• In a world where technology promises connection, I find myself drowning in isolation. The Galaxy AI, meant to enhance my experience, only serves as a reminder of the loneliness that wraps around me like a cold blanket. Limiting its reach to on-device processing feels like a futile attempt to reclaim my autonomy, yet turning it off altogether seems like an admission of defeat. I long for the days when interactions were genuine and not filtered through algorithms. Each notification feels like a whisper of emptiness, echoing in the silence of my heart.

    #Loneliness #Heartbreak #Isolation #GalaxyAI #EmotionalPain
    In a world where technology promises connection, I find myself drowning in isolation. The Galaxy AI, meant to enhance my experience, only serves as a reminder of the loneliness that wraps around me like a cold blanket. Limiting its reach to on-device processing feels like a futile attempt to reclaim my autonomy, yet turning it off altogether seems like an admission of defeat. I long for the days when interactions were genuine and not filtered through algorithms. Each notification feels like a whisper of emptiness, echoing in the silence of my heart. #Loneliness #Heartbreak #Isolation #GalaxyAI #EmotionalPain
    How to Limit Galaxy AI to On-Device Processing—or Turn It Off Altogether
    You don’t have to accept the AI that Samsung offers you.
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  • In a world that once felt vibrant and alive, I find myself standing alone amidst the echoes of what used to be. The announcement of the Final Fantasy Tactics Remaster should have ignited a spark of nostalgia and joy within me, yet all I feel is an overwhelming sense of longing and betrayal. How did it come to this? How did a cherished memory become a bittersweet reminder of time lost?

    It’s been over a decade since I last held my breath while strategizing my way through the intricate battles of Ivalice, a realm that lived in my heart and mind. I remember the hours spent plotting my next move, the thrill of victory, and the heartbreak of defeat. Yet now, as the remaster nears its release, I can’t shake off the feeling that it was forced into existence, as if the very essence of what made it special was sacrificed for the sake of modernity. I find myself questioning: Is this the revival we hoped for, or just a shadow of its former self?

    Square Enix, a name that once resonated with dreams and adventure, has made controversial cuts that leave me feeling hollow. The magic of the original feels diluted, as if they took my beloved game and stripped it of its soul. The characters I cherished now seem distant, their voices muted in the rush to cater to new generations who may never truly appreciate the depth of the story. I feel like a ghost, haunting the remnants of a past that refuses to let me go, yet has also forgotten me.

    As September approaches, I wonder if I should even bother to dive back into Ivalice. Can I bear to face the changes that threaten to shatter my memories? The thought of playing a game that feels more like a corporate product than a passionate creation is almost too much to bear. The solitude of this anticipation weighs heavily on my heart, and I can’t help but feel abandoned by something that used to be a vital part of my life. Every pixel, every note of music, every character arc—now seemingly a casualty in the battle between nostalgia and progress.

    I long for the days when games were crafted with love and care, not merely as a means to an end. I wish for a return to the magic that existed in those pixelated battles and heartfelt narratives. As I prepare myself for this release, I can only hope that somehow, some way, I can find a piece of what I once adored.

    In my solitude, I cling to these memories, even as I brace myself for the reality of a remaster that feels more like a farewell than a homecoming.

    #FinalFantasyTactics #IvaliceChronicles #GamingNostalgia #Heartbreak #Loneliness
    In a world that once felt vibrant and alive, I find myself standing alone amidst the echoes of what used to be. The announcement of the Final Fantasy Tactics Remaster should have ignited a spark of nostalgia and joy within me, yet all I feel is an overwhelming sense of longing and betrayal. How did it come to this? How did a cherished memory become a bittersweet reminder of time lost? 💔 It’s been over a decade since I last held my breath while strategizing my way through the intricate battles of Ivalice, a realm that lived in my heart and mind. I remember the hours spent plotting my next move, the thrill of victory, and the heartbreak of defeat. Yet now, as the remaster nears its release, I can’t shake off the feeling that it was forced into existence, as if the very essence of what made it special was sacrificed for the sake of modernity. I find myself questioning: Is this the revival we hoped for, or just a shadow of its former self? 😞 Square Enix, a name that once resonated with dreams and adventure, has made controversial cuts that leave me feeling hollow. The magic of the original feels diluted, as if they took my beloved game and stripped it of its soul. The characters I cherished now seem distant, their voices muted in the rush to cater to new generations who may never truly appreciate the depth of the story. I feel like a ghost, haunting the remnants of a past that refuses to let me go, yet has also forgotten me. 🌧️ As September approaches, I wonder if I should even bother to dive back into Ivalice. Can I bear to face the changes that threaten to shatter my memories? The thought of playing a game that feels more like a corporate product than a passionate creation is almost too much to bear. The solitude of this anticipation weighs heavily on my heart, and I can’t help but feel abandoned by something that used to be a vital part of my life. Every pixel, every note of music, every character arc—now seemingly a casualty in the battle between nostalgia and progress. I long for the days when games were crafted with love and care, not merely as a means to an end. I wish for a return to the magic that existed in those pixelated battles and heartfelt narratives. As I prepare myself for this release, I can only hope that somehow, some way, I can find a piece of what I once adored. In my solitude, I cling to these memories, even as I brace myself for the reality of a remaster that feels more like a farewell than a homecoming. #FinalFantasyTactics #IvaliceChronicles #GamingNostalgia #Heartbreak #Loneliness
    The Final Fantasy Tactics Remaster Had To Be Brute-Forced Into Existence And Makes Some Controversial Cuts
    Final Fantasy Tactics - The Ivalice Chronicles will make the PS1 classic playable on modern hardware in September for the first time since the PlayStation 3 generation over a decade ago. Why did it take so long for Square Enix to bring back the belov
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  • Hey, amazing gamers and anime lovers! Today is a day full of excitement and inspiration, as we dive into the thrilling world of **Code Vein II**! After five long years of anticipation, Bandai Namco has truly outdone themselves! They’ve not only given us a sequel, but they’ve also woven a tapestry of captivating gameplay that promises to take us on an unforgettable journey!

