• Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress

    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #check #out #first #gameplay #trailer
    Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress
    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #check #out #first #gameplay #trailer
    80.LV
    Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress
    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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  • Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel

    Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel

    Adam Starkey

    Published May 23, 2025 5:22pm

    Updated May 23, 2025 5:22pm

    Leon Kennedy is apparently back for Resident Evil 9An insider has shared details about early plans for Resident Evil 9, amid claims of a canned follow-up to Resident Evil: Revelations 2.
    While Capcom has confirmed Resident Evil 9 is in development, we still know nothing about the sequel – with an official reveal expected at some point this year.
    The only details we have about the follow-up to Resident Evil Village is from rumours, which claim it will mark a ‘big reinvention’ for the series, be open world, and use the same tech as Dragon’s Dogma 2.
    The source of these rumours, AestheticGamer aka Dusk Golem, has now made several claims about the sequel on X, including how it apparently began as a multiplayer title.
    According to the insider, Resident Evil 9 began development in 2017 as a ‘big open world multiplayer game’, a decision which was apparently made in response to Resident Evil 7’s low sales at launch.
    It’s unclear whether this refers to cooperative or competitive multiplayer, but the leaker claims this original version featured Leon Kennedy and Jill Valentine as the game’s protagonists, and was set on a fictional island based off of Singapore.
    It’s claimed Resident Evil 9 underwent a ‘pretty heavy reboot’ in 2021, around the launch of Resident Evil Village, but ‘a few things stayed the same’. According to the insider, one thing which remained was Leon Kennedy as the main character, but Jill was apparently dropped.

    While it isn’t stated explicitly, it’s implied the multiplayer aspect was dropped as well – considering that aspect has never been mentioned before. Past mainline games have leaned on cooperative multiplayer, specifically Resident Evil 5 and Resident Evil 6, but these are widely considered to be among the worst of the numbered entries.
    In other posts, Dusk Golem claims Resident Evil 9 is ‘designed as a third-person game’, so it won’t have the first-person perspective of Resident Evil Village. They also claim it will launch in 2026, although Capcom’s recent financial reports suggest it will be sometime after March.
    Beyond Resident Evil 9, the insider claims a sequel to 2015’s Resident Evil: Revelations 2 was also in development at some point, but it was cancelled by Capcom in 2022 to prioritise ‘manpower and budget’ on Resident Evil 4 remake and Resident Evil 9.

    More Trending

    Resident Evil: Revelations 2 was an episodic sequel to the 2012 spin-off, which originally released on the Nintendo 3DS. As of March 31 this year, the sequel has sold 3.7 million units, so it’s on the lower end of Resident Evil sales overall.
    Capcom hasn’t announced anything about Resident Evil 9, so it’s worth taking these rumours with a pinch of salt, but it has dropped hints that news could arrive soon, with all eyes on Summer Game Fest on Friday, June 6, 2025.
    Aside from the next mainline instalment, Capcom is said to be working on several Resident Evil remakes too, with the next one expected to be Resident Evil Zero.

    A Revelations 2 sequel is apparently off the tableEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

