can get the attention and devotion it deserves. Tight controls, robust challenge, and plenty of style make this stand out as a pinnacle of action games. Bayonetta 3 Bayonetta 34.5 Excellent Just when you thought Bayonetta couldn’t get any more bewitching, PlatinumGames delivers an absolute master class on video game action with Bayonetta 3. Besides Bayonetta’s familiar punches, kicks, and guns, you can further expand her combat options by summoning giant demons and directing their attacks. Meanwhile, the multiversal story is ridiculous, even by Bayonetta standards. Bloodstained: Ritual of the Night Bloodstained: Ritual of the Night4.0 Excellent If Bloodstained: Ritual of the Night's story of a demonic castle and a lone savior sounds incredibly familiar, it should: the game was spearheaded by Koji Igarashi, the big brain behind many revered Castlevania games. Bloodstained is an excellent Castlevania game in everything but name, hitting the same beats Symphony of the Night, Aria of Sorrow, and Order of Ecclesia did. If you're thirsty for a new, enjoyable Castlevania-like game that calls back to before Lords of Shadow rebooted the series and Mirror of Fate completely failed to capture any of its luster, this is the game for you. Bayonetta Origins: Cereza and the Lost Demon 4.0 Excellent Bayonetta Origins: Cereza and the Lost Demon isn’t a hard-hitting, nonstop action game like the main Bayonetta trilogy. Instead, this is a relatively relaxed adventure game full of puzzles and gorgeous storybook visuals. Young witch Cereza teams up with a young demon, Cheshire, to tackle challenges neither could complete alone. Although the combat isn’t quite as complex as in the mainline Bayo games, there’s still plenty of flair to the faerie fights. Bayonetta Origins: Cereza and the Lost Demon review Bravely Default II Bravely Default II4.0 Excellent Modern Final Fantasy games have become their own beasts, but games like Bravely Default II remind us why we fell in love with those classic Square Enix JRPGs. In battle, you can either perform multiple actions at onceor wait to save up for later turns, which opens up many strategic possibilities. On Switch, the diorama world looks more beautiful and nostalgic than ever. Cadence of Hyrule: Crypt of the NecroDancer Cadence of Hyrule: Crypt of the NecroDancer4.0 Excellent Crypt of the NecroDancer was a surprise indie hit in 2015, catching gamers' eyes and ears with its combination of roguelike randomized dungeon exploration with rhythm game beat-keeping. It hit the Nintendo Switch in 2018, and now it's back in a new and much more Nintendo-specific form: Cadence of Hyrule: Crypt of the NecroDancer, a title that injects rhythm game mechanics into The Legend of Zelda. This Switch game seamlessly combines Zelda and Crypt of the NecroDancer, creating a surprisingly accessible and thoroughly enjoyable experience played to the beat of Zelda's classic and music. Cassette Beasts 4.0 Excellent Pokémon doesn't have a monopoly on monster catching. Cassette Beasts is a stylish, indie RPG that puts its own spin on collecting creatures and pitting them against each other in combat. The open world has many quests, the fighting mechanics have the extra depth that experienced players crave, and the story veers off in cool, surreal directions. Most importantly, there are some great monster designs, like ghostly sheep and living bullets. Cassette Beasts review Clubhouse Games: 51 Worldwide Classics Clubhouse Games: 51 Worldwide Classics4.0 Excellent Forget fancy new video games. Sometimes you just want to play chess, solitaire, or one of the other virtual vintage games that make up this classic compilation. Not only is this a convenient way to play some of history’s most enduring games with friends, but Clubhouse Games: 51 Worldwide Classics does a great job educating you on that history, including the fascinating early Hanafuda history of Nintendo itself. Game Builder Garage Game Builder Garage4.5 Excellent If you thought Super Mario Maker was a great way to learn about game development, give Game Builder Garage a spin. This incredibly powerful 3D game creation tool lets you make anything from platformers to racing games to puzzle mysteries. Thorough, friendly tutorials explain the robust “Nodon” coding language, so even novices can create hitboxes and manipulate the Z-axis like pros. Donkey Kong Country: Tropical Freeze Donkey Kong Country: Tropical Freeze4.0 Excellent The Switch has gotten a reputation as a machine for game ports, and there's nothing wrong with that. The Wii U wasn't the massive hit the Wii was, but it still had several excellent games that went underappreciated in their time. Donkey Kong Country: Tropical Freeze is one of them, a sequel to Donkey Kong Country Returns with even more challenge and variety. The Switch version of this game adds Funky Kong Mode, an easier setting and new playable characterthat makes the surprisingly brutal platforming feel a little less punishing. Hades HadesHades takes the punishing and divisive roguelike genre and masterfully twists it into one of the year's most addictive games. Fighting your way out of the Greek underworld with randomly changing skills and weapons feels incredible. The family drama at the game’s core gives you that extra narrative push to keep going. Plus, everyone is smoking hot. Indivisible IndivisibleWhile many role-playing games draw their influences from Western folklore, even RPGs made in Japan, Indivisible carves out a unique identity with a fresh Southeast Asian flavor. The 2D animation is exquisite, as we would expect from the developer of Skullgirls. Gameplay is a mix of nonlinear spaces to explore and enemies to defeat in tactical battles. Of the two types of play, the exploration sections impress us more. In these bits you find your way forward by using an axe to fling yourself up walls or by shooting arrows to blind sentries. That's just more satisfying than the frantic messes the fights, caught awkwardly between turn-based and real-time combat, can turn into.   Kirby's Return to Dream Land Deluxe Kirby’s Return to Dream Land Deluxe4.5 Excellent Kirby’s Return to Dreamland is a traditional, side-scrolling adventure compared to Kirby’s more radical outings. Still, it’s an excellent showcase of what makes even a normal Kirby game irresistible. This Deluxe version enhances the Wii co-op classic with a sweet, new art style; extra powers; and an original epilogue. Kirby’s Return to Dream Land Deluxereview Kirby and the Forgotten Land Kirby and the Forgotten Land4.0 Excellent Kirby and the Forgotten Land finally gives the pink puffball the epic 3D adventure that Mario, Link, and Samus got years ago. Float through the skies in creative levels bursting with secrets. Upgrade familiar powers, such as hammers and swords, into formidable new forms. Or just sit back and marvel at how Nintendo made the post-apocalypse look so cute. Kirby Star Allies Kirby Star Allies4.0 Excellent Kirby games are always fun. Whether they're the simple platformers like Kirby's Adventure or weirdly gimmicky experiences like Kirby's Dream Course, every first-party experience with Nintendo's pink puff ball has been enjoyable. Kirby Star Allies is no different, with a lighthearted campaign filled with colorful friends and abilities, surprisingly challenging extra modes to unlock, and support for up to four players at once. Get on the Friend Train! The Legend of Zelda: Breath of the Wild The Legend of Zelda: Breath of the Wild4.5 Excellent Hyrule is in danger again, and Link must save it. That's been the theme for nearly every Legend of Zelda game, and it's still the case in The Legend of Zelda: Breath of the Wild. The series' basic premise and Link/Zelda/Ganon dynamic are present, but nearly everything else is different. The classic Zelda dungeon-exploration structure is replaced by a huge open world that's filled with destructible weapons, monsters, puzzles, and quests. Breath of the Wild's scope is one previously unseen in the Zelda series, and Nintendo executes the adventure-filled world with aplomb. The Legend of Zelda: Echoes of Wisdom The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite 4.5 Excellent The Legend of Zelda: Echoes of Wisdom turns Nintendo's epic franchise on its head in more ways than one. Instead of the swordsman, Link, you play as Princess Zelda. Likewise, you don't directly attack enemies; you summon useful items and foes to aid you on the mission. The game takes the creative, improv spirit of Breath of the Wild and applies it to a classic 2D top-down Zelda adventure with delightful results. Plus, it just looks adorable. The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review The Legend of Zelda: Skyward Sword HD The Legend of Zelda: Skyward Sword HD3.5 Good No Zelda games are terrible, but no game polarizes the fan base quite like Skyward Sword. Fortunately, this HD remaster speeds up the pacing, enhances the graphics, and offers a button-based control scheme if you don’t care for motion controls. The structure feels especially linear in a post-Breath of the Wild world, but Zelda’s origin story is still worth experiencing. The Legend of Zelda: Tears of the Kingdom The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch, Nintendo Switch Lite 5.0 Outstanding At launch, it was tough to imagine the Switch ever getting another game as good as Breath of the Wild. But years later, The Legend of Zelda: Tears of the Kingdom delivers everything we could have possibly wanted and more in this direct sequel to one of the greatest games ever made. Exploring the skies and underground caves makes Hyrule more vast than ever. New powers let you break the world apart and rebuild it as you see fit. Tears of the Kingdom is an irresistible, hypnotic adventure, and an absolute must-play for all RPG fans. The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch, Nintendo Switch Lite review Lego Star Wars: The Skywalker Saga Lego Star Wars: The Skywalker Saga4.0 Excellent Who knows what the future holds for Star Wars, but Lego Star Wars: The Skywalker Saga provides a terrific toybox take on Episodes I-IX. The Lego recreations of all nine movies gives you plenty to experience as you blast baddies and solve Force puzzles. But what really makes this game so special is how it turns the entire Star Wars galaxy into an open world to explore, whether it’s on colorful planets or through the vastness of outer space in your trusty starfighter. Lego Star Wars: The Skywalker Sagareview Luigi's Mansion 3 Luigi's Mansion 3 - Nintendo Switch Standard Edition What started as a weirdly specific parody of Ghostbusters and Resident Evil has become of one the finest Mario spin-off adventures. Luigi’s spooky journey throughout a haunted hotel is arguably the most visually stunning game on the Nintendo Switch. Along with sucking up ghosts, you can now slam themto death and shoot plungers to pull apart the scenery. Your greatest, and grossest, tool has to be Gooigi. This slimy green doppelgänger expands your puzzle-solving powers and provides an easy option for younger co-op partners. Lumines Remastered Lumines Remastered4.5 Excellent Puyo Puyo Tetris is great for classic, competitive block-dropping, but it's a bit overly perky and anime-ish to really relax to. Lumines Remastered is the ultimate chill-out block-dropper, syncing the mesmerizing pattern matching to dozens of hypnotic electronic and trance tracks. Load it on your Switch, put on your favorite headphones, and space out while you build huge combos. Mario & Luigi: Brothership Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite 4.0 Excellent Mario & Luigi: Brothership revives a Mario RPG subseries as a grand nautical adventure. The plumbers sail the seas, reconnecting scattered islands and battling foes with familiar, frenetic turn-based combat. On Nintendo Switch, the visuals and animations turn Mario and Luigi into cartoon-like characters. Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review Mario + Rabbids: Kingdom Battle Mario + Rabbids: Kingdom Battle4.0 Excellent Before Minions, there were Rabbids, Ubisoft's manic, sublingual, noseless horde spawned from Rayman: Raving Rabbids. Then the weird, bug-eyed, rabbit-like creatures caused havoc in their own game series. Now, they're running around Mario's stomping grounds in Mario + Rabbids: Kingdom Battle. This strategy-RPG combines two cartoonish worlds with satisfyingly deep, XCOM-like gameplay for a very fun and strange experience. It's a combination of styles that work much, much better than you'd expect. Mario + Rabbids Sparks of Hope Mario + Rabbids Sparks of Hope4.0 Excellent Mario + Rabbids Kingdom Battle proved that these two mascots could come together for excellent, approachable tactics gameplay. Sparks of Hope is more of the same, but even better. Equipping Sparks lets you further customize your squad’s strategic abilities. Wide open levels provide entertaining exploration between the skirmishes. Mario Golf: Super Rush Mario Golf: Super Rush4.0 Excellent Leave it to Mario to find a way to make golf games feel fresh again. Mario Golf: Super Rush’s standout gimmick has golfers teeing off all at once, and then physically running across the course to take their next shot. You still have to plan smart strokes, but you also need to keep an eye on the clock. The lengthy, single-player adventure teaches you the ropes before you head online to face real challengers on the green. Mario Kart 8 Deluxe Mario Kart 8 Deluxe4.5 Excellent Mario Kart 8 stood out as the best-looking Mario Kart game yet when it came out on the Nintendo Wii U. Instead of making a new Mario Kart for the Nintendo Switch, Nintendo brought Mario Kart 8 to its new game system. In the process, Nintendo threw in both previously released DLC packs and made some few welcome changes to its multiplayer options, justifying the game's full retail price. Mario Kart 8 Deluxe is the most robust game in the series so far, and with the optional portability of the Switch, it ranks as a must-own title. Mario Strikers: Battle League Mario Strikers: Battle League4.0 Excellent Mario has played many sports throughout the years, but Mario Strikers: Battle League gives us the arcade soccer chaos fans have craved for more than a decade. It features fast-paced action, while allowing for depth and skill should you choose to push yourself. Customize your characters with stat-changing gear. Join online clubs to compete in ongoing seasons. And no one animates the Mario universe with as much style and attitude as the developers at Next Level Games. Mario Strikers: Battle Leaguereview Mario Tennis Aces Mario Tennis Aces4.0 Excellent You don't need to be a sports fan to enjoy Nintendo sports games. If a sport has "Mario" in front of it, it's probably going to be a fun, very unrealistic romp instead of a serious simulation. Mario Tennis Aces is an exciting tennis game not because of any realistic physics, but because of fast, responsive gameplay and strategic mechanics that make matches feel more like rounds in a fighting game than tennis sets. Marvel vs. Capcom Fighting Collection: Arcade Classics Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch 4.0 Excellent Marvel vs. Capcom Fighting Collection: Arcade Classics lets you finally relive six legendary 2D fighters starring Marvel superheroes and Capcom icons. From the humble X-Men: Children of the Atom to the over-the-top Marvel vs. Capcom 2, this is vital fighting game history. An art gallery, modern control options, rollback netcode, and the underrated Punisher beat 'em up sweeten the deal. Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch review Metal Slug Tactics Metal Slug TacticsMetal Slug Tactics trades the mainline series' fast-paced running and gunning for methodical, turn-based strategy gameplay. Still, it's just as action-packed as ever. Line up your units for devastating sync attacks. Enjoy the beautiful old-school sprite work. Plan your turns, hop into a giant tank, and obliterate foes. Metroid Dread Metroid Dread4.5 Excellent After nearly 20 years, Metroid Dread brings Samus Aran back to her 2D, bounty hunting roots for the true Metroid 5. In it, you explore a dense, dangerous new planet full of powers to pick up and enemies to eliminate. From uncompromising boss battles to terrifying chases, Dread more than lives up to its subtitle. If there's anyone strong enough to take down the terror, it's Nintendo's leading lady. Metroid Prime Remastered 5.0 Outstanding Metroid Prime is one of the best games ever made. It takes Super Metroid’s brilliant exploratory action and perfectly translates it to 3D with immaculate level design and immersive first-person shooting. This remaster, which ventures into the remake territory, includes everything that worked in the original, and ups the presentation to modern, beautiful standards. Plus, you can now play with dual-stick controls. Bring on Metroid Prime 4. Metroid Prime Remastered review Miitopia Miitopia3.5 Good Miis can do more than just play Wii Sports. In Miitopia, you use Nintendo’s cartoon caricatures to cast yourself, friends, and family as heroes and villains in a fast-paced, whimsical role-playing game. Turn yourself into a brave knight, while your buddy supports you as a pop star. The joke can’t quite sustain the whole runtime, but Miitopia is wildly entertaining.   Monster Hunter Stories 2: Wings of Ruin Monster Hunter Stories 2: Wings of Ruin4.0 Excellent If traditional Monster Hunter is just too intense for you, Monster Hunter Stories 2 lets you experience this cutthroat world as a turn-based JRPG. Befriend monsters and take them into battle. Hatch eggs to expand your menagerie. Strategic battles draw upon familiar Monster Hunter concepts. And, of course, Rathalos is here. New Pokemon Snap New Pokemon Snap4.0 Excellent The beloved Nintendo 64 spin-off finally gets the update it deserves. Instead of capturing Pokemon and forcing them to battle, New Pokemon Snap asks you to take beautiful photos of Pikachu and friends in their natural surroundings. The on-rails gameplay feels like a nonviolent version of a light gun game. The gorgeous graphics will inspire you to share your best pics online for the world to see. Nickelodeon All-Star Brawl Nickelodeon All-Star Brawl4.0 Excellent Imagine Super Smash Bros., but instead of playing as video game mascots, you control beloved cartoon characters beating each other senseless. That's Nickelodeon All-Star Brawl. From SpongeBob SquarePants to Ren and Stimpy to the Teenage Mutant Ninja Turtles, the roster covers all eras of Nicktoon nostalgia. Beyond the ironic meme potential, "Nick Smash" features genuinely fantastic gameplay made by a team clearly passionate about this particular form of "platform fighting" games. Nickelodeon All-Star Brawlreview Nintendo Labo Toy-Con 01 Variety Kit Nintendo Labo Toy-Con 01 Variety Kit5.0 Outstanding Labo is a weirder concept than the Switch itself. It's based around building cardboard "Toy-Cons" in which you place the Switch's components to let you do new things with them. It's also surprisingly functional, entertaining, and educational. The Nintendo Labo Variety Kit has all of the parts you need to build several different Toy-Cons like a piano and motorcycle handlebars, and walks you through every step of the process. Just building the Toy-Cons is fascinating, but the Toy-Con Garage mode adds surprisingly robust programming options to let you create your own remote-controlled creations. Nintendo Labo: VR Kit 4.5 Excellent It took over 20 years, but Nintendo finally got over its fear of virtual reality after the disastrous Virtual Boy. The Labo VR Kit lets you build your own VR headset that uses the Nintendo Switch and a set of lenses to create a stereoscopic image, and then insert that headset into different Toy-Con controllers to play a variety of games. That's already a ton of fun for. Add a programming environment on top that lets you create your own 3D games, and you have an impressive package. No More Heroes III No More Heroes III4.0 Excellent No More Heroes III, like the other games in Suda51’s hack-and-slash trilogy, is a punk art game. Sure, some parts may be “bad,” like the technical jank or empty open worlds. But it’s all in service of larger commentary on everything from schlocky movies to wrestling fandom to the video game industry itself. Plus, cutting aliens down to size feels legitimately fantastic, and really that’s what matters.  Penny's Big Breakaway 4.0 Excellent The creators of Sonic Mania deliver a new indie 3D platformer that feels like a forgotten Sega classic. Use your trusty yo-yo to swing and roll through colorful, tightly designed levels that test your momentum control. Bosses and other enemies are sometimes more annoying than fun, but the movement mechanics are a joy to master. Penny's Big Breakaway review Pikmin 3 Deluxe Pikmin 3 Deluxe3.5 Good Pikmin isn’t the most recognizable Nintendo franchise, but the approachable real-time strategy game carries as much magic as Mario and Zelda. This Wii U port offers more missions and ways to control your army of cute plant creatures. The campaign's local, co-op play opens all kinds of new strategies, too. Veterans of previous Pikmin wars may have seen most of this content before, but Pikmin newcomers should absolutely jump into this tiny, tactical, and tactile world. Pikmin 4 Pikmin 44.5 Excellent Pikmin has always been good, but the quirky real-time strategy game has never broken out of its cult status over the past 20 years. Hopefully, that all changes with Pikmin 4. The biggest and best Pikmin game yet, Pikmin 4 gives you new Pikmin to command, a cute and customizable dog companion, and many gorgeous areas to strategically explore whether above ground or in countless caves. The multiplayer could be better, but Pikmin 4 is a top-tier Nintendo game everyone should play. Pikmin 4review Pizza Tower Pizza Tower feels like a fever dream of 1990s cartoons, internet memes, and retro Wario Land games. Don’t let his pudgy exterior fool you. Protagonist Peppino Spaghetti has many incredibly fast and fluid platforming tools, including dashing and wall-running. You’ll need to master those tools to beat levels as fast as possible, without losing your mind. Pokemon Legends: Arceus Pokemon Legends: Arceus3.5 Good Pokemon Legends: Arceus finally gives the Pokemon franchise a long-awaited refresh. Taking place in the distant past of Diamond and Pearl’s Sinnoh region, Arceus lets you capture and study wild Pokemon in a world where humans still fear the creatures. Vast open fields, revamped battle mechanics, and an utterly addictive approach to exploration create the most immersive Pokemon experience yet. Pokemon Let's Go, Pikachu/Eevee! Pokemon: Let's Go, Eevee! 4.0 Excellent If the traditional Pokemon RPGs are still just a bit too complex for you, consider the casual adventures Pokemon Let's Go Pikachu and Let's Go Eevee. This duo remakes the first-generation Pokemon Yellow, with bright, colorful, HD graphics, and a new capture mechanic based on Pokemon Go. In addition, there are trainer battles and turn-based combat for people who dig classic Pokemon. Pokémon Scarlet and Violet Pokémon Scarlet - Nintendo Switch 4.0 Excellent Pokemon Sword and Shield and Pokemon Legends: Arceus experimented with expansive zones, but Pokémon Scarlet and Violet finally turns the monster-catching game into an open-world RPG. As we always suspected, the addictive Pokémon formula works brilliantly when you can go wherever you want, exploring towns and catching whatever monsters you encounter. Lingering technical issues keep it from reaching its full potential, but this is Pokémon's shining future. Pokemon Sword/Shield Pokemon Sword4.0 Excellent Pokemon Let’s Go Pikachu and Eevee were a nice warmup, but Pokemon Sword and Shield are the real home console Pokemon games we’ve been looking forward to playing. Travel across big, open landscapes to capture even bigger Pokemon. New expansions packs in 2020 give trainers even more regions to explore and more Pokemon to battle without having to buy a third version. The Pokedex will be complete before you know it.  Prince of Persia: The Lost Crown 4.5 Excellent Prince of Persia returns to its 2D roots with The Lost Crown, a standout entry in the crowded modern Metroidvania market. Everything just clicks. The massive map is a joy to explore. Clever puzzles make the most of inventive abilities. Deep combat systems allow satisfying expression. Challenging DLC further expands the adventure. And the presentation combines Persian flair with anime exuberance. Prince of Persia: The Lost Crown review Pokemon Unite Pokemon Unite3.5 Good If you’re curious about the MOBA genre, but scared of esports heavy-hitters like Dota 2 and League of Legends, then Pokemon Unite is the perfect place to get started. Two teams of five Pokemon battle each other in real-time to score goals across the map. This free-to-play game is also coming soon to mobile, so you’ll find plenty of aspiring Pokemon masters to challenge. Puyo Puyo Tetris Puyo Puyo Tetris4.5 Excellent Practically everyone in North America has heard of Tetris. Far fewer have heard of Puyo Puyo. Both are block-dropping puzzle games, but while Tetris has been Tetris for decades, Puyo Puyo has had many different tweaks and name changes in attempts to appeal to the west. It came out first as Puyo Pop, then received different licensed incarnations, such as Puzzle Fighter and Dr. Robotnik's Mean Bean Machine. Now, Puyo Puyo is making its mark here, thanks to Sega and a double-billing with Tetris. The pairing results in a title that's plump with game modes, unlockables, and solo and multiplayer options. Red Dead Redemption Red Dead RedemptionGrand Theft Auto put Rockstar Games on the map, but for many the team's true masterpiece is the epic, open-world Western saga known as Red Dead Redemption. John Marston's cowboy odyssey has the scathing tone you'd expect from the developer, but it also has heart and a sense of tragedy. The Nintendo Switch version perfectly maintains the original gameplay experience, from stylish shootouts to riding your horse across the empty desert. It also includes the Undead Nightmare DLC. Finally, a version of Red Dead you can play in a tent under the stars. Rebel Galaxy Outlaw Rebel Galaxy OutlawRebel Galaxy Outlaw has enough action-packed, visually dazzling spaceship dogfights to excite any Star Fox fan. The real joy, however, is in the quieter moments, when you act out your galactic trucker fantasies by carrying cargo from space stations named after Texas towns. Improving your ship is a bit of a grind, but it’s a rewarding one. If you get bored, you can always shoot down pirates—or become one yourself. Rocket League Rocket LeagueRocket League is soccer, with remote controlled cars and funny hats. It's amazing how compelling a game can be when the entire point of it is to use a car to knock a ball into a goal, but Rocket League nails it. Wild physics, colorful visuals, and simple game types you can keep coming back to while challenging friends and strangers make this one of the best pseudo-sports games on the Switch. Shovel Knight: Treasure Trove Shovel Knight: Treasure TrovePlatforming excellence comes to the Nintendo Switch courtesy of Yacht Club Games' Shovel Knight: Treasure Trove. This downloadable package includes the original Shovel Knight, one of 2014's top titles, as well as all the previously released DLC including the Plague of Shadows and Specter of Torment campaigns. If you long for some retro, 2D action, Treasure Trove a a game that you should not miss. Splatoon 3 Splatoon 34.0 Excellent Splatoon 3 isn't much different than Splatoon 2. However, no other online team-based shooter delivers an experience quite like this. Inking the ground, splatting opponents, and transforming from squid to kid never felt this good. The wealth of solo, cooperative, and competitive modes will keep you busy. Keep the party going with the excellent, roguelike DLC Side Order. Splatoon 3review Street Fighter 30th Anniversary Collection Street Fighter 30th Anniversary CollectionStreet Fighter has been the biggest name in fighting games for decades, and Capcom is proud of that fact. While it really got going with Street Fighter II: The World Warrior, the Street Fighter 30th Anniversary Collection lets you play the original Street Fighter in all of its genre-building glory. And, after you realize how bad that first attempt was, you can play the much better sequels like Super Street Fighter II, Street Fighter Alpha 3, and Street Fighter III: Third Strike. You're looking at a dozen games in this collection, with loads of extra content like soundtracks and sprite data. Streets of Rage 4 Streets of Rage 4Streets of Rage 4 pounds life back into the dead sidescrolling beat ‘em up genre. The gameplay may not have progressed that much since Sega’s trilogy in the 1990s, but taking down hordes of goons with your fists has never looked better thanks to a thoroughly modern illustrated art style. A risky new mechanic that burns health to power special moves, unless you avoid getting hit, adds some fighting-game flair.  Super Bomberman R Super Bomberman R3.5 Good Bomberman's return to console gaming was one of the most surprising moments in the Nintendo's January 2017 Switch game showcase. Considering that the little guy's now the property of Konami, a company that's more known for killing P.T. and warring with Metal Gear maestro Hideo Kojima than making video games, it was shocking to see Super Bomberman R announced as a Nintendo Switch launch title. Thankfully, this newest entry in the beloved, bomb-tossing franchise keeps the series' simple and addicting core gameplay intact, and adds tons of modes, collectible items, and characters to keep things fresh. Super Mario 3D All-Stars Super Mario 3D All-Stars3.5 Good This classic Mario collection combines Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. They may not have received the radical visual overhaul of the original Super Mario All-Stars, but these are still three of the finest 3D platformers ever made—now playable in HD and on the go. Nintendo says this collection is a limited release, so get it while you can. Super Mario 3D World + Bowser's Fury Super Mario 3D World + Bowser's Fury4.5 Excellent Super Mario 3D World seamlessly blends the free-roaming, open-ended platforming of Mario 3D’s adventures with the concentrated multiplayer mayhem of his latest 2D romps. It was great on Wii U, and now it's even better on Nintendo Switch. However, this package’s real star is Bowser’s Fury, an ambitious spin-off that reimagines what an open-world Mario game can be. Super Mario Bros. Wonder Super Mario Bros. Wonder - Nintendo Switch 4.5 Excellent In the beginning, all Super Mario games were wonderful 2D sidescrollers that dazzled us with their sheer imagination. But as Mario set his sights on 3D heights, the New Super Mario Bros. series turned 2D Mario into a safe and bland nostalgia franchise. No more! Super Mario Bros. Wonder fills 2D Mario to the brim with whimsy, creativity, and joyful confusion. Turn levels into psychedelic dreamscapes! Customize your abilities! Compete against friends online! Transform into an elephant! You can do all of this and more in Super Mario Bros. Wonder. Super Mario Bros. Wonder - Nintendo Switch review Super Mario Maker 2 Super Mario Maker 24.5 Excellent Super Mario Maker 2 is a welcome update to the original Super Mario Maker. It adds a new skin, new themes, and plenty of new tools for making more creative and challenging Mario levels. You can create levels based on the graphics and mechanics of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros., just like in the previous Super Mario Maker. These levels can use one of 10 different themes: Ground, Sky, Underground, Forest, Underwater, Ghost House, Desert, Airship, Snow, and Castle. Sky, Forest, Desert, and Snow are new to Super Mario Maker 2. For more variety, you can toggle each theme to its nighttime variant, which adds unique twists to the gameplay. And, of course, you can share your creations online. Super Mario Odyssey Super Mario Odyssey5.0 Outstanding In Super Mario Odyssey, the heroic plumber returns to open-world game design for the first time since the incredible Super Mario 64. Though Odyssey isn't as technically groundbreaking as its predecessor, the action-platformer is packed to the brim with hat-tossing combat. Yes, hat tossing. This time around, Mario has a new friend, Cappy, who lets Mario dispatch enemies with the flick of the wrist. And, even better, Mario can assume the identity of an enemy, gaining its abilities, by plopping Cappy on the foe's head. Super Mario RPG Super Mario RPG - Nintendo Switch, Nintendo Switch Lite, Nintendo Switch 4.0 Excellent Forget Paper Mario or Mario and Luigi. The original Super Mario RPG, a collaboration between Nintendo and Square Enix, first showed us that Mario’s charms could translate to a Final Fantasy-style adventure. This faithful remake offers gorgeous new graphics and increased accessibility. At last, find out who Geno is. Super Mario RPG - Nintendo Switch, Nintendo Switch Lite, Nintendo Switch review Super Monkey Ball Banana Mania Super Monkey Ball Banana Mania4.0 Excellent Only video games can capture the simple pleasures that come from racing monkeys inside balls. Super Monkey Ball Banana Mania remasters hundreds of classic stages from Sega’s obstacle course series in a single, cool package. Don’t let the bright colors and friendly monkey faces fool you. Rolling your monkey to the goal demands an expert understanding of the game’s unforgiving physics. If you get too frustrated, take a break with Banana Mania's wacky, multiplayer mini-games. Super Smash Bros. Ultimate Super Smash Bros. Ultimate4.5 Excellent Super Smash Bros. Ultimate has everything a fan of Nintendo’s crossover mascot fighting game could want. A faster pace better for competitive play. Every single character who has ever appeared in the series, including third-party icons such as Banjo-Kazooie, Cloud Strife, and Solid Snake. There's a new single-player mode chock-full of even more fan service. The theme song even has lyrics now.  