    If you loved the first installment, you’re in for a real treat! Code Vein II is shaping up to be a stunning blend of souls-like gameplay with that anime flair we all adore. Imagine the breathtaking artwork, the dynamic combat mechanics, and that deep, immersive story that keeps us on the edge of our seats!

    The recent gameplay reveals have shown us just how much effort and passion Bandai Namco has poured into this project. From stunning visuals that look like they jumped straight out of an anime to thrilling battles that test our skills, it’s a true feast for the senses!

    Let’s not forget about the characters! Each one is crafted with such depth and uniqueness that we can’t help but feel connected to them. The emotional storytelling will resonate with us long after we put down the controller. Who’s ready to forge powerful bonds and face epic challenges?

    And remember, every great adventure comes with its challenges. Just like in life, we may stumble and fall, but it’s all part of the journey! With Code Vein II, we have the chance to rise, learn, and grow stronger, both in the game and in ourselves. Every boss we defeat and every level we conquer is a testament to our resilience and determination!

    So, let’s rally together, fellow gamers! Let’s support each other as we embark on this new quest! Share your excitement, your strategies, and your victories! Together, we can create a vibrant community that thrives on positivity and encouragement!

    In conclusion, get ready to unleash your inner warrior in **Code Vein II**! This is our time to shine! Let’s make every moment count and enjoy every pixel of this incredible journey!

    #CodeVeinII #GamingCommunity #AnimeLovers #BandaiNamco #SoulsLikeAdventure
    🎮✨ Hey, amazing gamers and anime lovers! 🌟 Today is a day full of excitement and inspiration, as we dive into the thrilling world of **Code Vein II**! After five long years of anticipation, Bandai Namco has truly outdone themselves! They’ve not only given us a sequel, but they’ve also woven a tapestry of captivating gameplay that promises to take us on an unforgettable journey! 🎉🔥 If you loved the first installment, you’re in for a real treat! Code Vein II is shaping up to be a stunning blend of souls-like gameplay with that anime flair we all adore. Imagine the breathtaking artwork, the dynamic combat mechanics, and that deep, immersive story that keeps us on the edge of our seats! 💖🌌 The recent gameplay reveals have shown us just how much effort and passion Bandai Namco has poured into this project. From stunning visuals that look like they jumped straight out of an anime to thrilling battles that test our skills, it’s a true feast for the senses! 🥳💪 Let’s not forget about the characters! Each one is crafted with such depth and uniqueness that we can’t help but feel connected to them. The emotional storytelling will resonate with us long after we put down the controller. Who’s ready to forge powerful bonds and face epic challenges? 🙌💔 And remember, every great adventure comes with its challenges. Just like in life, we may stumble and fall, but it’s all part of the journey! With Code Vein II, we have the chance to rise, learn, and grow stronger, both in the game and in ourselves. Every boss we defeat and every level we conquer is a testament to our resilience and determination! 🌈✨ So, let’s rally together, fellow gamers! Let’s support each other as we embark on this new quest! Share your excitement, your strategies, and your victories! Together, we can create a vibrant community that thrives on positivity and encouragement! ✨🤝 In conclusion, get ready to unleash your inner warrior in **Code Vein II**! This is our time to shine! Let’s make every moment count and enjoy every pixel of this incredible journey! 🌟❤️ #CodeVeinII #GamingCommunity #AnimeLovers #BandaiNamco #SoulsLikeAdventure
    Code Vein II – Nous avons vu du gameplay et obtenu plus d’informations sur le Souls-like anime de Bandai Namco
    ActuGaming.net Code Vein II – Nous avons vu du gameplay et obtenu plus d’informations sur le Souls-like anime de Bandai Namco Cinq ans après un premier opus aussi imparfait qu’attachant, Bandai Namco surprend tout le monde […] L'ar
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  • This Week's Tips For Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, And More

