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

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

    Play Video

    Monster Hunter Wilds – Free Title Update 2

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

    ● The Leviathan, Lagiacrus, emerges at last

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

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

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

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

    ● The Flying Wyvern, Seregios, strikes

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

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

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

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

    Hunt in style with layered weapons

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

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

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

    New optional features

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

    A new Support Hunter joins the fray

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

    Photo Mode Improvements

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

    Celebrate summer with the Festival of Accord: Flamefete seasonal event

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

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

    Arch-Tempered Uth Duna slams down starting July 30

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

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

    A special collaboration with Fender

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

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

    A new round of cosmetic DLC arrives

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

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

    Free Title Update roadmap

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

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

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

    View and download image

    Download the image

    close
    Close

    Download this image

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

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

    View and download image

    Download the image

    close
    Close

    Download this image

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

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

    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies.

    The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy.

    Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode. You can earn way more cowsby shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score.
    Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start fromif you feel your shooter skills aren’t amazing. It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package.

    Cattle Crisis is available now on itch.io.
    About The Author
    #cattle #crisis #scrambles #between #shots
    ‘Cattle Crisis’ Scrambles Between Shots to Collect Powerful Cows
    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies. The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy. Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode. You can earn way more cowsby shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score. Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start fromif you feel your shooter skills aren’t amazing. It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package. Cattle Crisis is available now on itch.io. About The Author #cattle #crisis #scrambles #between #shots
    INDIEGAMESPLUS.COM
    ‘Cattle Crisis’ Scrambles Between Shots to Collect Powerful Cows
    Cattle Crisis sees aliens making off with our precious cows, so you’ll need to gun those ships down to rescue our beloved bovine buddies. The game only features a single level, but you’d best believe I have not been able to complete it yet as it makes the most of its brief playtime. Enemies come at you hard and fast, each covering the screen in various bullet patterns that overlap with only a little room to spare. Thankfully it’s just enough to scoot your ship to safety most of the time if you’re precise, but I am unfortunately not particularly precise with my controller movements the more frantic things get on the screen. Even with generous checkpoints and a single level, my shaky hands don’t make this easy. Like most spaceship shooters, there’s some extra powerful boosts you can put to smart use. As you down ships, you will release the kidnapped cows that are inside some of them. Collecting these cows increases your Hyper Bar, and once that’s halfway full, you can shift into Hyper Mode and really blast your enemies. Taking a hit in this mode won’t kill you, but you will drop out of Hyper Mode (and it’s smarter to end it early by hitting the Hyper Mode button again to launch a screen-clearing bomb). You can earn way more cows (and a higher score) by shooting foes point-blank, so it’s up to you how much risk you want to take to get into Hyper Mode faster and crank up that score. Cattle Crisis is short but offers a great deal of challenge and possibilities for high scores through careful risk-taking. Just the same, it offers a handful of checkpoints you can start from (even though it’s just one stage) if you feel your shooter skills aren’t amazing (like mine). It’s sharp, sounds great, and handles well, creating a nice bite-sized shooter package. Cattle Crisis is available now on itch.io (and you can try it out in your browser). About The Author
    0 Yorumlar 0 hisse senetleri
  • Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6

    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de ArmasArticle continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally: Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes. A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role: Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival.
    #call #duty #bosses #offer #top
    Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6
    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de ArmasArticle continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally: Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes. A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role: Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival. #call #duty #bosses #offer #top
    WWW.DAILYSTAR.CO.UK
    Call of Duty bosses offer top gunplay tips for Ballerina movie fans in Black Ops 6
    Activision has included movie assassin Ballerina in the latest multiplayer version of Black Ops 6 and here they are exclusively offering Daily Star readers their top tips to become a gun heroTech17:04, 13 Jun 2025Ballerina in Call of DutyJohn Wick movie Ballerina has take over Call of Duty and the bods behind the game have given us some top tips on how to become the shooter king.The movie follows actress Ana de Armas as protagonist badass assassin Eve Macarro as she takes on all kinds of baddies alongside Keanu Reeve’s anti-hero John Wick.‌And to celebrate the silver screen success, Activision has included Eve, aka Ballerina, into Black Ops 6 as a playable online character cmplete with her own guns, finishing move and load screen as a downloadable add-on.‌But how can you, like Ana herself, become the star of mass destruction in the PS5 and Xbox game?The makers of Call of Duty have offered Daily Star readers these exclusive tips for online multiplayer mayhem in the game…Fire your guns as Ana de Armas(Image: Activision)Article continues belowEmbrace the Ruska Rogue : Don the "Ruska Rogue" Operator Skin for a sleek, black tactical look that screams stealth and deadly efficiency. Blend into the shadows and strike with calculated precision. You can adopt a minimalist, all-black approach to your loadout and Operator selection, channeling Wick's understated lethality. Remember, sometimes the most dangerous players are the ones you barely notice.Know Your Armoury : Equip the "Relevé" AK-74, "Plié" Saug, or "Arabesque" 9MM PM, all featuring High Table Coin Tracers and Death FX. Not only will you look good, but you'll also send a message: your enemies are just currency in your quest for victory . Aim for headshots to maximise your impact and conserve ammo. Use the AK-74 for mid-range engagements, the Saug for close-quarters dominance, and the 9MM PM as a reliable sidearm.‌Dance With Death, Literally (and Tactically Reload) : Master the "Dance With Death" Finishing Move. Nothing is more demoralising than eliminating an opponent with a graceful, yet brutal, execution. Use it strategically when you're sure you're safe from interruption. However, don't get caught up in the theatrics . Like Macarro, seek tactical reloads after every engagement, ensuring you're always ready for the next threat.Black Ops 6 has a fantastic multiplayer suite‌Pirouette to Victory : Utilise the "Pirouette" Emote to taunt your fallen foes (sparingly, of course!). A well-timed pirouette can tilt the mental game in your favour, especially after a clutch play. But remember, survival is paramount . Know when to disengage and reposition, just like Ballerina. A tactical retreat can be just as effective as a head-on assault.Article continues belowCharm Your Way to the Top : Equip the "Keepsake" Weapon Charm as a reminder of your mission and to add a touch of personal flair to your weapon. Small details can make a big difference in your gameplay and standing in the lobby. Furthermore, master your weapon . An assassin knows the ins and outs of every firearm he or she uses. Practice with different weapons to find what suits your play style and become proficient with it.Know Your Role (and Your Surroundings) : Just like a ballerina needs to know their choreography, understand your role on the team. Are you the aggressive fragger, the objective player, or the support specialist? Tailor your loadout and play style to maximise your contribution to the team's success. Remember, even the most elegant ballerina needs a solid foundation. Use cover, listen for footsteps, and anticipate enemy movements. Situational awareness is key to survival.
    0 Yorumlar 0 hisse senetleri
  • 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
    WWW.ILM.COM
    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.
    0 Yorumlar 0 hisse senetleri
  • Hell is Us terrifies in all the best ways

    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more.

    You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad.

    You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS.

    Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much.

    You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself.

    While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes.

    Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.”

    The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing.

    A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS. Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X. #hell #terrifies #all #best #ways
    WWW.POLYGON.COM
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    0 Yorumlar 0 hisse senetleri