Tactics Ogre: Reborn Tactics Ogre Reborn4.0 Excellent The original Tactics Ogre enthralled fans in 1995 thanks to its deep strategy and strong narrative. If you missed out the first time, Tactics Ogre: Reborn gives you another chance to check out this lost classic, the prelude to Final Fantasy Tactics. Just don’t expect hugely revamped graphics. Telling Lies Telling LiesHer Story was a test for the kind of interactive story game developer Sam Barlow could pull off with just FMV clips and a fake computer interface. Telling Lies is the Aliens to Her Story’s Alien. Instead of just investigating one woman’s interviews, you follow four different characters. Tracing a nonlinear mystery across so many different threads can get overwhelming. Fortunately, Hollywood actors Logan Marshall-Green, Alexandra Shipp, Kerry Bishé, and Angela Sarafyan make the clips compelling watches in their own right. Besides, we’re all pretty used at communicating through video chat these days.  Triangle Strategy Triangle Strategy4.0 Excellent A tactical follow-up to the gorgeous Octopath Traveler, Triangle Strategy is a luxurious strategy role-playing game that rewards your patience. Soak in the atmosphere on the land. Become invested in the characters and political intrigue. Methodically think through every option during turn-based battles and feel like an absolute strategic genius.  Trombone Champ Trombone ChampRhythm games usually make you feel like an ultra-cool rock god. Not Trombone Champ. This zany title embraces the goofy charm of its titular instrument, delivering an experience that is both awesome and awkward. The purposefully bumbling controls make each song sound like a confused elephant putting on a concert, an effect that's multiplied in local multiplayer. A light progression system unlocks famous trombone players like baseball cards while trying to solve a sinister riddle. The game is also available on PC, but the Switch version deserves props for its hilarious motion controls that take the trombone simulation to the next level. Tokyo Mirage Sessions #FE Encore Tokyo Mirage Sessions #FE Encore3.5 Good While you wait for Persona 5 to come to the Nintendo Switch, Tokyo Mirage Sessions #FE, a late Wii U port, is the next best thing. This bewildering crossover between Fire Emblem and Shin Megami Tensei has players entering the entertainment industry of Japan’s stylish Shibuya and Harajuku districts. Of course, you also do battle against demons by summoning Fire Emblem characters through the power of song. A streamlined battle system and pop music tone should delight players who don’t even care about anime RPGs.  Unicorn Overlord 4.5 Excellent As a Vanillaware game, we’re not surprised that Unicorn Overlord has an unbelievably beautiful illustrated aesthetic. However, the game backs up its looks with deeply strategic role-playing gameplay that requires tactical thinking. Ogre Battle fans, this one’s for you. Unicorn Overlord review Void Bastards Roguelikes can be a polarizing genre as their repetitive nature, random elements, and punishing difficulty threaten to make the entire experience a waste of time. Void Bastards avoids this trap with a core gameplay loop that’s a joy to repeat and an addictive sense of progression stringing you along the whole time.Each new spaceship you raid is basically a tiny comic book-styled System Shock level with spooky enemies to shoot, machinery to hack, character traits to manage, and equipment to salvage. Use that equipment to construct permanent new weapons and perks that make you eager to start another raid. Our journey across the galaxy stretched on for hours because it’s so easy to say “just one more piece of loot.”Note that Void Bastards is published by Humble Bundle, which is owned by PCMag’s parent company, Ziff Davis. WarioWare: Get It Together WarioWare: Get It Together4.0 Excellent WarioWare is one of Nintendo’s best and most shockingly self-aware franchises. It’s about Mario’s gross, evil doppelganger starting a shady game company to get rich. Fortunately for you, these “microgames” remain a pure blast of weird and wonderful bite-sized entertainment. The new gimmick here lets you and a friend tackle challenges with different characters whose unique move sets make you rethink your approach on the fly. Hurry up! Xenoblade Chronicles X: Definitive Edition 4.0 Excellent This late-period Wii U gem finally returns to close out the Nintendo Switch era. A standalone entry of the Xenoblade saga, Xenoblade Chronicles X: Definitive Edition takes place on a lush open-world planet teeming with friendly and hostile creatures. Explore on foot or, eventually, by flying a giant mech. The dynamic RPG combat rewards smart timing and synchronizing party members. Along with improved visuals, this definitive edition adds a new epilogue story. Xenoblade Chronicles X: Definitive Edition review #best #nintendo #switch #games
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    The Best Nintendo Switch Games for 2025
    (Credit: René Ramos; Nintendo; Sora)The Best Games on Every Platform Animal Crossing: New Horizons Animal Crossing: New Horizons (for Nintendo Switch) 4.0 Excellent No game may end up defining 2020 more than Animal Crossing: New Horizons. Nintendo’s adorable life simulator has always had its fans. However, with the real world under lockdown, countless players have flocked to their own virtual islands to find community. Paying a mortgage to a raccoon is a small price to pay for the freedom to relax in your own social life again. Advance Wars 1+2: Re-Boot Camp Advance Wars 1 + 2: Re-Boot Camp 4.0 Excellent Fire Emblem isn't Nintendo's only awesome strategy series. If you prefer soldiers and tanks over knights and horses, check out Advance Wars and its terrific turn-based tactics. This remake includes campaigns from the first two Game Boy Advance games, offering hours upon hours of brilliantly designed missions. You can also design your own maps and play against friends online. Advance Wars 1 + 2: Re-Boot Camp review ARMS ARMS (for Nintendo Switch) 4.0 Excellent ARMS is Nintendo's newest take on the fighting game genre. It combines cartoonish aesthetics, sci-fi weapons, and arm-stretching boxing into an accessible, offbeat fighter with a lot of variety. It's a polished, fun, competitive game that bears more than a passing visual similarity to Splatoon. Though time will tell if ARMS gains any momentum within the esports scene, the game offers plenty of opportunity to swing fists at your friends. Bayonetta 2 Bayonetta 2 (for Nintendo Switch) 4.5 Excellent Bayonetta 2 is another fantastic game that launched on the wrong system. Years later its initial release, Bayo 2 still stands as one of the best action games out there, and now that it's been ported from the Wii U to the Switch it can get the attention and devotion it deserves. Tight controls, robust challenge, and plenty of style make this stand out as a pinnacle of action games. Bayonetta 3 Bayonetta 3 (for Nintendo Switch) 4.5 Excellent Just when you thought Bayonetta couldn’t get any more bewitching, PlatinumGames delivers an absolute master class on video game action with Bayonetta 3. Besides Bayonetta’s familiar punches, kicks, and guns, you can further expand her combat options by summoning giant demons and directing their attacks. Meanwhile, the multiversal story is ridiculous, even by Bayonetta standards. Bloodstained: Ritual of the Night Bloodstained: Ritual of the Night (for Nintendo Switch) 4.0 Excellent If Bloodstained: Ritual of the Night's story of a demonic castle and a lone savior sounds incredibly familiar, it should: the game was spearheaded by Koji Igarashi, the big brain behind many revered Castlevania games. Bloodstained is an excellent Castlevania game in everything but name, hitting the same beats Symphony of the Night, Aria of Sorrow, and Order of Ecclesia did. If you're thirsty for a new, enjoyable Castlevania-like game that calls back to before Lords of Shadow rebooted the series and Mirror of Fate completely failed to capture any of its luster, this is the game for you. Bayonetta Origins: Cereza and the Lost Demon 4.0 Excellent Bayonetta Origins: Cereza and the Lost Demon isn’t a hard-hitting, nonstop action game like the main Bayonetta trilogy. Instead, this is a relatively relaxed adventure game full of puzzles and gorgeous storybook visuals. Young witch Cereza teams up with a young demon, Cheshire, to tackle challenges neither could complete alone. Although the combat isn’t quite as complex as in the mainline Bayo games, there’s still plenty of flair to the faerie fights. Bayonetta Origins: Cereza and the Lost Demon review Bravely Default II Bravely Default II (for Nintendo Switch) 4.0 Excellent Modern Final Fantasy games have become their own beasts, but games like Bravely Default II remind us why we fell in love with those classic Square Enix JRPGs. In battle, you can either perform multiple actions at once (Brave) or wait to save up for later turns (Default), which opens up many strategic possibilities. On Switch, the diorama world looks more beautiful and nostalgic than ever. Cadence of Hyrule: Crypt of the NecroDancer Cadence of Hyrule: Crypt of the NecroDancer (for Nintendo Switch) 4.0 Excellent Crypt of the NecroDancer was a surprise indie hit in 2015, catching gamers' eyes and ears with its combination of roguelike randomized dungeon exploration with rhythm game beat-keeping. It hit the Nintendo Switch in 2018, and now it's back in a new and much more Nintendo-specific form: Cadence of Hyrule: Crypt of the NecroDancer, a title that injects rhythm game mechanics into The Legend of Zelda. This Switch game seamlessly combines Zelda and Crypt of the NecroDancer, creating a surprisingly accessible and thoroughly enjoyable experience played to the beat of Zelda's classic and music. Cassette Beasts 4.0 Excellent Pokémon doesn't have a monopoly on monster catching. Cassette Beasts is a stylish, indie RPG that puts its own spin on collecting creatures and pitting them against each other in combat. The open world has many quests, the fighting mechanics have the extra depth that experienced players crave, and the story veers off in cool, surreal directions. Most importantly, there are some great monster designs, like ghostly sheep and living bullets. Cassette Beasts review Clubhouse Games: 51 Worldwide Classics Clubhouse Games: 51 Worldwide Classics (for Nintendo Switch) 4.0 Excellent Forget fancy new video games. Sometimes you just want to play chess, solitaire, or one of the other virtual vintage games that make up this classic compilation. Not only is this a convenient way to play some of history’s most enduring games with friends, but Clubhouse Games: 51 Worldwide Classics does a great job educating you on that history, including the fascinating early Hanafuda history of Nintendo itself. Game Builder Garage Game Builder Garage (for Nintendo Switch) 4.5 Excellent If you thought Super Mario Maker was a great way to learn about game development, give Game Builder Garage a spin. This incredibly powerful 3D game creation tool lets you make anything from platformers to racing games to puzzle mysteries. Thorough, friendly tutorials explain the robust “Nodon” coding language, so even novices can create hitboxes and manipulate the Z-axis like pros. Donkey Kong Country: Tropical Freeze Donkey Kong Country: Tropical Freeze (for Nintendo Switch) 4.0 Excellent The Switch has gotten a reputation as a machine for game ports, and there's nothing wrong with that. The Wii U wasn't the massive hit the Wii was, but it still had several excellent games that went underappreciated in their time. Donkey Kong Country: Tropical Freeze is one of them, a sequel to Donkey Kong Country Returns with even more challenge and variety. The Switch version of this game adds Funky Kong Mode, an easier setting and new playable character (Funky Kong himself) that makes the surprisingly brutal platforming feel a little less punishing. Hades Hades (for Nintendo Switch) Hades takes the punishing and divisive roguelike genre and masterfully twists it into one of the year's most addictive games. Fighting your way out of the Greek underworld with randomly changing skills and weapons feels incredible. The family drama at the game’s core gives you that extra narrative push to keep going. Plus, everyone is smoking hot. Indivisible Indivisible (for Nintendo Switch) While many role-playing games draw their influences from Western folklore, even RPGs made in Japan, Indivisible carves out a unique identity with a fresh Southeast Asian flavor. The 2D animation is exquisite, as we would expect from the developer of Skullgirls. Gameplay is a mix of nonlinear spaces to explore and enemies to defeat in tactical battles. Of the two types of play, the exploration sections impress us more. In these bits you find your way forward by using an axe to fling yourself up walls or by shooting arrows to blind sentries. That's just more satisfying than the frantic messes the fights, caught awkwardly between turn-based and real-time combat, can turn into.   