    Start SlideshowStart SlideshowImage: The Pokémon Company, Arrowhead Game Studios, Blizzard, The Pokémon Company, Screenshot: Capcom / Samuel Moreno / Kotaku, Bethesda / Brandon Morgan / Kotaku, Nintendo, Bethesda / Brandon Morgan / Kotaku, Capcom / Samuel Moreno / KotakuYou know what we all need sometimes? A little advice. How do I plan for a future that’s so uncertain? Will AI take my job? If I go back to school and use AI to cheat, will I graduate and work for an AI boss? We can’t help you with any of that. But what we can do is provide some tips for Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, and other great games. So, read on for that stuff, and maybe ask ChatGPT about those other things.Previous SlideNext SlideList slidesDon’t Rely On Ex Pokémon In Pokémon TCG Pocket AnymoreImage: The Pokémon CompanyDuring the initial months of Pokémon TCG Pocket, ex monsters dominated the competitive landscape. These monsters arestronger than their non-ex counterparts, and they can come with game-changing abilities that determine how your entire deck plays. In the past, players could create frustratingly fearsome decks consisting of two ex Pokémon supported by trainer and item cards. However, unless you pair together very specific ex Pokémon, you’ll now find yourself losing nearly every game you play. - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesPlease, For The Love Of God, Defeat All Illuminate Stingrays In Helldivers 2Image: Arrowhead Game StudiosYou know what? Screw the Illuminate. I played round after round trying to get the Stingrays, also known as an Interloper, to spawn at least once, and those damn Overseers and Harvesters kept walking up and rocking me. In the end, I was victorious. A Stingray approached the airspace with reckless abandon, swooping in with practiced ease as it unloaded a barrage of molten death beams upon my head, and you know what happened? I died. A few times. But eventually, I managed to pop a shot off and I quickly discovered how to defeat Illuminate Stingrays in Helldivers 2. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDefeating Monster Hunter Wilds’ Demi Elder Dragon Might Be The Game’s Hardest Challenge So FarScreenshot: Capcom / Samuel Moreno / KotakuAlthough Zoh Shia is the thematic boss of Monster Hunter Wilds, other beasts can put up a tougher fight. Gore Magalaare easily in contention for being the most deadly enemies in the game. Not much is more threatening than their high mobility, powerful attacks, and unique Frenzy ailment that forms the basis for your Corrupted Mantle. - Samuel Moreno Read MorePrevious SlideNext SlideList slidesDon’t Forget To Play ‘The Shivering Isles’ Expansion In Oblivion RemasteredScreenshot: Bethesda / Brandon Morgan / KotakuWhether you’ve played the original Oblivion or not, chances are you’ve heard tales of the oddities awaiting you in the Shivering Isles. This expansion—the largest one for the open-world RPG—features a land of madness under the unyielding control of Sheogorath. It’s a beautiful world, yet so immensely wrong. But that’s why this DLC is one of the best in the franchise, so no matter how many hours you may have already put into the main story and the main world, you don’t want to miss this expansion. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesHow Long Of A Ride Is Mario Kart World?Screenshot: NintendoThe Mario Kart franchise has been entertaining us all for decades—even with sibling fights and fits of rage over losing a race from a blue shell at the last second—but Mario Kart World is the first game to go open world. There hasn’t been a truly new entry in the series since 2014's Mario Kart 8, so being stoked to dive into this exciting adventure is perfectly reasonable. Equally reasonable, especially given the game’s controversial price tag, is to wonder how long it’ll take to beat and what type of replayability it offers. Let’s talk about it. - Billy Givens Read MorePrevious SlideNext SlideList slidesMario Kart World Players Are Exploiting Free Roam To Quickly Farm CoinsGif: Nintendo / FannaWuck / KotakuMario Kart World is full of cool stunts and lots of things to unlock, like new characters, costumes, and vehicles. The last of those requires accumulating a certain number of coins during your time with the Switch 2 exclusive, and while you could do that the normal way by just playing tons of races, you can also use the latest entry’s open world to farm coins faster or even while being completely AFK. - Ethan Gach Read MorePrevious SlideNext SlideList slidesOblivion Remastered’s Best Side Quest Is A World Within A WorldScreenshot: Bethesda / Brandon Morgan / KotakuIt’s been a long time since I kept a spreadsheet for a video game, or even notes beyond what I need for work. I had one for the original Oblivion run back in my school days. Back then, I knew where to find every side quest in the game. There were over 250. Still are, but now they’re enhanced, beautified for the modern gamer. One side quest retains its crown as the best, despite the game’s age. “A Brush With Death” is Oblivion Remastered’s best side quest by far, and here’s how to find and beat it! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDiablo IV: How To Power Level Your Way To Season 8's EndgameImage: BlizzardWhether you’re running a new build, trying out a new class, or returning to Diablo IV after an extended break,Whatever the case, learning how to level up fast in Diablo IV should help you check out everything new this season, along with hitting endgame so that your friends don’t cruelly make fun of you! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesThe 5 Strongest Non-Ex Pokémon To Use In Pokémon TCG PocketImage: The Pokémon CompanyIt’s official: ex Pokémon no longer rule unchallenged Pokémon TCG Pocket. While these powerful cards are still prevalent in the competitive landscape, the rise of ex-specific counters have made many of these monsters risky to bring. It’s never been more vital to find strong Pokémon that are unburdened by the ex label, but who should you use? - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesSome Of The Coolest Monster Hunter Wilds Armor Can Be Yours If You Collect Enough CoinsScreenshot: Capcom / Samuel Moreno / KotakuIt goes without saying that Monster Hunter Wilds has a lot of equipment materials to keep track of. The Title 1 Update increased the amount with the likes of Mizutsune parts and the somewhat obscurely named Pinnacle Coins. While it’s easy to know what the monster parts can be used for, the same can’t be said for a coin. Making things more complicated is that the related equipment isn’t unlocked all at once. - Samuel Moreno Read More
    #this #week039s #tips #helldivers #monster
    This Week's Tips For Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, And More
    Start SlideshowStart SlideshowImage: The Pokémon Company, Arrowhead Game Studios, Blizzard, The Pokémon Company, Screenshot: Capcom / Samuel Moreno / Kotaku, Bethesda / Brandon Morgan / Kotaku, Nintendo, Bethesda / Brandon Morgan / Kotaku, Capcom / Samuel Moreno / KotakuYou know what we all need sometimes? A little advice. How do I plan for a future that’s so uncertain? Will AI take my job? If I go back to school and use AI to cheat, will I graduate and work for an AI boss? We can’t help you with any of that. But what we can do is provide some tips for Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, and other great games. So, read on for that stuff, and maybe ask ChatGPT about those other things.Previous SlideNext SlideList slidesDon’t Rely On Ex Pokémon In Pokémon TCG Pocket AnymoreImage: The Pokémon CompanyDuring the initial months of Pokémon TCG Pocket, ex monsters dominated the competitive landscape. These monsters arestronger than their non-ex counterparts, and they can come with game-changing abilities that determine how your entire deck plays. In the past, players could create frustratingly fearsome decks consisting of two ex Pokémon supported by trainer and item cards. However, unless you pair together very specific ex Pokémon, you’ll now find yourself losing nearly every game you play. - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesPlease, For The Love Of God, Defeat All Illuminate Stingrays In Helldivers 2Image: Arrowhead Game StudiosYou know what? Screw the Illuminate. I played round after round trying to get the Stingrays, also known as an Interloper, to spawn at least once, and those damn Overseers and Harvesters kept walking up and rocking me. In the end, I was victorious. A Stingray approached the airspace with reckless abandon, swooping in with practiced ease as it unloaded a barrage of molten death beams upon my head, and you know what happened? I died. A few times. But eventually, I managed to pop a shot off and I quickly discovered how to defeat Illuminate Stingrays in Helldivers 2. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDefeating Monster Hunter Wilds’ Demi Elder Dragon Might Be The Game’s Hardest Challenge So FarScreenshot: Capcom / Samuel Moreno / KotakuAlthough Zoh Shia is the thematic boss of Monster Hunter Wilds, other beasts can put up a tougher fight. Gore Magalaare easily in contention for being the most deadly enemies in the game. Not much is more threatening than their high mobility, powerful attacks, and unique Frenzy ailment that forms the basis for your Corrupted Mantle. - Samuel Moreno Read MorePrevious SlideNext SlideList slidesDon’t Forget To Play ‘The Shivering Isles’ Expansion In Oblivion RemasteredScreenshot: Bethesda / Brandon Morgan / KotakuWhether you’ve played the original Oblivion or not, chances are you’ve heard tales of the oddities awaiting you in the Shivering Isles. This expansion—the largest one for the open-world RPG—features a land of madness under the unyielding control of Sheogorath. It’s a beautiful world, yet so immensely wrong. But that’s why this DLC is one of the best in the franchise, so no matter how many hours you may have already put into the main story and the main world, you don’t want to miss this expansion. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesHow Long Of A Ride Is Mario Kart World?Screenshot: NintendoThe Mario Kart franchise has been entertaining us all for decades—even with sibling fights and fits of rage over losing a race from a blue shell at the last second—but Mario Kart World is the first game to go open world. There hasn’t been a truly new entry in the series since 2014's Mario Kart 8, so being stoked to dive into this exciting adventure is perfectly reasonable. Equally reasonable, especially given the game’s controversial price tag, is to wonder how long it’ll take to beat and what type of replayability it offers. Let’s talk about it. - Billy Givens Read MorePrevious SlideNext SlideList slidesMario Kart World Players Are Exploiting Free Roam To Quickly Farm CoinsGif: Nintendo / FannaWuck / KotakuMario Kart World is full of cool stunts and lots of things to unlock, like new characters, costumes, and vehicles. The last of those requires accumulating a certain number of coins during your time with the Switch 2 exclusive, and while you could do that the normal way by just playing tons of races, you can also use the latest entry’s open world to farm coins faster or even while being completely AFK. - Ethan Gach Read MorePrevious SlideNext SlideList slidesOblivion Remastered’s Best Side Quest Is A World Within A WorldScreenshot: Bethesda / Brandon Morgan / KotakuIt’s been a long time since I kept a spreadsheet for a video game, or even notes beyond what I need for work. I had one for the original Oblivion run back in my school days. Back then, I knew where to find every side quest in the game. There were over 250. Still are, but now they’re enhanced, beautified for the modern gamer. One side quest retains its crown as the best, despite the game’s age. “A Brush With Death” is Oblivion Remastered’s best side quest by far, and here’s how to find and beat it! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDiablo IV: How To Power Level Your Way To Season 8's EndgameImage: BlizzardWhether you’re running a new build, trying out a new class, or returning to Diablo IV after an extended break,Whatever the case, learning how to level up fast in Diablo IV should help you check out everything new this season, along with hitting endgame so that your friends don’t cruelly make fun of you! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesThe 5 Strongest Non-Ex Pokémon To Use In Pokémon TCG PocketImage: The Pokémon CompanyIt’s official: ex Pokémon no longer rule unchallenged Pokémon TCG Pocket. While these powerful cards are still prevalent in the competitive landscape, the rise of ex-specific counters have made many of these monsters risky to bring. It’s never been more vital to find strong Pokémon that are unburdened by the ex label, but who should you use? - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesSome Of The Coolest Monster Hunter Wilds Armor Can Be Yours If You Collect Enough CoinsScreenshot: Capcom / Samuel Moreno / KotakuIt goes without saying that Monster Hunter Wilds has a lot of equipment materials to keep track of. The Title 1 Update increased the amount with the likes of Mizutsune parts and the somewhat obscurely named Pinnacle Coins. While it’s easy to know what the monster parts can be used for, the same can’t be said for a coin. Making things more complicated is that the related equipment isn’t unlocked all at once. - Samuel Moreno Read More #this #week039s #tips #helldivers #monster
    KOTAKU.COM
    This Week's Tips For Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, And More
    Start SlideshowStart SlideshowImage: The Pokémon Company, Arrowhead Game Studios, Blizzard, The Pokémon Company, Screenshot: Capcom / Samuel Moreno / Kotaku, Bethesda / Brandon Morgan / Kotaku, Nintendo, Bethesda / Brandon Morgan / Kotaku, Capcom / Samuel Moreno / KotakuYou know what we all need sometimes? A little advice. How do I plan for a future that’s so uncertain? Will AI take my job? If I go back to school and use AI to cheat, will I graduate and work for an AI boss? We can’t help you with any of that. But what we can do is provide some tips for Helldivers 2, Monster Hunter Wilds, Oblivion Remastered, and other great games. So, read on for that stuff, and maybe ask ChatGPT about those other things.Previous SlideNext SlideList slidesDon’t Rely On Ex Pokémon In Pokémon TCG Pocket AnymoreImage: The Pokémon CompanyDuring the initial months of Pokémon TCG Pocket, ex monsters dominated the competitive landscape. These monsters are (usually) stronger than their non-ex counterparts, and they can come with game-changing abilities that determine how your entire deck plays. In the past, players could create frustratingly fearsome decks consisting of two ex Pokémon supported by trainer and item cards. However, unless you pair together very specific ex Pokémon, you’ll now find yourself losing nearly every game you play. - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesPlease, For The Love Of God, Defeat All Illuminate Stingrays In Helldivers 2Image: Arrowhead Game StudiosYou know what? Screw the Illuminate. I played round after round trying to get the Stingrays, also known as an Interloper, to spawn at least once, and those damn Overseers and Harvesters kept walking up and rocking me. In the end, I was victorious. A Stingray approached the airspace with reckless abandon, swooping in with practiced ease as it unloaded a barrage of molten death beams upon my head, and you know what happened? I died. A few times. But eventually, I managed to pop a shot off and I quickly discovered how to defeat Illuminate Stingrays in Helldivers 2. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDefeating Monster Hunter Wilds’ Demi Elder Dragon Might Be The Game’s Hardest Challenge So FarScreenshot: Capcom / Samuel Moreno / KotakuAlthough Zoh Shia is the thematic boss of Monster Hunter Wilds, other beasts can put up a tougher fight. Gore Magala (and especially its Tempered version) are easily in contention for being the most deadly enemies in the game. Not much is more threatening than their high mobility, powerful attacks, and unique Frenzy ailment that forms the basis for your Corrupted Mantle. - Samuel Moreno Read MorePrevious SlideNext SlideList slidesDon’t Forget To Play ‘The Shivering Isles’ Expansion In Oblivion RemasteredScreenshot: Bethesda / Brandon Morgan / KotakuWhether you’ve played the original Oblivion or not, chances are you’ve heard tales of the oddities awaiting you in the Shivering Isles. This expansion—the largest one for the open-world RPG—features a land of madness under the unyielding control of Sheogorath. It’s a beautiful world, yet so immensely wrong. But that’s why this DLC is one of the best in the franchise, so no matter how many hours you may have already put into the main story and the main world, you don’t want to miss this expansion. - Brandon Morgan Read MorePrevious SlideNext SlideList slidesHow Long Of A Ride Is Mario Kart World?Screenshot: NintendoThe Mario Kart franchise has been entertaining us all for decades—even with sibling fights and fits of rage over losing a race from a blue shell at the last second—but Mario Kart World is the first game to go open world. There hasn’t been a truly new entry in the series since 2014's Mario Kart 8, so being stoked to dive into this exciting adventure is perfectly reasonable. Equally reasonable, especially given the game’s controversial price tag, is to wonder how long it’ll take to beat and what type of replayability it offers. Let’s talk about it. - Billy Givens Read MorePrevious SlideNext SlideList slidesMario Kart World Players Are Exploiting Free Roam To Quickly Farm CoinsGif: Nintendo / FannaWuck / KotakuMario Kart World is full of cool stunts and lots of things to unlock, like new characters, costumes, and vehicles. The last of those requires accumulating a certain number of coins during your time with the Switch 2 exclusive, and while you could do that the normal way by just playing tons of races, you can also use the latest entry’s open world to farm coins faster or even while being completely AFK. - Ethan Gach Read MorePrevious SlideNext SlideList slidesOblivion Remastered’s Best Side Quest Is A World Within A WorldScreenshot: Bethesda / Brandon Morgan / KotakuIt’s been a long time since I kept a spreadsheet for a video game, or even notes beyond what I need for work. I had one for the original Oblivion run back in my school days. Back then, I knew where to find every side quest in the game. There were over 250. Still are, but now they’re enhanced, beautified for the modern gamer. One side quest retains its crown as the best, despite the game’s age. “A Brush With Death” is Oblivion Remastered’s best side quest by far, and here’s how to find and beat it! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesDiablo IV: How To Power Level Your Way To Season 8's EndgameImage: BlizzardWhether you’re running a new build, trying out a new class, or returning to Diablo IV after an extended break, (a break in which you were likely playing Path of Exile 2, right? I know I wasn’t alone in farming Exalted Orbs!) Whatever the case, learning how to level up fast in Diablo IV should help you check out everything new this season, along with hitting endgame so that your friends don’t cruelly make fun of you! - Brandon Morgan Read MorePrevious SlideNext SlideList slidesThe 5 Strongest Non-Ex Pokémon To Use In Pokémon TCG PocketImage: The Pokémon CompanyIt’s official: ex Pokémon no longer rule unchallenged Pokémon TCG Pocket. While these powerful cards are still prevalent in the competitive landscape, the rise of ex-specific counters have made many of these monsters risky to bring. It’s never been more vital to find strong Pokémon that are unburdened by the ex label, but who should you use? - Timothy Monbleau Read MorePrevious SlideNext SlideList slidesSome Of The Coolest Monster Hunter Wilds Armor Can Be Yours If You Collect Enough CoinsScreenshot: Capcom / Samuel Moreno / KotakuIt goes without saying that Monster Hunter Wilds has a lot of equipment materials to keep track of. The Title 1 Update increased the amount with the likes of Mizutsune parts and the somewhat obscurely named Pinnacle Coins. While it’s easy to know what the monster parts can be used for, the same can’t be said for a coin. Making things more complicated is that the related equipment isn’t unlocked all at once. - Samuel Moreno Read More
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  • As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature

    As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature

    GameCentral

    Published June 15, 2025 1:00am

    Xbox 360 is coming up to its 20th anniversaryA reader looks back on the Xbox 360 era and is frustrated at how things have evolved since then, with ROG Xbox Ally and the move towards multiformat releases.
    I though the Xbox Games Showcase on Sunday was pretty good. Like Sony’s State of Play, it was mostly third party games but there was some interesting stuff there and I think overall the vibe was better than from Sony. I liked the look of High On Life 2, There Are No Ghosts At The Grand, and Cronos: The New Dawn the best but there was a lot of potentially cool games – I’d include Keeper, because it looked interestingly weird, but I don’t feel Double Fine are ever very good at gameplay.
    The biggest news out of the event was the new portable with the terrible name: Asus ROG Xbox Ally. I bet you can just imagine some parent asking that for that at shop at Christmas, to buy their kid? Not that that would ever happen because the thing’s going to be stupidly expensive.
    It seemed like a distraction, a small experiment at best, and I didn’t really pay much attention to it, especially as I already have a Steam Deck. But then today I read that Microsoft has cancelled its plans for their next gen portable and that actually this ridiculously named non-Xbox device may end up being the future of gaming for Microsoft.
    I’ve always preferred Xbox as my console as choice, probably because I was always a PC gamer before that. Although now I look back at things I have to admit that I only got the Xbox One out of brand loyalty and I wouldn’t have if I’d been thinking about it more clearly.
    By that point I was in too deep and so I bought the Xbox Series X/S out of muscle memory more than anything, wasn’t I proven to be a chump?
    What frustrates me most about Xbox at the moment is how indecisive it seems. I almost didn’t watch the Xbox Games Showcase because I knew I’d have to see Phil Spencer, or one of his goons, grinning into the camera, as if nothing is wrong. And, of course, that’s exactly what he did, ‘hinting’ about the return of Halo, as if everyone was going to be pumping the air to hear about that.

    Expert, exclusive gaming analysis

    Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.