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    #resident #evil #began #open #world
    Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel
    Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel Adam Starkey Published May 23, 2025 5:22pm Updated May 23, 2025 5:22pm Leon Kennedy is apparently back for Resident Evil 9An insider has shared details about early plans for Resident Evil 9, amid claims of a canned follow-up to Resident Evil: Revelations 2. While Capcom has confirmed Resident Evil 9 is in development, we still know nothing about the sequel – with an official reveal expected at some point this year. The only details we have about the follow-up to Resident Evil Village is from rumours, which claim it will mark a ‘big reinvention’ for the series, be open world, and use the same tech as Dragon’s Dogma 2. The source of these rumours, AestheticGamer aka Dusk Golem, has now made several claims about the sequel on X, including how it apparently began as a multiplayer title. According to the insider, Resident Evil 9 began development in 2017 as a ‘big open world multiplayer game’, a decision which was apparently made in response to Resident Evil 7’s low sales at launch. It’s unclear whether this refers to cooperative or competitive multiplayer, but the leaker claims this original version featured Leon Kennedy and Jill Valentine as the game’s protagonists, and was set on a fictional island based off of Singapore. It’s claimed Resident Evil 9 underwent a ‘pretty heavy reboot’ in 2021, around the launch of Resident Evil Village, but ‘a few things stayed the same’. According to the insider, one thing which remained was Leon Kennedy as the main character, but Jill was apparently dropped. While it isn’t stated explicitly, it’s implied the multiplayer aspect was dropped as well – considering that aspect has never been mentioned before. Past mainline games have leaned on cooperative multiplayer, specifically Resident Evil 5 and Resident Evil 6, but these are widely considered to be among the worst of the numbered entries. In other posts, Dusk Golem claims Resident Evil 9 is ‘designed as a third-person game’, so it won’t have the first-person perspective of Resident Evil Village. They also claim it will launch in 2026, although Capcom’s recent financial reports suggest it will be sometime after March. Beyond Resident Evil 9, the insider claims a sequel to 2015’s Resident Evil: Revelations 2 was also in development at some point, but it was cancelled by Capcom in 2022 to prioritise ‘manpower and budget’ on Resident Evil 4 remake and Resident Evil 9. More Trending Resident Evil: Revelations 2 was an episodic sequel to the 2012 spin-off, which originally released on the Nintendo 3DS. As of March 31 this year, the sequel has sold 3.7 million units, so it’s on the lower end of Resident Evil sales overall. Capcom hasn’t announced anything about Resident Evil 9, so it’s worth taking these rumours with a pinch of salt, but it has dropped hints that news could arrive soon, with all eyes on Summer Game Fest on Friday, June 6, 2025. Aside from the next mainline instalment, Capcom is said to be working on several Resident Evil remakes too, with the next one expected to be Resident Evil Zero. A Revelations 2 sequel is apparently off the tableEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #resident #evil #began #open #world
    METRO.CO.UK
    Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel
    Resident Evil 9 began as ‘open world multiplayer game’ as insider reveals scrapped sequel Adam Starkey Published May 23, 2025 5:22pm Updated May 23, 2025 5:22pm Leon Kennedy is apparently back for Resident Evil 9 (Capcom) An insider has shared details about early plans for Resident Evil 9, amid claims of a canned follow-up to Resident Evil: Revelations 2. While Capcom has confirmed Resident Evil 9 is in development, we still know nothing about the sequel – with an official reveal expected at some point this year. The only details we have about the follow-up to Resident Evil Village is from rumours, which claim it will mark a ‘big reinvention’ for the series, be open world, and use the same tech as Dragon’s Dogma 2. The source of these rumours, AestheticGamer aka Dusk Golem, has now made several claims about the sequel on X, including how it apparently began as a multiplayer title. According to the insider, Resident Evil 9 began development in 2017 as a ‘big open world multiplayer game’, a decision which was apparently made in response to Resident Evil 7’s low sales at launch (it later went onto find success with over 14 million copies sold). It’s unclear whether this refers to cooperative or competitive multiplayer, but the leaker claims this original version featured Leon Kennedy and Jill Valentine as the game’s protagonists, and was set on a fictional island based off of Singapore. It’s claimed Resident Evil 9 underwent a ‘pretty heavy reboot’ in 2021, around the launch of Resident Evil Village, but ‘a few things stayed the same’. According to the insider, one thing which remained was Leon Kennedy as the main character, but Jill was apparently dropped. While it isn’t stated explicitly, it’s implied the multiplayer aspect was dropped as well – considering that aspect has never been mentioned before. Past mainline games have leaned on cooperative multiplayer, specifically Resident Evil 5 and Resident Evil 6, but these are widely considered to be among the worst of the numbered entries. In other posts, Dusk Golem claims Resident Evil 9 is ‘designed as a third-person game’, so it won’t have the first-person perspective of Resident Evil Village. They also claim it will launch in 2026, although Capcom’s recent financial reports suggest it will be sometime after March. Beyond Resident Evil 9, the insider claims a sequel to 2015’s Resident Evil: Revelations 2 was also in development at some point, but it was cancelled by Capcom in 2022 to prioritise ‘manpower and budget’ on Resident Evil 4 remake and Resident Evil 9. More Trending Resident Evil: Revelations 2 was an episodic sequel to the 2012 spin-off, which originally released on the Nintendo 3DS. As of March 31 this year, the sequel has sold 3.7 million units, so it’s on the lower end of Resident Evil sales overall. Capcom hasn’t announced anything about Resident Evil 9, so it’s worth taking these rumours with a pinch of salt, but it has dropped hints that news could arrive soon, with all eyes on Summer Game Fest on Friday, June 6, 2025. Aside from the next mainline instalment, Capcom is said to be working on several Resident Evil remakes too, with the next one expected to be Resident Evil Zero. A Revelations 2 sequel is apparently off the table (Capcom) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Dusk Golem: Resident Evil 9 started as a big open world multiplayer game starring Leon & Jill before rebooting, Revelations 3 cancelled in 2022

    nicoreese
    Member

    Jan 18, 2018

    1,480

    Dusk Golem:

    xcancel.com/AestheticGamer1/status/1925562212602847252

    So RE9 originally started development in 2017. RE9 originally starred Leon & Jill in a fictional island based off Singapore.