Kirby's Return to Dream Land Deluxe Kirby’s Return to Dream Land Deluxe (for Nintendo Switch) 4.5 Excellent Kirby’s Return to Dreamland is a traditional, side-scrolling adventure compared to Kirby’s more radical outings. Still, it’s an excellent showcase of what makes even a normal Kirby game irresistible. This Deluxe version enhances the Wii co-op classic with a sweet, new art style; extra powers; and an original epilogue. Kirby’s Return to Dream Land Deluxe (for Nintendo Switch) review Kirby and the Forgotten Land Kirby and the Forgotten Land (for Nintendo Switch) 4.0 Excellent Kirby and the Forgotten Land finally gives the pink puffball the epic 3D adventure that Mario, Link, and Samus got years ago. Float through the skies in creative levels bursting with secrets. Upgrade familiar powers, such as hammers and swords, into formidable new forms. Or just sit back and marvel at how Nintendo made the post-apocalypse look so cute. Kirby Star Allies Kirby Star Allies (for Nintendo Switch) 4.0 Excellent Kirby games are always fun. Whether they're the simple platformers like Kirby's Adventure or weirdly gimmicky experiences like Kirby's Dream Course, every first-party experience with Nintendo's pink puff ball has been enjoyable. Kirby Star Allies is no different, with a lighthearted campaign filled with colorful friends and abilities, surprisingly challenging extra modes to unlock, and support for up to four players at once. Get on the Friend Train! The Legend of Zelda: Breath of the Wild The Legend of Zelda: Breath of the Wild (for Nintendo Switch) 4.5 Excellent Hyrule is in danger again, and Link must save it. That's been the theme for nearly every Legend of Zelda game, and it's still the case in The Legend of Zelda: Breath of the Wild. The series' basic premise and Link/Zelda/Ganon dynamic are present, but nearly everything else is different. The classic Zelda dungeon-exploration structure is replaced by a huge open world that's filled with destructible weapons, monsters, puzzles, and quests. Breath of the Wild's scope is one previously unseen in the Zelda series, and Nintendo executes the adventure-filled world with aplomb. The Legend of Zelda: Echoes of Wisdom The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite 4.5 Excellent The Legend of Zelda: Echoes of Wisdom turns Nintendo's epic franchise on its head in more ways than one. Instead of the swordsman, Link, you play as Princess Zelda. Likewise, you don't directly attack enemies; you summon useful items and foes to aid you on the mission. The game takes the creative, improv spirit of Breath of the Wild and applies it to a classic 2D top-down Zelda adventure with delightful results. Plus, it just looks adorable. The Legend of Zelda: Echoes of Wisdom - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review The Legend of Zelda: Skyward Sword HD The Legend of Zelda: Skyward Sword HD (for Nintendo Switch) 3.5 Good No Zelda games are terrible, but no game polarizes the fan base quite like Skyward Sword. Fortunately, this HD remaster speeds up the pacing, enhances the graphics, and offers a button-based control scheme if you don’t care for motion controls. The structure feels especially linear in a post-Breath of the Wild world, but Zelda’s origin story is still worth experiencing. The Legend of Zelda: Tears of the Kingdom The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch (OLED Model), Nintendo Switch Lite 5.0 Outstanding At launch, it was tough to imagine the Switch ever getting another game as good as Breath of the Wild. But years later, The Legend of Zelda: Tears of the Kingdom delivers everything we could have possibly wanted and more in this direct sequel to one of the greatest games ever made. Exploring the skies and underground caves makes Hyrule more vast than ever. New powers let you break the world apart and rebuild it as you see fit. Tears of the Kingdom is an irresistible, hypnotic adventure, and an absolute must-play for all RPG fans. The Legend of Zelda: Tears of the Kingdom - Nintendo Switch, Nintendo Switch (OLED Model), Nintendo Switch Lite review Lego Star Wars: The Skywalker Saga Lego Star Wars: The Skywalker Saga (for Nintendo Switch) 4.0 Excellent Who knows what the future holds for Star Wars, but Lego Star Wars: The Skywalker Saga provides a terrific toybox take on Episodes I-IX. The Lego recreations of all nine movies gives you plenty to experience as you blast baddies and solve Force puzzles. But what really makes this game so special is how it turns the entire Star Wars galaxy into an open world to explore, whether it’s on colorful planets or through the vastness of outer space in your trusty starfighter. Lego Star Wars: The Skywalker Saga (for Nintendo Switch) review Luigi's Mansion 3 Luigi's Mansion 3 - Nintendo Switch Standard Edition What started as a weirdly specific parody of Ghostbusters and Resident Evil has become of one the finest Mario spin-off adventures. Luigi’s spooky journey throughout a haunted hotel is arguably the most visually stunning game on the Nintendo Switch. Along with sucking up ghosts, you can now slam them (back) to death and shoot plungers to pull apart the scenery. Your greatest, and grossest, tool has to be Gooigi. This slimy green doppelgänger expands your puzzle-solving powers and provides an easy option for younger co-op partners. Lumines Remastered Lumines Remastered (for Nintendo Switch) 4.5 Excellent Puyo Puyo Tetris is great for classic, competitive block-dropping, but it's a bit overly perky and anime-ish to really relax to. Lumines Remastered is the ultimate chill-out block-dropper, syncing the mesmerizing pattern matching to dozens of hypnotic electronic and trance tracks. Load it on your Switch, put on your favorite headphones, and space out while you build huge combos. Mario & Luigi: Brothership Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite 4.0 Excellent Mario & Luigi: Brothership revives a Mario RPG subseries as a grand nautical adventure. The plumbers sail the seas, reconnecting scattered islands and battling foes with familiar, frenetic turn-based combat. On Nintendo Switch, the visuals and animations turn Mario and Luigi into cartoon-like characters. Mario & Luigi: Brothership - Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite review Mario + Rabbids: Kingdom Battle Mario + Rabbids: Kingdom Battle (for Nintendo Switch) 4.0 Excellent Before Minions, there were Rabbids, Ubisoft's manic, sublingual, noseless horde spawned from Rayman: Raving Rabbids. Then the weird, bug-eyed, rabbit-like creatures caused havoc in their own game series. Now, they're running around Mario's stomping grounds in Mario + Rabbids: Kingdom Battle. This strategy-RPG combines two cartoonish worlds with satisfyingly deep, XCOM-like gameplay for a very fun and strange experience. It's a combination of styles that work much, much better than you'd expect. Mario + Rabbids Sparks of Hope Mario + Rabbids Sparks of Hope (for Nintendo Switch) 4.0 Excellent Mario + Rabbids Kingdom Battle proved that these two mascots could come together for excellent, approachable tactics gameplay. Sparks of Hope is more of the same, but even better. Equipping Sparks lets you further customize your squad’s strategic abilities. Wide open levels provide entertaining exploration between the skirmishes. Mario Golf: Super Rush Mario Golf: Super Rush (for Nintendo Switch) 4.0 Excellent Leave it to Mario to find a way to make golf games feel fresh again. Mario Golf: Super Rush’s standout gimmick has golfers teeing off all at once, and then physically running across the course to take their next shot. You still have to plan smart strokes, but you also need to keep an eye on the clock. The lengthy, single-player adventure teaches you the ropes before you head online to face real challengers on the green. Mario Kart 8 Deluxe Mario Kart 8 Deluxe (for Nintendo Switch) 4.5 Excellent Mario Kart 8 stood out as the best-looking Mario Kart game yet when it came out on the Nintendo Wii U. Instead of making a new Mario Kart for the Nintendo Switch, Nintendo brought Mario Kart 8 to its new game system. In the process, Nintendo threw in both previously released DLC packs and made some few welcome changes to its multiplayer options, justifying the game's full retail price. Mario Kart 8 Deluxe is the most robust game in the series so far, and with the optional portability of the Switch, it ranks as a must-own title. Mario Strikers: Battle League Mario Strikers: Battle League (for Nintendo Switch) 4.0 Excellent Mario has played many sports throughout the years, but Mario Strikers: Battle League gives us the arcade soccer chaos fans have craved for more than a decade. It features fast-paced action, while allowing for depth and skill should you choose to push yourself. Customize your characters with stat-changing gear. Join online clubs to compete in ongoing seasons. And no one animates the Mario universe with as much style and attitude as the developers at Next Level Games. Mario Strikers: Battle League (for Nintendo Switch) review Mario Tennis Aces Mario Tennis Aces (for Nintendo Switch) 4.0 Excellent You don't need to be a sports fan to enjoy Nintendo sports games. If a sport has "Mario" in front of it, it's probably going to be a fun, very unrealistic romp instead of a serious simulation. Mario Tennis Aces is an exciting tennis game not because of any realistic physics, but because of fast, responsive gameplay and strategic mechanics that make matches feel more like rounds in a fighting game than tennis sets. Marvel vs. Capcom Fighting Collection: Arcade Classics Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch 4.0 Excellent Marvel vs. Capcom Fighting Collection: Arcade Classics lets you finally relive six legendary 2D fighters starring Marvel superheroes and Capcom icons. From the humble X-Men: Children of the Atom to the over-the-top Marvel vs. Capcom 2, this is vital fighting game history. An art gallery, modern control options, rollback netcode, and the underrated Punisher beat 'em up sweeten the deal. Marvel vs. Capcom Fighting Collection: Arcade Classics - Nintendo Switch review Metal Slug Tactics Metal Slug Tactics (for Nintendo Switch) Metal Slug Tactics trades the mainline series' fast-paced running and gunning for methodical, turn-based strategy gameplay. Still, it's just as action-packed as ever. Line up your units for devastating sync attacks. Enjoy the beautiful old-school sprite work. Plan your turns, hop into a giant tank, and obliterate foes. Metroid Dread Metroid Dread (for Nintendo Switch) 4.5 Excellent After nearly 20 years, Metroid Dread brings Samus Aran back to her 2D, bounty hunting roots for the true Metroid 5. In it, you explore a dense, dangerous new planet full of powers to pick up and enemies to eliminate. From uncompromising boss battles to terrifying chases, Dread more than lives up to its subtitle. If there's anyone strong enough to take down the terror, it's Nintendo's leading lady. Metroid Prime Remastered 5.0 Outstanding Metroid Prime is one of the best games ever made. It takes Super Metroid’s brilliant exploratory action and perfectly translates it to 3D with immaculate level design and immersive first-person shooting. This remaster, which ventures into the remake territory, includes everything that worked in the original, and ups the presentation to modern, beautiful standards. Plus, you can now play with dual-stick controls. Bring on Metroid Prime 4. Metroid Prime Remastered review Miitopia Miitopia (for Nintendo Switch) 3.5 Good Miis can do more than just play Wii Sports. In Miitopia, you use Nintendo’s cartoon caricatures to cast yourself, friends, and family as heroes and villains in a fast-paced, whimsical role-playing game. Turn yourself into a brave knight, while your buddy supports you as a pop star. The joke can’t quite sustain the whole runtime, but Miitopia is wildly entertaining.   Monster Hunter Stories 2: Wings of Ruin Monster Hunter Stories 2: Wings of Ruin (for Nintendo Switch) 4.0 Excellent If traditional Monster Hunter is just too intense for you, Monster Hunter Stories 2 lets you experience this cutthroat world as a turn-based JRPG. Befriend monsters and take them into battle. Hatch eggs to expand your menagerie. Strategic battles draw upon familiar Monster Hunter concepts. And, of course, Rathalos is here. New Pokemon Snap New Pokemon Snap (for Nintendo Switch) 4.0 Excellent The beloved Nintendo 64 spin-off finally gets the update it deserves. Instead of capturing Pokemon and forcing them to battle, New Pokemon Snap asks you to take beautiful photos of Pikachu and friends in their natural surroundings. The on-rails gameplay feels like a nonviolent version of a light gun game. The gorgeous graphics will inspire you to share your best pics online for the world to see. Nickelodeon All-Star Brawl Nickelodeon All-Star Brawl (for Nintendo Switch) 4.0 Excellent Imagine Super Smash Bros., but instead of playing as video game mascots, you control beloved cartoon characters beating each other senseless. That's Nickelodeon All-Star Brawl. From SpongeBob SquarePants to Ren and Stimpy to the Teenage Mutant Ninja Turtles, the roster covers all eras of Nicktoon nostalgia. Beyond the ironic meme potential, "Nick Smash" features genuinely fantastic gameplay made by a team clearly passionate about this particular form of "platform fighting" games. Nickelodeon All-Star Brawl (for Nintendo Switch) review Nintendo Labo Toy-Con 01 Variety Kit Nintendo Labo Toy-Con 01 Variety Kit (for Nintendo Switch) 5.0 Outstanding Labo is a weirder concept than the Switch itself. It's based around building cardboard "Toy-Cons" in which you place the Switch's components to let you do new things with them. It's also surprisingly functional, entertaining, and educational. The Nintendo Labo Variety Kit has all of the parts you need to build several different Toy-Cons like a piano and motorcycle handlebars, and walks you through every step of the process. Just building the Toy-Cons is fascinating, but the Toy-Con Garage mode adds surprisingly robust programming options to let you create your own remote-controlled creations. Nintendo Labo: VR Kit 4.5 Excellent It took over 20 years, but Nintendo finally got over its fear of virtual reality after the disastrous Virtual Boy. The Labo VR Kit lets you build your own VR headset that uses the Nintendo Switch and a set of lenses to create a stereoscopic image, and then insert that headset into different Toy-Con controllers to play a variety of games. That's already a ton of fun for $79.99 (or $39.99 for a starter set that only includes one Toy-Con to build instead of five). Add a programming environment on top that lets you create your own 3D games, and you have an impressive package. No More Heroes III No More Heroes III (for Nintendo Switch) 4.0 Excellent No More Heroes III, like the other games in Suda51’s hack-and-slash trilogy, is a punk art game. Sure, some parts may be “bad,” like the technical jank or empty open worlds. But it’s all in service of larger commentary on everything from schlocky movies to wrestling fandom to the video game industry itself. Plus, cutting aliens down to size feels legitimately fantastic, and really that’s what matters.  Penny's Big Breakaway 4.0 Excellent The creators of Sonic Mania deliver a new indie 3D platformer that feels like a forgotten Sega classic. Use your trusty yo-yo to swing and roll through colorful, tightly designed levels that test your momentum control. Bosses and other enemies are sometimes more annoying than fun, but the movement mechanics are a joy to master. Penny's Big Breakaway review Pikmin 3 Deluxe Pikmin 3 Deluxe (for Nintendo Switch) 3.5 Good Pikmin isn’t the most recognizable Nintendo franchise, but the approachable real-time strategy game carries as much magic as Mario and Zelda. This Wii U port offers more missions and ways to control your army of cute plant creatures. The campaign's local, co-op play opens all kinds of new strategies, too. Veterans of previous Pikmin wars may have seen most of this content before, but Pikmin newcomers should absolutely jump into this tiny, tactical, and tactile world. Pikmin 4 Pikmin 4 (for Nintendo Switch) 4.5 Excellent Pikmin has always been good, but the quirky real-time strategy game has never broken out of its cult status over the past 20 years. Hopefully, that all changes with Pikmin 4. The biggest and best Pikmin game yet, Pikmin 4 gives you new Pikmin to command, a cute and customizable dog companion, and many gorgeous areas to strategically explore whether above ground or in countless caves. The multiplayer could be better, but Pikmin 4 is a top-tier Nintendo game everyone should play. Pikmin 4 (for Nintendo Switch) review Pizza Tower Pizza Tower feels like a fever dream of 1990s cartoons, internet memes, and retro Wario Land games. Don’t let his pudgy exterior fool you. Protagonist Peppino Spaghetti has many incredibly fast and fluid platforming tools, including dashing and wall-running. You’ll need to master those tools to beat levels as fast as possible, without losing your mind. Pokemon Legends: Arceus Pokemon Legends: Arceus (for Nintendo Switch) 3.5 Good Pokemon Legends: Arceus finally gives the Pokemon franchise a long-awaited refresh. Taking place in the distant past of Diamond and Pearl’s Sinnoh region, Arceus lets you capture and study wild Pokemon in a world where humans still fear the creatures. Vast open fields, revamped battle mechanics, and an utterly addictive approach to exploration create the most immersive Pokemon experience yet. Pokemon Let's Go, Pikachu/Eevee! Pokemon: Let's Go, Eevee! 