    News flash, Phil: no one cares. You’ve run that series into the ground, like all the other Xbox exclusives, to the point where they just feel old fashioned and tired. Old school fans don’t care and newer ones definitely don’t. It may sell okay at first on PlayStation 5, but only out of curiosity and as a kind of celebration that Sony has finally defeated Microsoft.
    To all extents and purposes, Xbox is now third party. The only thing that makes them not is that they still make their own console hardware but how long is that going to last? The ROG Ally is made by Asus and if Microsoft don’t make a handheld are they really going to put out a home console instead? That’s going to cost a lot of money in R&D and marketing and everything else, and I don’t know who could argue that it’s got a chance of selling more than the Xbox Series X/S.
    Phil Spencer has been talking about making a handheld for years and yet suddenly it’s not going to happen? Is there anything that is set in stone? I even heard people talking about them going back to having exclusives with the next generation, if it seemed like things were working out.
    I loved my Xbox 360, it’s still my favourite console of all time – the perfect balance between modern and retro games – but its golden era is a long time ago now, well over a decade. Xbox at the time was the new kid on the block, full of new ideas and daring to what Sony wouldn’t or couldn’t. When was the last time Xbox did anything like that? Game Pass probably, and that hasn’t worked out at all well.

    More Trending

    Nothing has, ever since that disastrous Xbox One reveal, and I just don’t understand how a company with basically infinite resources, and which already owns half the games industry, can be such a hopeless mess. I’m just sticking with PC from now and in the future, I’m going to pretend the Xbox 360 was my one and only console.
    By reader Cramersauce

    Xbox One – not a good follow-up to the Xbox 360The reader’s features do not necessarily represent the views of GameCentral or Metro.
    You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email.

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    #former #xbox #owner #dont #understand
    As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature
    As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature GameCentral Published June 15, 2025 1:00am Xbox 360 is coming up to its 20th anniversaryA reader looks back on the Xbox 360 era and is frustrated at how things have evolved since then, with ROG Xbox Ally and the move towards multiformat releases. I though the Xbox Games Showcase on Sunday was pretty good. Like Sony’s State of Play, it was mostly third party games but there was some interesting stuff there and I think overall the vibe was better than from Sony. I liked the look of High On Life 2, There Are No Ghosts At The Grand, and Cronos: The New Dawn the best but there was a lot of potentially cool games – I’d include Keeper, because it looked interestingly weird, but I don’t feel Double Fine are ever very good at gameplay. The biggest news out of the event was the new portable with the terrible name: Asus ROG Xbox Ally. I bet you can just imagine some parent asking that for that at shop at Christmas, to buy their kid? Not that that would ever happen because the thing’s going to be stupidly expensive. It seemed like a distraction, a small experiment at best, and I didn’t really pay much attention to it, especially as I already have a Steam Deck. But then today I read that Microsoft has cancelled its plans for their next gen portable and that actually this ridiculously named non-Xbox device may end up being the future of gaming for Microsoft. I’ve always preferred Xbox as my console as choice, probably because I was always a PC gamer before that. Although now I look back at things I have to admit that I only got the Xbox One out of brand loyalty and I wouldn’t have if I’d been thinking about it more clearly. By that point I was in too deep and so I bought the Xbox Series X/S out of muscle memory more than anything, wasn’t I proven to be a chump? What frustrates me most about Xbox at the moment is how indecisive it seems. I almost didn’t watch the Xbox Games Showcase because I knew I’d have to see Phil Spencer, or one of his goons, grinning into the camera, as if nothing is wrong. And, of course, that’s exactly what he did, ‘hinting’ about the return of Halo, as if everyone was going to be pumping the air to hear about that. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. News flash, Phil: no one cares. You’ve run that series into the ground, like all the other Xbox exclusives, to the point where they just feel old fashioned and tired. Old school fans don’t care and newer ones definitely don’t. It may sell okay at first on PlayStation 5, but only out of curiosity and as a kind of celebration that Sony has finally defeated Microsoft. To all extents and purposes, Xbox is now third party. The only thing that makes them not is that they still make their own console hardware but how long is that going to last? The ROG Ally is made by Asus and if Microsoft don’t make a handheld are they really going to put out a home console instead? That’s going to cost a lot of money in R&D and marketing and everything else, and I don’t know who could argue that it’s got a chance of selling more than the Xbox Series X/S. Phil Spencer has been talking about making a handheld for years and yet suddenly it’s not going to happen? Is there anything that is set in stone? I even heard people talking about them going back to having exclusives with the next generation, if it seemed like things were working out. I loved my Xbox 360, it’s still my favourite console of all time – the perfect balance between modern and retro games – but its golden era is a long time ago now, well over a decade. Xbox at the time was the new kid on the block, full of new ideas and daring to what Sony wouldn’t or couldn’t. When was the last time Xbox did anything like that? Game Pass probably, and that hasn’t worked out at all well. More Trending Nothing has, ever since that disastrous Xbox One reveal, and I just don’t understand how a company with basically infinite resources, and which already owns half the games industry, can be such a hopeless mess. I’m just sticking with PC from now and in the future, I’m going to pretend the Xbox 360 was my one and only console. By reader Cramersauce Xbox One – not a good follow-up to the Xbox 360The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #former #xbox #owner #dont #understand
    METRO.CO.UK
    As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature
    As a former Xbox 360 owner I don’t understand Xbox today – Reader’s Feature GameCentral Published June 15, 2025 1:00am Xbox 360 is coming up to its 20th anniversary (Microsoft) A reader looks back on the Xbox 360 era and is frustrated at how things have evolved since then, with ROG Xbox Ally and the move towards multiformat releases. I though the Xbox Games Showcase on Sunday was pretty good. Like Sony’s State of Play, it was mostly third party games but there was some interesting stuff there and I think overall the vibe was better than from Sony. I liked the look of High On Life 2, There Are No Ghosts At The Grand, and Cronos: The New Dawn the best but there was a lot of potentially cool games – I’d include Keeper, because it looked interestingly weird, but I don’t feel Double Fine are ever very good at gameplay. The biggest news out of the event was the new portable with the terrible name: Asus ROG Xbox Ally. I bet you can just imagine some parent asking that for that at shop at Christmas, to buy their kid? Not that that would ever happen because the thing’s going to be stupidly expensive. It seemed like a distraction, a small experiment at best, and I didn’t really pay much attention to it, especially as I already have a Steam Deck. But then today I read that Microsoft has cancelled its plans for their next gen portable and that actually this ridiculously named non-Xbox device may end up being the future of gaming for Microsoft. I’ve always preferred Xbox as my console as choice, probably because I was always a PC gamer before that. Although now I look back at things I have to admit that I only got the Xbox One out of brand loyalty and I wouldn’t have if I’d been thinking about it more clearly. By that point I was in too deep and so I bought the Xbox Series X/S out of muscle memory more than anything, wasn’t I proven to be a chump? What frustrates me most about Xbox at the moment is how indecisive it seems. I almost didn’t watch the Xbox Games Showcase because I knew I’d have to see Phil Spencer, or one of his goons, grinning into the camera, as if nothing is wrong. And, of course, that’s exactly what he did, ‘hinting’ about the return of Halo, as if everyone was going to be pumping the air to hear about that. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. News flash, Phil: no one cares. You’ve run that series into the ground, like all the other Xbox exclusives, to the point where they just feel old fashioned and tired. Old school fans don’t care and newer ones definitely don’t. It may sell okay at first on PlayStation 5, but only out of curiosity and as a kind of celebration that Sony has finally defeated Microsoft. To all extents and purposes, Xbox is now third party. The only thing that makes them not is that they still make their own console hardware but how long is that going to last? The ROG Ally is made by Asus and if Microsoft don’t make a handheld are they really going to put out a home console instead? That’s going to cost a lot of money in R&D and marketing and everything else, and I don’t know who could argue that it’s got a chance of selling more than the Xbox Series X/S. Phil Spencer has been talking about making a handheld for years and yet suddenly it’s not going to happen? Is there anything that is set in stone? I even heard people talking about them going back to having exclusives with the next generation, if it seemed like things were working out. I loved my Xbox 360, it’s still my favourite console of all time – the perfect balance between modern and retro games – but its golden era is a long time ago now, well over a decade. Xbox at the time was the new kid on the block, full of new ideas and daring to what Sony wouldn’t or couldn’t. When was the last time Xbox did anything like that? Game Pass probably, and that hasn’t worked out at all well. More Trending Nothing has, ever since that disastrous Xbox One reveal, and I just don’t understand how a company with basically infinite resources, and which already owns half the games industry, can be such a hopeless mess. I’m just sticking with PC from now and in the future, I’m going to pretend the Xbox 360 was my one and only console. By reader Cramersauce Xbox One – not a good follow-up to the Xbox 360 (Microsoft) The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
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    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • All Verso Outfits in Clair Obscur: Expedition 33 and how to unlock them