    Click to expand...
    Click to shrink...

    HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character.

    Click to expand...
    Click to shrink...

    He's also right that that the Rebecca focused Revelations 3 I talked about back in early 2020s was cancelled in 2022, was originally a Switch game first, etc.

    Click to expand...
    Click to shrink...

     

    StarPhlox
    Member

    Oct 25, 2017

    5,530

    Wisconsin

    I trust Capcom with whatever direction they go next for Resident Evil but it still hurts to hear that Rev 3 was canceled.
     

    Shinobido Heart
    Member

    Dec 23, 2017

    10,187

    Damn, I really loved Revelations 1. Revelations 2 was alright, I didn't enjoy Raid mode here as much as the first game.

    I wonder if they're still doing Outbreak. 

    Last edited: Yesterday at 2:43 PM

    Dal
    Uncle Works at Nintendo
    Member

    Aug 18, 2024

    2,205

    Live service RE9 ?

    Dark future averted 

    ClickyCal'
    Member

    Oct 25, 2017

    65,525

    Devastating to hear of Revelations 3 being canned. We'll never get Raid Mode again...
     

    DidactBRHU3
    Member

    Oct 17, 2019

    4,447

    Fortaleza - Ceará

    That's a lot of words just to say that Dino Crisis is next :)
     

    Jahranimo
    Community Resettler
    Member

    Oct 25, 2017

    10,280

    So is that next Resident Evil game going to debut the REX Engine?
     

    Blackbird
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 25, 2017

    7,269

    Brazil

    he...he just tweeted it out like that.

    lmao. 

    Genesius
    Member

    Nov 2, 2018

    20,589

    I mean, if Jill is playable you pretty much have to reboot the whole game. Can't have her leading a new title.

    aaaarrgghhh
     

    SilentMike03
    Member

    Oct 27, 2017

    9,030

    Just what everyone wants from Resident Evil a big open world multi-player game.
     

    Grenlento
    Member

    Dec 6, 2023

    1,803

    Rev 3

    Rebecca
    Cancelled

    bartpunchingwall.gif 

    SofNascimento
    cursed
    Member

    Oct 28, 2017

    24,911

    São Paulo - Brazil

    I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill.

    She was probably a secundary character though, so it might not even have been a real choice. 

    808s & Villainy
    Member

    Oct 27, 2017

    46,683

    And the original version of RE9 was trying to be the opposite of RE7, IE big open world multiplayer game). RE9 originally starred Leon & Jill in a fictional island based off Singapore.

    Click to expand...
    Click to shrink...

    HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character.

    Click to expand...
    Click to shrink...

    Capcom plz
    Why do you hate Jill?

    SofNascimento said:

    I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill.

    She was probably a secundary character though, so it might not even have been a real choice.
    Click to expand...
    Click to shrink...

    im just as sick of it as you are 

    LossAversion
    The Merchant of ERA
    Member

    Oct 28, 2017

    11,694

    Hope it's good. They've been on a roll but honestly I'm not really that interested in what they've been doing in RE7 and RE8, story wise. I'd like a Leonfocused game that stands on its own and doesn't have anything to do with the other modern day story shenanigans. Just another RE4 style adventure please.
     

    ClickyCal'
    Member

    Oct 25, 2017

    65,525

    Also yeesh, Jill getting the worst of it. That fucking sucks.
     

    Juryvicious
    Member

    Oct 28, 2017

    8,139

    Oh my God... what?I have several thoughts on this.

    Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome.

    And WTF.. my single player game Capcom!!

    I don't know what top think of this news.. if true.

    I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World. 

    JetstreamRorschach
    One Winged Slayer
    Member

    Dec 30, 2017

    2,160

    Zaragoza, Spain.

    Revelations 1 and 2 are maybe my favorite RE games outside of both versions of RE 2 and REmake

     

    harinezumi
    Member

    Oct 27, 2017

    20,571

    Buenos Aires, Argentina

    I feel like Dusk Golem's changed his tune so many times at this point I'm not believing anything until there's an official announcement.
     

    Papaya
    The Fallen

    Oct 25, 2017

    2,721

    California

    Resident Evil 7's importance cant be understated.
     

    Dal
    Uncle Works at Nintendo
    Member

    Aug 18, 2024

    2,205

    ClickyCal' said:

    Also fresh, Jill getting the worst of it. That fucking sucks.

    Click to expand...
    Click to shrink...

    Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her.

    At least RE3R exists. 