4.0 Excellent If the traditional Pokemon RPGs are still just a bit too complex for you, consider the casual adventures Pokemon Let's Go Pikachu and Let's Go Eevee. This duo remakes the first-generation Pokemon Yellow, with bright, colorful, HD graphics, and a new capture mechanic based on Pokemon Go. In addition, there are trainer battles and turn-based combat for people who dig classic Pokemon. Pokémon Scarlet and Violet Pokémon Scarlet - Nintendo Switch 4.0 Excellent Pokemon Sword and Shield and Pokemon Legends: Arceus experimented with expansive zones, but Pokémon Scarlet and Violet finally turns the monster-catching game into an open-world RPG. As we always suspected, the addictive Pokémon formula works brilliantly when you can go wherever you want, exploring towns and catching whatever monsters you encounter. Lingering technical issues keep it from reaching its full potential, but this is Pokémon's shining future. Pokemon Sword/Shield Pokemon Sword (for Nintendo Switch) 4.0 Excellent Pokemon Let’s Go Pikachu and Eevee were a nice warmup, but Pokemon Sword and Shield are the real home console Pokemon games we’ve been looking forward to playing. Travel across big, open landscapes to capture even bigger Pokemon. New expansions packs in 2020 give trainers even more regions to explore and more Pokemon to battle without having to buy a third version. The Pokedex will be complete before you know it.  Prince of Persia: The Lost Crown 4.5 Excellent Prince of Persia returns to its 2D roots with The Lost Crown, a standout entry in the crowded modern Metroidvania market. Everything just clicks. The massive map is a joy to explore. Clever puzzles make the most of inventive abilities. Deep combat systems allow satisfying expression. Challenging DLC further expands the adventure. And the presentation combines Persian flair with anime exuberance. Prince of Persia: The Lost Crown review Pokemon Unite Pokemon Unite (for Nintendo Switch) 3.5 Good If you’re curious about the MOBA genre, but scared of esports heavy-hitters like Dota 2 and League of Legends, then Pokemon Unite is the perfect place to get started. Two teams of five Pokemon battle each other in real-time to score goals across the map. This free-to-play game is also coming soon to mobile, so you’ll find plenty of aspiring Pokemon masters to challenge. Puyo Puyo Tetris Puyo Puyo Tetris (for Nintendo Switch) 4.5 Excellent Practically everyone in North America has heard of Tetris. Far fewer have heard of Puyo Puyo. Both are block-dropping puzzle games, but while Tetris has been Tetris for decades, Puyo Puyo has had many different tweaks and name changes in attempts to appeal to the west. It came out first as Puyo Pop, then received different licensed incarnations, such as Puzzle Fighter and Dr. Robotnik's Mean Bean Machine. Now, Puyo Puyo is making its mark here, thanks to Sega and a double-billing with Tetris. The pairing results in a title that's plump with game modes, unlockables, and solo and multiplayer options. Red Dead Redemption Red Dead Redemption (for Nintendo Switch) Grand Theft Auto put Rockstar Games on the map, but for many the team's true masterpiece is the epic, open-world Western saga known as Red Dead Redemption. John Marston's cowboy odyssey has the scathing tone you'd expect from the developer, but it also has heart and a sense of tragedy. The Nintendo Switch version perfectly maintains the original gameplay experience, from stylish shootouts to riding your horse across the empty desert. It also includes the Undead Nightmare DLC. Finally, a version of Red Dead you can play in a tent under the stars. Rebel Galaxy Outlaw Rebel Galaxy Outlaw (for Nintendo Switch) Rebel Galaxy Outlaw has enough action-packed, visually dazzling spaceship dogfights to excite any Star Fox fan. The real joy, however, is in the quieter moments, when you act out your galactic trucker fantasies by carrying cargo from space stations named after Texas towns. Improving your ship is a bit of a grind, but it’s a rewarding one. If you get bored, you can always shoot down pirates—or become one yourself. Rocket League Rocket League (for Nintendo Switch) Rocket League is soccer, with remote controlled cars and funny hats. It's amazing how compelling a game can be when the entire point of it is to use a car to knock a ball into a goal, but Rocket League nails it. Wild physics, colorful visuals, and simple game types you can keep coming back to while challenging friends and strangers make this one of the best pseudo-sports games on the Switch. Shovel Knight: Treasure Trove Shovel Knight: Treasure Trove (for Nintendo Switch) Platforming excellence comes to the Nintendo Switch courtesy of Yacht Club Games' Shovel Knight: Treasure Trove. This downloadable package includes the original Shovel Knight, one of 2014's top titles, as well as all the previously released DLC including the Plague of Shadows and Specter of Torment campaigns. If you long for some retro, 2D action, Treasure Trove a a game that you should not miss. Splatoon 3 Splatoon 3 (for Nintendo Switch) 4.0 Excellent Splatoon 3 isn't much different than Splatoon 2 (which in turn wasn't much different from Splatoon 1). However, no other online team-based shooter delivers an experience quite like this. Inking the ground, splatting opponents, and transforming from squid to kid never felt this good. The wealth of solo, cooperative, and competitive modes will keep you busy. Keep the party going with the excellent, roguelike DLC Side Order. Splatoon 3 (for Nintendo Switch) review Street Fighter 30th Anniversary Collection Street Fighter 30th Anniversary Collection (for Nintendo Switch) Street Fighter has been the biggest name in fighting games for decades, and Capcom is proud of that fact. While it really got going with Street Fighter II: The World Warrior, the Street Fighter 30th Anniversary Collection lets you play the original Street Fighter in all of its genre-building glory. And, after you realize how bad that first attempt was, you can play the much better sequels like Super Street Fighter II, Street Fighter Alpha 3, and Street Fighter III: Third Strike. You're looking at a dozen games in this collection, with loads of extra content like soundtracks and sprite data. Streets of Rage 4 Streets of Rage 4 (for Nintendo Switch) Streets of Rage 4 pounds life back into the dead sidescrolling beat ‘em up genre. The gameplay may not have progressed that much since Sega’s trilogy in the 1990s, but taking down hordes of goons with your fists has never looked better thanks to a thoroughly modern illustrated art style. A risky new mechanic that burns health to power special moves, unless you avoid getting hit, adds some fighting-game flair.  Super Bomberman R Super Bomberman R (for Nintendo Switch) 3.5 Good Bomberman's return to console gaming was one of the most surprising moments in the Nintendo's January 2017 Switch game showcase. Considering that the little guy's now the property of Konami, a company that's more known for killing P.T. and warring with Metal Gear maestro Hideo Kojima than making video games, it was shocking to see Super Bomberman R announced as a Nintendo Switch launch title. Thankfully, this newest entry in the beloved, bomb-tossing franchise keeps the series' simple and addicting core gameplay intact, and adds tons of modes, collectible items, and characters to keep things fresh. Super Mario 3D All-Stars Super Mario 3D All-Stars (for Nintendo Switch) 3.5 Good This classic Mario collection combines Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. They may not have received the radical visual overhaul of the original Super Mario All-Stars, but these are still three of the finest 3D platformers ever made—now playable in HD and on the go. Nintendo says this collection is a limited release, so get it while you can. Super Mario 3D World + Bowser's Fury Super Mario 3D World + Bowser's Fury (for Nintendo Switch) 4.5 Excellent Super Mario 3D World seamlessly blends the free-roaming, open-ended platforming of Mario 3D’s adventures with the concentrated multiplayer mayhem of his latest 2D romps. It was great on Wii U, and now it's even better on Nintendo Switch. However, this package’s real star is Bowser’s Fury, an ambitious spin-off that reimagines what an open-world Mario game can be. Super Mario Bros. Wonder Super Mario Bros. Wonder - Nintendo Switch 4.5 Excellent In the beginning, all Super Mario games were wonderful 2D sidescrollers that dazzled us with their sheer imagination. But as Mario set his sights on 3D heights, the New Super Mario Bros. series turned 2D Mario into a safe and bland nostalgia franchise. No more! Super Mario Bros. Wonder fills 2D Mario to the brim with whimsy, creativity, and joyful confusion. Turn levels into psychedelic dreamscapes! Customize your abilities! Compete against friends online! Transform into an elephant! You can do all of this and more in Super Mario Bros. Wonder. Super Mario Bros. Wonder - Nintendo Switch review Super Mario Maker 2 Super Mario Maker 2 (for Nintendo Switch) 4.5 Excellent Super Mario Maker 2 is a welcome update to the original Super Mario Maker. It adds a new skin, new themes, and plenty of new tools for making more creative and challenging Mario levels. You can create levels based on the graphics and mechanics of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros., just like in the previous Super Mario Maker. These levels can use one of 10 different themes: Ground, Sky, Underground, Forest, Underwater, Ghost House, Desert, Airship, Snow, and Castle. Sky, Forest, Desert, and Snow are new to Super Mario Maker 2. For more variety, you can toggle each theme to its nighttime variant, which adds unique twists to the gameplay. And, of course, you can share your creations online. Super Mario Odyssey Super Mario Odyssey (for Nintendo Switch) 5.0 Outstanding In Super Mario Odyssey, the heroic plumber returns to open-world game design for the first time since the incredible Super Mario 64. Though Odyssey isn't as technically groundbreaking as its predecessor, the action-platformer is packed to the brim with hat-tossing combat. Yes, hat tossing. This time around, Mario has a new friend, Cappy, who lets Mario dispatch enemies with the flick of the wrist. And, even better, Mario can assume the identity of an enemy, gaining its abilities, by plopping Cappy on the foe's head. Super Mario RPG Super Mario RPG - Nintendo Switch (OLED Model), Nintendo Switch Lite, Nintendo Switch 4.0 Excellent Forget Paper Mario or Mario and Luigi. The original Super Mario RPG, a collaboration between Nintendo and Square Enix, first showed us that Mario’s charms could translate to a Final Fantasy-style adventure. This faithful remake offers gorgeous new graphics and increased accessibility. At last, find out who Geno is. Super Mario RPG - Nintendo Switch (OLED Model), Nintendo Switch Lite, Nintendo Switch review Super Monkey Ball Banana Mania Super Monkey Ball Banana Mania (for Nintendo Switch) 4.0 Excellent Only video games can capture the simple pleasures that come from racing monkeys inside balls. Super Monkey Ball Banana Mania remasters hundreds of classic stages from Sega’s obstacle course series in a single, cool package. Don’t let the bright colors and friendly monkey faces fool you. Rolling your monkey to the goal demands an expert understanding of the game’s unforgiving physics. If you get too frustrated, take a break with Banana Mania's wacky, multiplayer mini-games. Super Smash Bros. Ultimate Super Smash Bros. Ultimate (for Nintendo Switch) 4.5 Excellent Super Smash Bros. Ultimate has everything a fan of Nintendo’s crossover mascot fighting game could want. A faster pace better for competitive play. Every single character who has ever appeared in the series, including third-party icons such as Banjo-Kazooie, Cloud Strife, and Solid Snake. There's a new single-player mode chock-full of even more fan service. The theme song even has lyrics now.  Tactics Ogre: Reborn Tactics Ogre Reborn (for Nintendo Switch) 4.0 Excellent The original Tactics Ogre enthralled fans in 1995 thanks to its deep strategy and strong narrative. If you missed out the first time, Tactics Ogre: Reborn gives you another chance to check out this lost classic, the prelude to Final Fantasy Tactics. Just don’t expect hugely revamped graphics. Telling Lies Telling Lies (for Nintendo Switch) Her Story was a test for the kind of interactive story game developer Sam Barlow could pull off with just FMV clips and a fake computer interface. Telling Lies is the Aliens to Her Story’s Alien. Instead of just investigating one woman’s interviews, you follow four different characters. Tracing a nonlinear mystery across so many different threads can get overwhelming. Fortunately, Hollywood actors Logan Marshall-Green, Alexandra Shipp, Kerry Bishé, and Angela Sarafyan make the clips compelling watches in their own right. Besides, we’re all pretty used at communicating through video chat these days.  Triangle Strategy Triangle Strategy (for Nintendo Switch) 4.0 Excellent A tactical follow-up to the gorgeous Octopath Traveler, Triangle Strategy is a luxurious strategy role-playing game that rewards your patience. Soak in the atmosphere on the land. Become invested in the characters and political intrigue. Methodically think through every option during turn-based battles and feel like an absolute strategic genius.  Trombone Champ Trombone Champ (for Nintendo Switch) Rhythm games usually make you feel like an ultra-cool rock god. Not Trombone Champ. This zany title embraces the goofy charm of its titular instrument, delivering an experience that is both awesome and awkward. The purposefully bumbling controls make each song sound like a confused elephant putting on a concert, an effect that's multiplied in local multiplayer. A light progression system unlocks famous trombone players like baseball cards while trying to solve a sinister riddle. The game is also available on PC, but the Switch version deserves props for its hilarious motion controls that take the trombone simulation to the next level. Tokyo Mirage Sessions #FE Encore Tokyo Mirage Sessions #FE Encore (for Nintendo Switch) 3.5 Good While you wait for Persona 5 to come to the Nintendo Switch, Tokyo Mirage Sessions #FE, a late Wii U port, is the next best thing. This bewildering crossover between Fire Emblem and Shin Megami Tensei has players entering the entertainment industry of Japan’s stylish Shibuya and Harajuku districts. Of course, you also do battle against demons by summoning Fire Emblem characters through the power of song. A streamlined battle system and pop music tone should delight players who don’t even care about anime RPGs.  Unicorn Overlord 4.5 Excellent As a Vanillaware game, we’re not surprised that Unicorn Overlord has an unbelievably beautiful illustrated aesthetic. However, the game backs up its looks with deeply strategic role-playing gameplay that requires tactical thinking. Ogre Battle fans, this one’s for you. Unicorn Overlord review Void Bastards Roguelikes can be a polarizing genre as their repetitive nature, random elements, and punishing difficulty threaten to make the entire experience a waste of time. Void Bastards avoids this trap with a core gameplay loop that’s a joy to repeat and an addictive sense of progression stringing you along the whole time.Each new spaceship you raid is basically a tiny comic book-styled System Shock level with spooky enemies to shoot, machinery to hack, character traits to manage, and equipment to salvage. Use that equipment to construct permanent new weapons and perks that make you eager to start another raid. Our journey across the galaxy stretched on for hours because it’s so easy to say “just one more piece of loot.”Note that Void Bastards is published by Humble Bundle, which is owned by PCMag’s parent company, Ziff Davis. WarioWare: Get It Together WarioWare: Get It Together (for Nintendo Switch) 4.0 Excellent WarioWare is one of Nintendo’s best and most shockingly self-aware franchises. It’s about Mario’s gross, evil doppelganger starting a shady game company to get rich. Fortunately for you, these “microgames” remain a pure blast of weird and wonderful bite-sized entertainment. The new gimmick here lets you and a friend tackle challenges with different characters whose unique move sets make you rethink your approach on the fly. Hurry up! Xenoblade Chronicles X: Definitive Edition 4.0 Excellent This late-period Wii U gem finally returns to close out the Nintendo Switch era. A standalone entry of the Xenoblade saga, Xenoblade Chronicles X: Definitive Edition takes place on a lush open-world planet teeming with friendly and hostile creatures. Explore on foot or, eventually, by flying a giant mech. The dynamic RPG combat rewards smart timing and synchronizing party members. Along with improved visuals, this definitive edition adds a new epilogue story. Xenoblade Chronicles X: Definitive Edition review
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  • FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY

    By TREVOR HOGG

    Denis Villeneuvefinds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track.If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation.Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.”

    A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects isRoger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.”

    Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey.Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow.One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it.Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters.Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, andcreate a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.”

    Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.”

    Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.”

    Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.”

    Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.”

    “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.”

    Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky.Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.”

    Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles.Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline.Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats.For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef.Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once.Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.”

    “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’”

    Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. ForEast of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.”

    Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well.Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh.

    Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise.Bluescreen and stunt doubles on Twisters.“The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.”
    —Dan Mindel, Cinematographer, Twisters

    Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
    #set #pixels #cinematic #artists #come
    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuvefinds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track.If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation.Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects isRoger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey.Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow.One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it.Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters.Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, andcreate a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky.Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles.Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline.Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats.For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef.Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once.Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. ForEast of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well.Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise.Bluescreen and stunt doubles on Twisters.“The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.” #set #pixels #cinematic #artists #come
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    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuve (Dune: Part Two) finds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track. (Image courtesy of Warner Bros. Pictures) If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation. [VFX Supervisor] Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects is [Cinematographer] Roger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey. (Image courtesy of Paramount Pictures) Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow. (Image courtesy of Apple Studios) One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it. (Image courtesy of Paramount Pictures) Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters. (Image courtesy of Universal Pictures) Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, and [they] create a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky. (Image courtesy of Prime Video) Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles. (Image courtesy of Columbia Pictures) Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline. (Image courtesy of HBO) Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats. (Image courtesy of Universal Pictures) For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef. (Image courtesy of Netflix) Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once. (Image courtesy of A24) Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. For [the 2026 Netflix limited series] East of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well. [Director] Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise. (Image courtesy of HBO) Bluescreen and stunt doubles on Twisters. (Image courtesy of Universal Pictures) “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
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  • SHINING A LIGHT ON ESSENTIAL DANISH VFX WITH PETER HJORTH

    By OLIVER WEBB

    Images courtesy of Peter Hjorth and Zentropa, except where noted.

    Peter Hjorth.When Peter Hjorth first started out, visual effects were virtually non-existent in the Danish film industry. “We had one guy at the lab who did work on the Oxberry, and I worked at a video production company,” Hjorth states. “I trained as a videotape editor, then it went into online. When the first digital tools arrived, I joined one of the hot post places where they got the first digital VTRs. All my first years of experience were with commercial clients and music videos and making the transition from analogue to digital in video post-production. I did a little bit of work for friends of mine where we actually did it at the lab. I’m old enough to have done stuff with the optical printer and waiting for weeks to get it right. There were some very early start-ups in Copenhagen doing files to film, and I started working with them.”

    Hjorth’s first feature film came in 1998 with Thomas Vinterberg’s Festen, where he served as camera operator and digital consultant. Festen also marked Hjorth’s first foray into the Dogme 95 movement. “We shot on MiniDV, and I was attached to the whole project. I shot the second camera and then was asked if I could do some advanced work in visual effects for commercials. I was then asked by Lars von Trier to help out on Dancer in the Dark when he was starting.”
    Working on Dancer in the Dark marked the beginning of Hjorth’s frequent collaborations with Lars von Trier. “That was sort of a two-fold thing because we had 100 DV cameras that needed some kind of infrastructure to work, and my television background was good for that. We also needed some visual effects work to get rid of some cameras. If you put 100 cameras in the same set, you’re going to get into a visual effects situation. So, I did that and worked on the editing. At that time, people were a little bit afraid of Lars, but I’m up for anything. We had a great time, especially during the editing and post-production.”

    Hjorth was pleased with his collaboration with director Tarik Saleh on the U.S. film The Contractor, on which he served as Production Visual Effects Supervisor.“There’s a special thing about Denmark, which is that we tend to all stick together… It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.”
    —Peter Hjorth, Visual Effects Supervisor

    Initially, production experimented with a wall of cameras, where Hjorth did a test compositing that into an image. Von Trier found it interesting, but felt it wasn’t right for Dancer in the Dark. He later came back to Hjorth with Dogville and explained that he wanted to implement the multi-camera technique for this project. “Lars didn’t want linear perspective, instead he wanted something more like visual arts, fine arts, a notion of perspective, even cubism maybe,” Hjorth adds. “At that point in between those two projects, I did the first big Vinterberg film, It’s All About Love.” Hjorth worked as Visual Effects Supervisor for the film. “We did lots of precise visual effects, matched lenses, matched camera heights, everything by the book. Then I went into this totally crazy project for Lars and really developed a close understanding of what Lars wanted. We’ve done eight feature films and a TV series together. The last one was the third season of The Kingdom. I also did his last feature film, The House That Jack Built. I was Production Visual Effects Supervisor on all the stuff in-between, such as Antichrist and Melancholia.” Hjorth explains that he was very lucky to be in the right place at the right time. “Working on those projects has given me a network all over Europe with good people. We had some decent budgets, and people were thrilled to work on Lars’ films. I’ve made some excellent friends and good connections. If you wanted VFX for a movie in the early 2000s you hired someone from a post house for a specific scene. The notion of a production visual effects supervisor was not very common in Denmark, and the role has since developed. I find that my contribution is now mostly in pre-production. With post-production, I usually take a step back and leave it to the vendors to get right, but I’m happy I’ve been able to assist when the need arose.” 

    Throughout his career, Hjorth has worked across the board as camera operator, colorist and editor. “I did some camera work on the side for music videos, and so on,” he explains. “When I speak to the DP and the gaffers, I know the language. I wouldn’t say I did great work as a cinematographer, but I know the language, the equipment and the limitations. Actually, my first job before even going into post-production was as an electrician. I used to work on really old, heavy movie lights back in the day, so I also know a little bit about departments on set and how it works. That has made it a little bit easier for me to be on set because as a visual effects supervisor, it can be a super scary experience. If you feel like a tourist, it’s just horrible. I, of course, worked on the Dogme 95 films, where we worked closely with the actors, and I’m not afraid to have a conversation with an actor. No matter how good the VFX is, if the actors don’t believe a scene they are in, it doesn’t work. So, I’ve been lucky to do a bit of everything, and I feel blessed that things turned out the way that they did.”
    Starting out in Dogme 95 also proved to be a huge learning curve when it came to film language and understanding how to work within a set of specific rules and guidelines. The movement was founded by Lars von Trier and Thomas Vinterberg, who created the Dogme 95 Manifesto. The Manifesto consisted of 10 rules, which included: camera must be handheld, shooting must be done on location and special lighting isn’t allowed. “It’s a good background to have,” Hjorth states. “We’ve had rules for all of the films I’ve made with Lars, even on projects such as Melancholia.”

    Setting rules hasn’t been limited to Danish cinema and extends beyond that. “We made kind of a set of rules for the films I’ve made with Ali Abbasi, and that’s always made things easier,” Hjorth says. “He first called me when he was in film school. He was doing some early tests and was audacious enough to ask me for a VFX shot. It was hard to understand what he was saying, but then he talked about a scene with a guy coming out of a cake and he kills his brother, slicing his throat with a knife, and he wanted to see that in close-up. I appreciate younger directors calling and asking me to work with them, and it has really paid off.”

    Hjorth was the Visual Effects Supervisor for several episodes of the 1994-2022 TV series The Kingdom and The Kingdom: Exodus.

    Hjorth has worked on eight feature films and a TV series with director Lars von Trier.Hjorth with director Lars von Trier, left, on the set of The Kingdom: Exodus.Hjorth was Visual Effects Supervisor on The House That Jack Built, directed by Lars von Trier.Peter Hjorth was recognized for his work as European Visual Effects Supervisor for the Swedish-Danish feature and Cannes winner Border, directed by Ali Abbasi.Hjorth was Production Visual Effects Supervisor on Lamb, directed by Valdimar Jóhannsson.Hjorth with Simone Grau Roney, Production Designer on The House That Jack Built, directed by Lars von Trier.

    Choosing a favorite visual effect shot from his career, however, is a difficult task for Hjorth, though he’s particularly proud of the work achieved on Dogville. “Nobody noticed how messed up it was,” he explains. “Toward the end of the movie, you can see the masks, and you can see that we didn’t bother to match the grain between layers and all that. We did the first test on Flame, and when we went to layer 99, it just stopped working. We ended up doing it with combustion software, which was crummy, but it worked, and we got the shots done. I think we went to 170 layers on the opening shot. It was a learning experience for everybody involved, and I still work with some of those same people, most recently on the Netflix series I did this spring.”

    Hjorth worked as Visual Effects Supervisor on Holy Spider, directed by Ali Abbasi. 

    Hjorth served as Visual Effects Supervisor on Antichrist, directed by Lars von Trier.

    Hjorth believes that there’s been an immense upgrade in professionalism in Denmark in the years since he’s worked in the business. “The beginning was much less industrial. The directors that I have worked with tend to work with me multiple times. A lot of the stuff I say in the first meeting is really defining for how thatis going to go. I’ve been so lucky to work on films that I actually think made a difference. It has mostly been art house films with limited budgets and resources. When we work together with the same producer or director a few times, sometimes they come back and say, ‘We’d like to have a creature or some special thing.’ It’s an evolving process.”

    Hjorth worked as Visual Effects Supervisor on the Lars von Trier-directed Melancholia, and was also credited for his astrophotography of auroras for the film.Hjorth was Visual Effects Supervisor on Dogville, directed by Lars von Trier.

    Hjorth worked with director Lars von Trier to develop the Automavision technique, which was credited with the cinematography for The Boss of It All. A computer algorithm randomly changes the camera’s tilt, pan, focal length and/or positioning as well as the sound recording without being actively operated by the cinematographer.