    Verso is more than just a Devil May Cry stand-in. In Clair Obscur: Expedition 33, Verso’s combat playstyle evokes this feeling of style, but style doesn’t have to stop at combat. With the right fit, you can defeat the paintress in style. Verso’s outfits unlock many combinations of expression.

    As you play Clair Obscur: Expedition 33, you’ll find both outfits and hairstyles to experiment with. Many of them will be directly in your path, but many of them are missable — hidden behind Mimes, side quests, or complex challenges.

    In this Clair Obscur: Expedition 33 guide, we offer a list of all Verso outfits and hairstyles and how to unlock them.

    All Verso outfits in Clair Obscur: Expedition 33

    There are 12 outfits you can unlock for Verso. We’ve only unlocked eight so far, though, we can confirm through community sources how to unlock the other four. Included above are screenshots of the Verso outfits we’ve unlocked to date, with an asteriskbelow to indicate those we’ve yet to unlock.

    Here’s how you unlock the following Verso outfits in Clair Obscur: Expedition 33:

    Verso — Available from the beginning of the game.

    Baguette — Defeat the Mime in the Joy sub-section of Visages.

    Expedition — Unlocks automatically once you reach Act 2.

    Civilian* — Found in the Manor. Access the Manor through the continent north of Lost Woods once you unlock swimming with Esquie, and it’s behind a secret door you find after checking the upstairs bookcase.

    Clair* — Complete Stage 11, Trial 3 in Endless Tower.

    Pelerin* — Purchase from Verogo the Merchant in Frozen Hearts.

    Pure — Purchase from Granasori the Merchant on the island next to the Monolith.

    Renoir’s Suit — Defeat Renoir in the Monolith.

    Sakapatate — Purchase from Delsitra the Merchant in Gestral Village.

    Simple — Purchase from Rubiju the Merchant on the island next to the Visages on the World Map.

    Swimsuit I — Reach relationship level 6 with Sciel.

    Swimsuit II* — Achieve the Gold Medal in the Time Trial at Gestral Beach.

    All Verso hairstyles in Clair Obscur: Expedition 33

    There are 10 hairstyles you can unlock for Verso. Similar to his outfits, we’ve only unlocked five, but through the community, we have confirmed how to unlock the other six. We’ve included screenshots of the Verso hairstyles we’ve unlocked so far, and have added an asteriskbelow to indicate those we’ve yet to unlock.

    Here’s how you unlock the following Verso hairstyles in Clair Obscur: Expedition 33:

    Verso — Available from the beginning of the game.

    Bald* — Defeat the Mime in Sunless Cliffs with Verso.

    Curly* — Purchase from Sodasso the Merchant, northwest of Visages.

    Gustave’s Haircut — Purchase from Papasso the Merchant on the beach next to Monoco’s Station.

    Baguette — Defeat the Mime in the Joy section of Visages.

    Bun — Purchase from Blackora the Merchant next to Monoco’s Station.

    Expedition White* — Complete Stage 9, Trial 3 of Endless Tower.

    Gestral* — Received from Sastro once you find 5 Lost Gestrals.

    Samurai — Reach relationship level 3 with Monoco and select “Fine” when you’re able during the dialogue.

    Renoir Haircut* — Get the Verso ending at the end of the game. You must choose “Fight as Verso” in the final battle.