    Pai Pai Master
    Member

    Oct 25, 2017

    37,222

    Atlanta GA

    RE9 starring Leon

    RE10 starring Jill? 

    Josh5890
    I'm Your Favorite Poster's Favorite Poster
    The Fallen

    Oct 25, 2017

    26,507

    Sounds like we dodged a bullet there with RE 9.
     

    Genesius
    Member

    Nov 2, 2018

    20,589

    Dal said:

    Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her.

    At least RE3R exists.
    Click to expand...
    Click to shrink...

    All three hours of it.
     

    Spelunky3
    Member

    Nov 15, 2024

    106

    I just don't believe RE9 was a multiplayer game.

    And Dusk has flip-flopped so many times on his RE9 infothat I feel very comfortable saying that. 

    Lowblood
    Member

    Oct 30, 2017

    6,279

    I really did want Rev3, shame.

    SilentMike03 said:

    Just what everyone wants from Resident Evil a big open world multi-player game.

    Click to expand...
    Click to shrink...

    It's wild because it seems completely the opposite of how Capcom has operated in recent years, and RE's recent run of hits has simply been good survival horror and action horror games.

    But if it started in 2017, I can kinda see it as a late remnant of Capcom's bad calls in the PS360 era. I imagine it's nothing like that now. 

    alpha
    Member

    Oct 25, 2017

    5,786

    Provided this rumor stuff is true, no Rev 3 with Rebecca sucks.
     

    Tace
    Avenger

    Nov 1, 2017

    41,389

    The Rapscallion

    Capcom pls. I just want a new RE game with Jill.
     

    Patitoloco
    Member

    Oct 27, 2017

    28,200

    If that's true

    We dodged a really fucking big bullet.

    This sounds like a RE6 all over again.
    No, not the few good parts of 6. 

    Kalor
    Resettlement Advisor
    Member

    Oct 25, 2017

    20,925

    Juryvicious said:

    Oh my God... what?I have several thoughts on this.

    Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome.

    And WTF.. my single player game Capcom!!

    I honestly don't know what top think of this news.. if true.

    I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World.
    Click to expand...
    Click to shrink...

    It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op. 

    Supreme Leader Galahad
    ▲ Legend ▲
    Member

    Oct 27, 2017

    2,910

    Brazil

    Well, at least we dont get MP focused game as mainline
     

    808s & Villainy
    Member

    Oct 27, 2017

    46,683

    Pai Pai Master said:

    RE9 starring Leon

    RE10 starring Jill?
    Click to expand...
    Click to shrink...

    It's gonna be

    RE9 staring Leon
    RE10 staring Leon and Chris 

    jroc74
    Member

    Oct 27, 2017

    34,070

    I mean..it's an interesting idea. 

    Genesius
    Member

    Nov 2, 2018

    20,589

    Tace said:

    Capcom pls. I just want a new RE game with Jill.

    Click to expand...
    Click to shrink...

    We have a game for Jill fans and it's called Resident Evil.
     

    NotDaRealSlimShady
    Member

    Mar 8, 2025

    659

    "You see that mountain?You can die there"
     

    OGlol
    Member

    Jun 4, 2018

    1,919

    I wonder how 9 ends the Ethan story? or how it was originally supposed to?
     

    Tsunami561
    Member

    Mar 7, 2023

    5,375

    He's just tweeting out every version possible of the game so that when it gets announced he can say i told you so
     

    808s & Villainy
    Member

    Oct 27, 2017

    46,683

    Genesius said:

    We have a game for Jill fans and it's called Resident Evil.

    Click to expand...
    Click to shrink...

    And the Mv2 re-release ;_;
     

    Spinky
    Member

    Oct 25, 2017

    5,614

    London

    Leon again? Holy innovation
     

    ditusjack
    Member

    Oct 26, 2017

    722

    please, PLEASE, may the final version NOT be another RE Engine open world disaster.
     

    Bishop89
    What Are Ya' Selling?
    Member

    Oct 25, 2017

    42,771

    Melbourne, Australia

    IE big open world multiplayer game

    Click to expand...
    Click to shrink...

    I'm sure that would have made sales explode lmao

    Thank Wesker we averted that shit timeline 

    Josh5890
    I'm Your Favorite Poster's Favorite Poster
    The Fallen

    Oct 25, 2017

    26,507

    If RE 9 got rebooted in 2021, then we are probably still a couple of years away from a release.
     

    Cess007
    Member

    Oct 27, 2017

    15,495

    B.C., Mexico

    Just bring Leon and Claire together Capcom. They have only appeared alongside each other in RE2. Hell, they have more movies together as partners than games.
     