    Hjorth works closely with stunts, special effects makeup, animal wranglers and other specialists. “I know the craft and what they need from me. They know more about what’s going to be effective on screen, so I just leave them to it and make sure they have what they need. Same thing with animals and visual effects, makeup and stuff like that, physical things. You know I have a bit of a reputation for trying to get as many pieces of the puzzle as possible with a camera. Some production VFX people get quotes from, say, three different vendors, and then they pick all the cheapest bids for each sequence or shot, and that’s how they get down in budget. I tried to avoid that. I’d rather actually sit down with the director and say for example, ‘We should have some breathing space here.’”
    When it comes to the future of visual effects in Denmark, Hjorth takes an optimistic view. “I think this trend that we have more production supervisors is basically going to continue in the way that even if you have very little work, you hire someone from the get-go and you make sure that’s a balance in ambition and resources. There’s a special thing about Denmark, which is that we tend to all stick together, even people who are not in the same line of work. We have lots of experience sharing. There are no limits to who you can call and ask questions. It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.”
    #shining #light #essential #danish #vfx
    SHINING A LIGHT ON ESSENTIAL DANISH VFX WITH PETER HJORTH
    By OLIVER WEBB Images courtesy of Peter Hjorth and Zentropa, except where noted. Peter Hjorth.When Peter Hjorth first started out, visual effects were virtually non-existent in the Danish film industry. “We had one guy at the lab who did work on the Oxberry, and I worked at a video production company,” Hjorth states. “I trained as a videotape editor, then it went into online. When the first digital tools arrived, I joined one of the hot post places where they got the first digital VTRs. All my first years of experience were with commercial clients and music videos and making the transition from analogue to digital in video post-production. I did a little bit of work for friends of mine where we actually did it at the lab. I’m old enough to have done stuff with the optical printer and waiting for weeks to get it right. There were some very early start-ups in Copenhagen doing files to film, and I started working with them.” Hjorth’s first feature film came in 1998 with Thomas Vinterberg’s Festen, where he served as camera operator and digital consultant. Festen also marked Hjorth’s first foray into the Dogme 95 movement. “We shot on MiniDV, and I was attached to the whole project. I shot the second camera and then was asked if I could do some advanced work in visual effects for commercials. I was then asked by Lars von Trier to help out on Dancer in the Dark when he was starting.” Working on Dancer in the Dark marked the beginning of Hjorth’s frequent collaborations with Lars von Trier. “That was sort of a two-fold thing because we had 100 DV cameras that needed some kind of infrastructure to work, and my television background was good for that. We also needed some visual effects work to get rid of some cameras. If you put 100 cameras in the same set, you’re going to get into a visual effects situation. So, I did that and worked on the editing. At that time, people were a little bit afraid of Lars, but I’m up for anything. We had a great time, especially during the editing and post-production.” Hjorth was pleased with his collaboration with director Tarik Saleh on the U.S. film The Contractor, on which he served as Production Visual Effects Supervisor.“There’s a special thing about Denmark, which is that we tend to all stick together… It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.” —Peter Hjorth, Visual Effects Supervisor Initially, production experimented with a wall of cameras, where Hjorth did a test compositing that into an image. Von Trier found it interesting, but felt it wasn’t right for Dancer in the Dark. He later came back to Hjorth with Dogville and explained that he wanted to implement the multi-camera technique for this project. “Lars didn’t want linear perspective, instead he wanted something more like visual arts, fine arts, a notion of perspective, even cubism maybe,” Hjorth adds. “At that point in between those two projects, I did the first big Vinterberg film, It’s All About Love.” Hjorth worked as Visual Effects Supervisor for the film. “We did lots of precise visual effects, matched lenses, matched camera heights, everything by the book. Then I went into this totally crazy project for Lars and really developed a close understanding of what Lars wanted. We’ve done eight feature films and a TV series together. The last one was the third season of The Kingdom. I also did his last feature film, The House That Jack Built. I was Production Visual Effects Supervisor on all the stuff in-between, such as Antichrist and Melancholia.” Hjorth explains that he was very lucky to be in the right place at the right time. “Working on those projects has given me a network all over Europe with good people. We had some decent budgets, and people were thrilled to work on Lars’ films. I’ve made some excellent friends and good connections. If you wanted VFX for a movie in the early 2000s you hired someone from a post house for a specific scene. The notion of a production visual effects supervisor was not very common in Denmark, and the role has since developed. I find that my contribution is now mostly in pre-production. With post-production, I usually take a step back and leave it to the vendors to get right, but I’m happy I’ve been able to assist when the need arose.”  Throughout his career, Hjorth has worked across the board as camera operator, colorist and editor. “I did some camera work on the side for music videos, and so on,” he explains. “When I speak to the DP and the gaffers, I know the language. I wouldn’t say I did great work as a cinematographer, but I know the language, the equipment and the limitations. Actually, my first job before even going into post-production was as an electrician. I used to work on really old, heavy movie lights back in the day, so I also know a little bit about departments on set and how it works. That has made it a little bit easier for me to be on set because as a visual effects supervisor, it can be a super scary experience. If you feel like a tourist, it’s just horrible. I, of course, worked on the Dogme 95 films, where we worked closely with the actors, and I’m not afraid to have a conversation with an actor. No matter how good the VFX is, if the actors don’t believe a scene they are in, it doesn’t work. So, I’ve been lucky to do a bit of everything, and I feel blessed that things turned out the way that they did.” Starting out in Dogme 95 also proved to be a huge learning curve when it came to film language and understanding how to work within a set of specific rules and guidelines. The movement was founded by Lars von Trier and Thomas Vinterberg, who created the Dogme 95 Manifesto. The Manifesto consisted of 10 rules, which included: camera must be handheld, shooting must be done on location and special lighting isn’t allowed. “It’s a good background to have,” Hjorth states. “We’ve had rules for all of the films I’ve made with Lars, even on projects such as Melancholia.” Setting rules hasn’t been limited to Danish cinema and extends beyond that. “We made kind of a set of rules for the films I’ve made with Ali Abbasi, and that’s always made things easier,” Hjorth says. “He first called me when he was in film school. He was doing some early tests and was audacious enough to ask me for a VFX shot. It was hard to understand what he was saying, but then he talked about a scene with a guy coming out of a cake and he kills his brother, slicing his throat with a knife, and he wanted to see that in close-up. I appreciate younger directors calling and asking me to work with them, and it has really paid off.” Hjorth was the Visual Effects Supervisor for several episodes of the 1994-2022 TV series The Kingdom and The Kingdom: Exodus. Hjorth has worked on eight feature films and a TV series with director Lars von Trier.Hjorth with director Lars von Trier, left, on the set of The Kingdom: Exodus.Hjorth was Visual Effects Supervisor on The House That Jack Built, directed by Lars von Trier.Peter Hjorth was recognized for his work as European Visual Effects Supervisor for the Swedish-Danish feature and Cannes winner Border, directed by Ali Abbasi.Hjorth was Production Visual Effects Supervisor on Lamb, directed by Valdimar Jóhannsson.Hjorth with Simone Grau Roney, Production Designer on The House That Jack Built, directed by Lars von Trier. Choosing a favorite visual effect shot from his career, however, is a difficult task for Hjorth, though he’s particularly proud of the work achieved on Dogville. “Nobody noticed how messed up it was,” he explains. “Toward the end of the movie, you can see the masks, and you can see that we didn’t bother to match the grain between layers and all that. We did the first test on Flame, and when we went to layer 99, it just stopped working. We ended up doing it with combustion software, which was crummy, but it worked, and we got the shots done. I think we went to 170 layers on the opening shot. It was a learning experience for everybody involved, and I still work with some of those same people, most recently on the Netflix series I did this spring.” Hjorth worked as Visual Effects Supervisor on Holy Spider, directed by Ali Abbasi.  Hjorth served as Visual Effects Supervisor on Antichrist, directed by Lars von Trier. Hjorth believes that there’s been an immense upgrade in professionalism in Denmark in the years since he’s worked in the business. “The beginning was much less industrial. The directors that I have worked with tend to work with me multiple times. A lot of the stuff I say in the first meeting is really defining for how thatis going to go. I’ve been so lucky to work on films that I actually think made a difference. It has mostly been art house films with limited budgets and resources. When we work together with the same producer or director a few times, sometimes they come back and say, ‘We’d like to have a creature or some special thing.’ It’s an evolving process.” Hjorth worked as Visual Effects Supervisor on the Lars von Trier-directed Melancholia, and was also credited for his astrophotography of auroras for the film.Hjorth was Visual Effects Supervisor on Dogville, directed by Lars von Trier. Hjorth worked with director Lars von Trier to develop the Automavision technique, which was credited with the cinematography for The Boss of It All. A computer algorithm randomly changes the camera’s tilt, pan, focal length and/or positioning as well as the sound recording without being actively operated by the cinematographer. Hjorth works closely with stunts, special effects makeup, animal wranglers and other specialists. “I know the craft and what they need from me. They know more about what’s going to be effective on screen, so I just leave them to it and make sure they have what they need. Same thing with animals and visual effects, makeup and stuff like that, physical things. You know I have a bit of a reputation for trying to get as many pieces of the puzzle as possible with a camera. Some production VFX people get quotes from, say, three different vendors, and then they pick all the cheapest bids for each sequence or shot, and that’s how they get down in budget. I tried to avoid that. I’d rather actually sit down with the director and say for example, ‘We should have some breathing space here.’” When it comes to the future of visual effects in Denmark, Hjorth takes an optimistic view. “I think this trend that we have more production supervisors is basically going to continue in the way that even if you have very little work, you hire someone from the get-go and you make sure that’s a balance in ambition and resources. There’s a special thing about Denmark, which is that we tend to all stick together, even people who are not in the same line of work. We have lots of experience sharing. There are no limits to who you can call and ask questions. It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.” #shining #light #essential #danish #vfx
    WWW.VFXVOICE.COM
    SHINING A LIGHT ON ESSENTIAL DANISH VFX WITH PETER HJORTH
    By OLIVER WEBB Images courtesy of Peter Hjorth and Zentropa, except where noted. Peter Hjorth. (Photo courtesy of Danish Film Institute) When Peter Hjorth first started out, visual effects were virtually non-existent in the Danish film industry. “We had one guy at the lab who did work on the Oxberry [rostrum animation camera], and I worked at a video production company,” Hjorth states. “I trained as a videotape editor, then it went into online. When the first digital tools arrived, I joined one of the hot post places where they got the first digital VTRs. All my first years of experience were with commercial clients and music videos and making the transition from analogue to digital in video post-production. I did a little bit of work for friends of mine where we actually did it at the lab. I’m old enough to have done stuff with the optical printer and waiting for weeks to get it right. There were some very early start-ups in Copenhagen doing files to film, and I started working with them.” Hjorth’s first feature film came in 1998 with Thomas Vinterberg’s Festen, where he served as camera operator and digital consultant. Festen also marked Hjorth’s first foray into the Dogme 95 movement. “We shot on MiniDV, and I was attached to the whole project. I shot the second camera and then was asked if I could do some advanced work in visual effects for commercials. I was then asked by Lars von Trier to help out on Dancer in the Dark when he was starting.” Working on Dancer in the Dark marked the beginning of Hjorth’s frequent collaborations with Lars von Trier. “That was sort of a two-fold thing because we had 100 DV cameras that needed some kind of infrastructure to work, and my television background was good for that. We also needed some visual effects work to get rid of some cameras. If you put 100 cameras in the same set, you’re going to get into a visual effects situation. So, I did that and worked on the editing. At that time, people were a little bit afraid of Lars, but I’m up for anything. We had a great time, especially during the editing and post-production.” Hjorth was pleased with his collaboration with director Tarik Saleh on the U.S. film The Contractor (2022), on which he served as Production Visual Effects Supervisor. (Image courtesy of Paramount Pictures) “There’s a special thing about Denmark, which is that we tend to all stick together… It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.” —Peter Hjorth, Visual Effects Supervisor Initially, production experimented with a wall of cameras, where Hjorth did a test compositing that into an image. Von Trier found it interesting, but felt it wasn’t right for Dancer in the Dark. He later came back to Hjorth with Dogville and explained that he wanted to implement the multi-camera technique for this project. “Lars didn’t want linear perspective, instead he wanted something more like visual arts, fine arts, a notion of perspective, even cubism maybe,” Hjorth adds. “At that point in between those two projects, I did the first big Vinterberg film, It’s All About Love.” Hjorth worked as Visual Effects Supervisor for the film. “We did lots of precise visual effects, matched lenses, matched camera heights, everything by the book. Then I went into this totally crazy project for Lars and really developed a close understanding of what Lars wanted. We’ve done eight feature films and a TV series together. The last one was the third season of The Kingdom. I also did his last feature film, The House That Jack Built. I was Production Visual Effects Supervisor on all the stuff in-between, such as Antichrist and Melancholia.” Hjorth explains that he was very lucky to be in the right place at the right time. “Working on those projects has given me a network all over Europe with good people. We had some decent budgets, and people were thrilled to work on Lars’ films. I’ve made some excellent friends and good connections. If you wanted VFX for a movie in the early 2000s you hired someone from a post house for a specific scene. The notion of a production visual effects supervisor was not very common in Denmark, and the role has since developed. I find that my contribution is now mostly in pre-production. With post-production, I usually take a step back and leave it to the vendors to get right, but I’m happy I’ve been able to assist when the need arose.”  Throughout his career, Hjorth has worked across the board as camera operator, colorist and editor. “I did some camera work on the side for music videos, and so on,” he explains. “When I speak to the DP and the gaffers, I know the language. I wouldn’t say I did great work as a cinematographer, but I know the language, the equipment and the limitations. Actually, my first job before even going into post-production was as an electrician. I used to work on really old, heavy movie lights back in the day, so I also know a little bit about departments on set and how it works. That has made it a little bit easier for me to be on set because as a visual effects supervisor, it can be a super scary experience. If you feel like a tourist, it’s just horrible. I, of course, worked on the Dogme 95 films, where we worked closely with the actors, and I’m not afraid to have a conversation with an actor. No matter how good the VFX is, if the actors don’t believe a scene they are in, it doesn’t work. So, I’ve been lucky to do a bit of everything, and I feel blessed that things turned out the way that they did.” Starting out in Dogme 95 also proved to be a huge learning curve when it came to film language and understanding how to work within a set of specific rules and guidelines. The movement was founded by Lars von Trier and Thomas Vinterberg, who created the Dogme 95 Manifesto. The Manifesto consisted of 10 rules, which included: camera must be handheld, shooting must be done on location and special lighting isn’t allowed. “It’s a good background to have,” Hjorth states. “We’ve had rules for all of the films I’ve made with Lars, even on projects such as Melancholia.” Setting rules hasn’t been limited to Danish cinema and extends beyond that. “We made kind of a set of rules for the films I’ve made with Ali Abbasi, and that’s always made things easier,” Hjorth says. “He first called me when he was in film school. He was doing some early tests and was audacious enough to ask me for a VFX shot. It was hard to understand what he was saying, but then he talked about a scene with a guy coming out of a cake and he kills his brother, slicing his throat with a knife, and he wanted to see that in close-up. I appreciate younger directors calling and asking me to work with them, and it has really paid off.” Hjorth was the Visual Effects Supervisor for several episodes of the 1994-2022 TV series The Kingdom and The Kingdom: Exodus. Hjorth has worked on eight feature films and a TV series with director Lars von Trier. (Photo: Peter Hjorth) Hjorth with director Lars von Trier, left, on the set of The Kingdom: Exodus. (Photo: Peter Hjorth) Hjorth was Visual Effects Supervisor on The House That Jack Built, directed by Lars von Trier. (Photo: Christian Geisnæs) Peter Hjorth was recognized for his work as European Visual Effects Supervisor for the Swedish-Danish feature and Cannes winner Border, directed by Ali Abbasi. (Image courtesy of Meta Film Stockholm) Hjorth was Production Visual Effects Supervisor on Lamb (2021), directed by Valdimar Jóhannsson. (Image courtesy of Go To Sheep and A24) Hjorth with Simone Grau Roney, Production Designer on The House That Jack Built (2018), directed by Lars von Trier. Choosing a favorite visual effect shot from his career, however, is a difficult task for Hjorth, though he’s particularly proud of the work achieved on Dogville. “Nobody noticed how messed up it was,” he explains. “Toward the end of the movie, you can see the masks, and you can see that we didn’t bother to match the grain between layers and all that. We did the first test on Flame, and when we went to layer 99, it just stopped working. We ended up doing it with combustion software, which was crummy, but it worked, and we got the shots done. I think we went to 170 layers on the opening shot. It was a learning experience for everybody involved, and I still work with some of those same people, most recently on the Netflix series I did this spring.” Hjorth worked as Visual Effects Supervisor on Holy Spider, directed by Ali Abbasi. (Photo: Nadim Carlsen. Image courtesy of Profile Pictures)   Hjorth served as Visual Effects Supervisor on Antichrist (2009), directed by Lars von Trier. Hjorth believes that there’s been an immense upgrade in professionalism in Denmark in the years since he’s worked in the business. “The beginning was much less industrial. The directors that I have worked with tend to work with me multiple times. A lot of the stuff I say in the first meeting is really defining for how that [job] is going to go. I’ve been so lucky to work on films that I actually think made a difference. It has mostly been art house films with limited budgets and resources. When we work together with the same producer or director a few times, sometimes they come back and say, ‘We’d like to have a creature or some special thing.’ It’s an evolving process.” Hjorth worked as Visual Effects Supervisor on the Lars von Trier-directed Melancholia (2011), and was also credited for his astrophotography of auroras for the film. (Image courtesy Magnolia Pictures) Hjorth was Visual Effects Supervisor on Dogville (2003), directed by Lars von Trier. Hjorth worked with director Lars von Trier to develop the Automavision technique, which was credited with the cinematography for The Boss of It All (2006). A computer algorithm randomly changes the camera’s tilt, pan, focal length and/or positioning as well as the sound recording without being actively operated by the cinematographer. Hjorth works closely with stunts, special effects makeup, animal wranglers and other specialists. “I know the craft and what they need from me. They know more about what’s going to be effective on screen, so I just leave them to it and make sure they have what they need. Same thing with animals and visual effects, makeup and stuff like that, physical things. You know I have a bit of a reputation for trying to get as many pieces of the puzzle as possible with a camera. Some production VFX people get quotes from, say, three different vendors, and then they pick all the cheapest bids for each sequence or shot, and that’s how they get down in budget. I tried to avoid that. I’d rather actually sit down with the director and say for example, ‘We should have some breathing space here.’” When it comes to the future of visual effects in Denmark, Hjorth takes an optimistic view. “I think this trend that we have more production supervisors is basically going to continue in the way that even if you have very little work, you hire someone from the get-go and you make sure that’s a balance in ambition and resources. There’s a special thing about Denmark, which is that we tend to all stick together, even people who are not in the same line of work. We have lots of experience sharing. There are no limits to who you can call and ask questions. It’s not competitive in this way because people will get the jobs they get. Everybody realizes we have to work together, and what really matters is that we put something on screen that gives the audience a good experience.”
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  • Ballerina Review: Ana de Armas Vehicle Doesn’t Hold A Candle To the John Wick Movies

    Ballerina is what happens when a studio wants to extend a franchise but really has no reason to do so except a financial one. Subtitled From The World of John Wick, this action thriller contains too much action and precious little thrills. Directedby Len Wiseman of Underworld fame, Ballerina is set in the same universe as the four majestic adrenaline epics starring Keanu Reeves, and incorporates as many elements from those films as possible, including the Continental Hotel and the Ruska Roma, not to mention appearances from Ian McShane, Anjelica Huston, the late, great Lance Reddick, and Mr. Reeves himself.
    But what is also found in ample supply in the John Wick movies and sadly missing in Ballerina is heart, character, and a sense of conviction. At the center of the movie is a miscast, utterly bland Ana de Armas as Eve Macarro, whose father’s death sent her as a little girl into the custody of McShane’s Winston Scott and, eventually, the tutelage of the Directorof the Ruska Roma ballet/assassin school. It’s there that Eve goes through the usual training montage, with her inability to dance only matched by her evident aptitude at killing and fighting.