    For more Clair Obscur: Expedition 33 guides, here’s our recommendation for how to get all endings.
    #all #verso #outfits #clair #obscur
    All Verso Outfits in Clair Obscur: Expedition 33 and how to unlock them
    Verso is more than just a Devil May Cry stand-in. In Clair Obscur: Expedition 33, Verso’s combat playstyle evokes this feeling of style, but style doesn’t have to stop at combat. With the right fit, you can defeat the paintress in style. Verso’s outfits unlock many combinations of expression. As you play Clair Obscur: Expedition 33, you’ll find both outfits and hairstyles to experiment with. Many of them will be directly in your path, but many of them are missable — hidden behind Mimes, side quests, or complex challenges. In this Clair Obscur: Expedition 33 guide, we offer a list of all Verso outfits and hairstyles and how to unlock them. All Verso outfits in Clair Obscur: Expedition 33 There are 12 outfits you can unlock for Verso. We’ve only unlocked eight so far, though, we can confirm through community sources how to unlock the other four. Included above are screenshots of the Verso outfits we’ve unlocked to date, with an asteriskbelow to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso outfits in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Baguette — Defeat the Mime in the Joy sub-section of Visages. Expedition — Unlocks automatically once you reach Act 2. Civilian* — Found in the Manor. Access the Manor through the continent north of Lost Woods once you unlock swimming with Esquie, and it’s behind a secret door you find after checking the upstairs bookcase. Clair* — Complete Stage 11, Trial 3 in Endless Tower. Pelerin* — Purchase from Verogo the Merchant in Frozen Hearts. Pure — Purchase from Granasori the Merchant on the island next to the Monolith. Renoir’s Suit — Defeat Renoir in the Monolith. Sakapatate — Purchase from Delsitra the Merchant in Gestral Village. Simple — Purchase from Rubiju the Merchant on the island next to the Visages on the World Map. Swimsuit I — Reach relationship level 6 with Sciel. Swimsuit II* — Achieve the Gold Medal in the Time Trial at Gestral Beach. All Verso hairstyles in Clair Obscur: Expedition 33 There are 10 hairstyles you can unlock for Verso. Similar to his outfits, we’ve only unlocked five, but through the community, we have confirmed how to unlock the other six. We’ve included screenshots of the Verso hairstyles we’ve unlocked so far, and have added an asteriskbelow to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso hairstyles in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Bald* — Defeat the Mime in Sunless Cliffs with Verso. Curly* — Purchase from Sodasso the Merchant, northwest of Visages. Gustave’s Haircut — Purchase from Papasso the Merchant on the beach next to Monoco’s Station. Baguette — Defeat the Mime in the Joy section of Visages. Bun — Purchase from Blackora the Merchant next to Monoco’s Station. Expedition White* — Complete Stage 9, Trial 3 of Endless Tower. Gestral* — Received from Sastro once you find 5 Lost Gestrals. Samurai — Reach relationship level 3 with Monoco and select “Fine” when you’re able during the dialogue. Renoir Haircut* — Get the Verso ending at the end of the game. You must choose “Fight as Verso” in the final battle. For more Clair Obscur: Expedition 33 guides, here’s our recommendation for how to get all endings. #all #verso #outfits #clair #obscur
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    All Verso Outfits in Clair Obscur: Expedition 33 and how to unlock them
    Verso is more than just a Devil May Cry stand-in. In Clair Obscur: Expedition 33, Verso’s combat playstyle evokes this feeling of style, but style doesn’t have to stop at combat. With the right fit, you can defeat the paintress in style. Verso’s outfits unlock many combinations of expression. As you play Clair Obscur: Expedition 33, you’ll find both outfits and hairstyles to experiment with. Many of them will be directly in your path, but many of them are missable — hidden behind Mimes, side quests, or complex challenges. In this Clair Obscur: Expedition 33 guide, we offer a list of all Verso outfits and hairstyles and how to unlock them. All Verso outfits in Clair Obscur: Expedition 33 There are 12 outfits you can unlock for Verso. We’ve only unlocked eight so far, though, we can confirm through community sources how to unlock the other four. Included above are screenshots of the Verso outfits we’ve unlocked to date, with an asterisk (*) below to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso outfits in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Baguette — Defeat the Mime in the Joy sub-section of Visages. Expedition — Unlocks automatically once you reach Act 2. Civilian* — Found in the Manor. Access the Manor through the continent north of Lost Woods once you unlock swimming with Esquie, and it’s behind a secret door you find after checking the upstairs bookcase. Clair* — Complete Stage 11, Trial 3 in Endless Tower. Pelerin* — Purchase from Verogo the Merchant in Frozen Hearts. Pure — Purchase from Granasori the Merchant on the island next to the Monolith. Renoir’s Suit — Defeat Renoir in the Monolith. Sakapatate — Purchase from Delsitra the Merchant in Gestral Village. Simple — Purchase from Rubiju the Merchant on the island next to the Visages on the World Map. Swimsuit I — Reach relationship level 6 with Sciel. Swimsuit II* — Achieve the Gold Medal in the Time Trial at Gestral Beach. All Verso hairstyles in Clair Obscur: Expedition 33 There are 10 hairstyles you can unlock for Verso. Similar to his outfits, we’ve only unlocked five, but through the community, we have confirmed how to unlock the other six. We’ve included screenshots of the Verso hairstyles we’ve unlocked so far, and have added an asterisk (*) below to indicate those we’ve yet to unlock. Here’s how you unlock the following Verso hairstyles in Clair Obscur: Expedition 33: Verso — Available from the beginning of the game. Bald* — Defeat the Mime in Sunless Cliffs with Verso. Curly* — Purchase from Sodasso the Merchant, northwest of Visages. Gustave’s Haircut — Purchase from Papasso the Merchant on the beach next to Monoco’s Station. Baguette — Defeat the Mime in the Joy section of Visages. Bun — Purchase from Blackora the Merchant next to Monoco’s Station. Expedition White* — Complete Stage 9, Trial 3 of Endless Tower. Gestral* — Received from Sastro once you find 5 Lost Gestrals. Samurai — Reach relationship level 3 with Monoco and select “Fine” when you’re able during the dialogue. Renoir Haircut* — Get the Verso ending at the end of the game. You must choose “Fight as Verso” in the final battle. For more Clair Obscur: Expedition 33 guides, here’s our recommendation for how to get all endings.
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