    Once her training is complete, Eve is sent out into the world on Ruska Roma business, but of course her main goal is avenging her dad, who was killed by members of a mysterious cult led by the enigmatic Chancellor. No sooner can you say “she’s gone rogue” than she does just that, jetting off to Prague in pursuit of a cult memberwho’s trying to get himself and his own little daughter out from under the Chancellor’s thumb, while finding herself at odds with the Director and pursued by the Chancellor’s minions at every turn.
    The movie’s thin “lady vengeance” premise, which we’ve seen countless times before, is reheated once again by screenwriter Shay Hatten, who has co-written the last two John Wick entries but seems lost here. Unlike John Wick himself, whose single-minded quest for revenge over the death of his dog took on mythic overtones as more layers to both John and the surreal world of elegant criminality in which he moved were revealed, Eve has nothing to define her that hasn’t been done or said before. It doesn’t help that Armas, while up to the role’s physicality, offers nothing in terms of personality—she’s an empty vessel. Which is a shame, since she’s displayed earthiness, complexity, and a sexy playfulnessin previous work.

    The rest of the non-Wick cast is forgettable as well, with Byrne’s Chancellor and his entire regime badly underdeveloped, and Reedus completely wasted in what amounts to maybe two scenes. McShane, Reddick, and Huston just go through their paces, spouting lots of portentous lines about “choice” and “fate” that ring mostly hollow, as does a late-stage twist that carries no weight because one of the characters involved barely registers.
    As for the Baba Yaga himself, the largely non-verbal Reeves is the “Chekhov’s gun” of the film: introduced briefly in the first act, he inevitably turns up again in the third act, parachuted in by the magic of rumored reshoots even though his contribution to the narrative amounts to absolutely nothing. It’s always nice to see him, but if you took him out, it wouldn’t drastically change the picture.
    Speaking of reshoots, there’s a Frankenstein nature to the proceedings that provides evidence for the reports that Wick directorChad Stahelski refilmed much of the movie after Wiseman’s first draft came up short. While the first act is a murky, enervated slog, things seem to pick up in the middle, with a more eye-catching color scheme, a creative, free-flowing use of the camera, and some of the more inventive, oddball action that has become part and parcel of the franchise—most notably in a scene where de Armas and an enemy smash a pile of dinner plates over each other’s heads with manic Three Stooges-like energy.
    Unfortunately, there’s also a sadistic edge to a lot of the action this time as well, particularly in a climactic fight involving flamethrowers that badly wants to emulate the famous overhead apartment shot from John Wick: Chapter 4 but goes on for far too long and ultimately becomes actively unpleasant. That’s a problem with even the better action on hand in Ballerina, as if the filmmakers want to make up for the film’s deficiencies by overdoing what the series is best known for.
    Hatten’s script was an original piece that was rewritten to fit into the John Wick universe, with elements introduced in John Wick: Chapter 3 – Parabellum to pave the way for the arrival of Eve and Ballerina. But this reverse engineering highlights the pitfalls of trying to create a cinematic universe without stopping to wonder whether it’s a good idea.
    Watching John Wick stonily fight and slaughter his way through his off-center world and its population of funky, eccentric weirdos has been fantastic funbecause of the unique nature of the character and that world. But dropping the more conventional, cliched tropes of Ballerina into the mix, along with a protagonistnot nearly as compelling, only exemplifies that the John Wick movies are character-driven first and foremost. All the brutal action, heavy-handed callbacks, and predictable cameos in the world can’t make this Ballerina into a better dancer.

    Ballerina opens in theaters in the U.S. on Friday, June 6.

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    #ballerina #review #ana #armas #vehicle
    Ballerina Review: Ana de Armas Vehicle Doesn’t Hold A Candle To the John Wick Movies
    Ballerina is what happens when a studio wants to extend a franchise but really has no reason to do so except a financial one. Subtitled From The World of John Wick, this action thriller contains too much action and precious little thrills. Directedby Len Wiseman of Underworld fame, Ballerina is set in the same universe as the four majestic adrenaline epics starring Keanu Reeves, and incorporates as many elements from those films as possible, including the Continental Hotel and the Ruska Roma, not to mention appearances from Ian McShane, Anjelica Huston, the late, great Lance Reddick, and Mr. Reeves himself. But what is also found in ample supply in the John Wick movies and sadly missing in Ballerina is heart, character, and a sense of conviction. At the center of the movie is a miscast, utterly bland Ana de Armas as Eve Macarro, whose father’s death sent her as a little girl into the custody of McShane’s Winston Scott and, eventually, the tutelage of the Directorof the Ruska Roma ballet/assassin school. It’s there that Eve goes through the usual training montage, with her inability to dance only matched by her evident aptitude at killing and fighting. Once her training is complete, Eve is sent out into the world on Ruska Roma business, but of course her main goal is avenging her dad, who was killed by members of a mysterious cult led by the enigmatic Chancellor. No sooner can you say “she’s gone rogue” than she does just that, jetting off to Prague in pursuit of a cult memberwho’s trying to get himself and his own little daughter out from under the Chancellor’s thumb, while finding herself at odds with the Director and pursued by the Chancellor’s minions at every turn. The movie’s thin “lady vengeance” premise, which we’ve seen countless times before, is reheated once again by screenwriter Shay Hatten, who has co-written the last two John Wick entries but seems lost here. Unlike John Wick himself, whose single-minded quest for revenge over the death of his dog took on mythic overtones as more layers to both John and the surreal world of elegant criminality in which he moved were revealed, Eve has nothing to define her that hasn’t been done or said before. It doesn’t help that Armas, while up to the role’s physicality, offers nothing in terms of personality—she’s an empty vessel. Which is a shame, since she’s displayed earthiness, complexity, and a sexy playfulnessin previous work. The rest of the non-Wick cast is forgettable as well, with Byrne’s Chancellor and his entire regime badly underdeveloped, and Reedus completely wasted in what amounts to maybe two scenes. McShane, Reddick, and Huston just go through their paces, spouting lots of portentous lines about “choice” and “fate” that ring mostly hollow, as does a late-stage twist that carries no weight because one of the characters involved barely registers. As for the Baba Yaga himself, the largely non-verbal Reeves is the “Chekhov’s gun” of the film: introduced briefly in the first act, he inevitably turns up again in the third act, parachuted in by the magic of rumored reshoots even though his contribution to the narrative amounts to absolutely nothing. It’s always nice to see him, but if you took him out, it wouldn’t drastically change the picture. Speaking of reshoots, there’s a Frankenstein nature to the proceedings that provides evidence for the reports that Wick directorChad Stahelski refilmed much of the movie after Wiseman’s first draft came up short. While the first act is a murky, enervated slog, things seem to pick up in the middle, with a more eye-catching color scheme, a creative, free-flowing use of the camera, and some of the more inventive, oddball action that has become part and parcel of the franchise—most notably in a scene where de Armas and an enemy smash a pile of dinner plates over each other’s heads with manic Three Stooges-like energy. Unfortunately, there’s also a sadistic edge to a lot of the action this time as well, particularly in a climactic fight involving flamethrowers that badly wants to emulate the famous overhead apartment shot from John Wick: Chapter 4 but goes on for far too long and ultimately becomes actively unpleasant. That’s a problem with even the better action on hand in Ballerina, as if the filmmakers want to make up for the film’s deficiencies by overdoing what the series is best known for. Hatten’s script was an original piece that was rewritten to fit into the John Wick universe, with elements introduced in John Wick: Chapter 3 – Parabellum to pave the way for the arrival of Eve and Ballerina. But this reverse engineering highlights the pitfalls of trying to create a cinematic universe without stopping to wonder whether it’s a good idea. Watching John Wick stonily fight and slaughter his way through his off-center world and its population of funky, eccentric weirdos has been fantastic funbecause of the unique nature of the character and that world. But dropping the more conventional, cliched tropes of Ballerina into the mix, along with a protagonistnot nearly as compelling, only exemplifies that the John Wick movies are character-driven first and foremost. All the brutal action, heavy-handed callbacks, and predictable cameos in the world can’t make this Ballerina into a better dancer. Ballerina opens in theaters in the U.S. on Friday, June 6. 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    Ballerina Review: Ana de Armas Vehicle Doesn’t Hold A Candle To the John Wick Movies
    Ballerina is what happens when a studio wants to extend a franchise but really has no reason to do so except a financial one. Subtitled From The World of John Wick, this action thriller contains too much action and precious little thrills. Directed (maybe) by Len Wiseman of Underworld fame, Ballerina is set in the same universe as the four majestic adrenaline epics starring Keanu Reeves, and incorporates as many elements from those films as possible, including the Continental Hotel and the Ruska Roma, not to mention appearances from Ian McShane, Anjelica Huston, the late, great Lance Reddick, and Mr. Reeves himself. But what is also found in ample supply in the John Wick movies and sadly missing in Ballerina is heart, character, and a sense of conviction. At the center of the movie is a miscast, utterly bland Ana de Armas as Eve Macarro, whose father’s death sent her as a little girl into the custody of McShane’s Winston Scott and, eventually, the tutelage of the Director (Huston) of the Ruska Roma ballet/assassin school. It’s there that Eve goes through the usual training montage, with her inability to dance only matched by her evident aptitude at killing and fighting. Once her training is complete, Eve is sent out into the world on Ruska Roma business, but of course her main goal is avenging her dad, who was killed by members of a mysterious cult led by the enigmatic Chancellor (Gabriel Byrne). No sooner can you say “she’s gone rogue” than she does just that, jetting off to Prague in pursuit of a cult member (Norman Reedus) who’s trying to get himself and his own little daughter out from under the Chancellor’s thumb, while finding herself at odds with the Director and pursued by the Chancellor’s minions at every turn. The movie’s thin “lady vengeance” premise, which we’ve seen countless times before, is reheated once again by screenwriter Shay Hatten, who has co-written the last two John Wick entries but seems lost here. Unlike John Wick himself, whose single-minded quest for revenge over the death of his dog took on mythic overtones as more layers to both John and the surreal world of elegant criminality in which he moved were revealed, Eve has nothing to define her that hasn’t been done or said before. It doesn’t help that Armas, while up to the role’s physicality, offers nothing in terms of personality—she’s an empty vessel. Which is a shame, since she’s displayed earthiness (Knives Out), complexity (Blonde), and a sexy playfulness (No Time to Die) in previous work. The rest of the non-Wick cast is forgettable as well, with Byrne’s Chancellor and his entire regime badly underdeveloped, and Reedus completely wasted in what amounts to maybe two scenes. McShane, Reddick, and Huston just go through their paces, spouting lots of portentous lines about “choice” and “fate” that ring mostly hollow, as does a late-stage twist that carries no weight because one of the characters involved barely registers. As for the Baba Yaga himself, the largely non-verbal Reeves is the “Chekhov’s gun” of the film: introduced briefly in the first act, he inevitably turns up again in the third act, parachuted in by the magic of rumored reshoots even though his contribution to the narrative amounts to absolutely nothing. It’s always nice to see him, but if you took him out, it wouldn’t drastically change the picture. Speaking of reshoots, there’s a Frankenstein nature to the proceedings that provides evidence for the reports that Wick director (and franchise torch-bearer) Chad Stahelski refilmed much of the movie after Wiseman’s first draft came up short. While the first act is a murky, enervated slog, things seem to pick up in the middle, with a more eye-catching color scheme (such as a sequence in a neon-lit club reminiscent of a similar scene in the magnificent John Wick: Chapter 4), a creative, free-flowing use of the camera, and some of the more inventive, oddball action that has become part and parcel of the franchise—most notably in a scene where de Armas and an enemy smash a pile of dinner plates over each other’s heads with manic Three Stooges-like energy. Unfortunately, there’s also a sadistic edge to a lot of the action this time as well, particularly in a climactic fight involving flamethrowers that badly wants to emulate the famous overhead apartment shot from John Wick: Chapter 4 but goes on for far too long and ultimately becomes actively unpleasant. That’s a problem with even the better action on hand in Ballerina, as if the filmmakers want to make up for the film’s deficiencies by overdoing what the series is best known for. Hatten’s script was an original piece that was rewritten to fit into the John Wick universe, with elements introduced in John Wick: Chapter 3 – Parabellum to pave the way for the arrival of Eve and Ballerina. But this reverse engineering highlights the pitfalls of trying to create a cinematic universe without stopping to wonder whether it’s a good idea. Watching John Wick stonily fight and slaughter his way through his off-center world and its population of funky, eccentric weirdos has been fantastic fun (the threat of an arc-undermining John Wick 5 notwithstanding) because of the unique nature of the character and that world. But dropping the more conventional, cliched tropes of Ballerina into the mix, along with a protagonist (and actor) not nearly as compelling, only exemplifies that the John Wick movies are character-driven first and foremost. All the brutal action, heavy-handed callbacks, and predictable cameos in the world can’t make this Ballerina into a better dancer. Ballerina opens in theaters in the U.S. on Friday, June 6. Join our mailing list Get the best of Den of Geek delivered right to your inbox!
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