    SofNascimento
    cursed
    Member

    Oct 28, 2017

    24,911

    São Paulo - Brazil

    I fully believe we will never see Jill again in a mainline title as the protagonist. That is quite clear at this point.

    If she is in a mainline game, it'll be as a secundary character. And if she is the protagonist, it will be a smaller budget/scope poject, like REmake 3. 

    Blackbird
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 25, 2017

    7,269

    Brazil

    Spelunky3 said:

    I just don't believe RE9 was a multiplayer game.

    And Dusk has flip-flopped so many times on his RE9 infothat I feel very comfortable saying that.
    Click to expand...
    Click to shrink...

    Kalor said:

    It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op.

    Click to expand...
    Click to shrink...

    yes, he meant co-op.

    like RE5/6. 

    MeltedDreams
    Member

    Oct 27, 2017

    9,437

    Of course they are rebooting it lol. RE MP always sucks, yet Capcom keep trying.
     

    AWestCoastDirtyBird
    Member

    Apr 27, 2020

    3,779

    Next time we see Jill

     

    giancarlo123x
    One Winged Slayer
    Member

    Oct 25, 2017

    28,002

    Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point?
     

    GJ
    Member

    Oct 25, 2017

    10,529

    The Netherlands

    giancarlo123x said:

    Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point?

    Click to expand...
    Click to shrink...

    He was very right with a lot of his RE8 info. 

    Pai Pai Master
    Member

    Oct 25, 2017

    37,222

    Atlanta GA

    808s & Villainy said:

    It's gonna be

    RE9 staring Leon
    RE10 staring Leon and Chris
    Click to expand...
    Click to shrink...

    I hate that you're probably right. 

    cw_sasuke
    Member

    Oct 27, 2017

    30,002

    Open World after DD 2 and MHW is not what I wanna hear from Capcom tbh.
     
    #dusk #golem #resident #evil #started
    Dusk Golem: Resident Evil 9 started as a big open world multiplayer game starring Leon & Jill before rebooting, Revelations 3 cancelled in 2022
    nicoreese Member Jan 18, 2018 1,480 Dusk Golem: xcancel.com/AestheticGamer1/status/1925562212602847252 So RE9 originally started development in 2017. RE9 originally starred Leon & Jill in a fictional island based off Singapore. Click to expand... Click to shrink... HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character. Click to expand... Click to shrink... He's also right that that the Rebecca focused Revelations 3 I talked about back in early 2020s was cancelled in 2022, was originally a Switch game first, etc. Click to expand... Click to shrink...   StarPhlox Member Oct 25, 2017 5,530 Wisconsin I trust Capcom with whatever direction they go next for Resident Evil but it still hurts to hear that Rev 3 was canceled.   Shinobido Heart Member Dec 23, 2017 10,187 Damn, I really loved Revelations 1. Revelations 2 was alright, I didn't enjoy Raid mode here as much as the first game. I wonder if they're still doing Outbreak.  Last edited: Yesterday at 2:43 PM Dal Uncle Works at Nintendo Member Aug 18, 2024 2,205 Live service RE9 ? Dark future averted  ClickyCal' Member Oct 25, 2017 65,525 Devastating to hear of Revelations 3 being canned. We'll never get Raid Mode again...   DidactBRHU3 Member Oct 17, 2019 4,447 Fortaleza - Ceará That's a lot of words just to say that Dino Crisis is next :)   Jahranimo Community Resettler Member Oct 25, 2017 10,280 So is that next Resident Evil game going to debut the REX Engine?   Blackbird Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 7,269 Brazil he...he just tweeted it out like that. lmao.  Genesius Member Nov 2, 2018 20,589 I mean, if Jill is playable you pretty much have to reboot the whole game. Can't have her leading a new title. aaaarrgghhh   SilentMike03 Member Oct 27, 2017 9,030 Just what everyone wants from Resident Evil a big open world multi-player game.   Grenlento Member Dec 6, 2023 1,803 Rev 3 Rebecca Cancelled bartpunchingwall.gif  SofNascimento cursed Member Oct 28, 2017 24,911 São Paulo - Brazil I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill. She was probably a secundary character though, so it might not even have been a real choice.  808s & Villainy Member Oct 27, 2017 46,683 And the original version of RE9 was trying to be the opposite of RE7, IE big open world multiplayer game). RE9 originally starred Leon & Jill in a fictional island based off Singapore. Click to expand... Click to shrink... HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character. Click to expand... Click to shrink... Capcom plz Why do you hate Jill? SofNascimento said: I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill. She was probably a secundary character though, so it might not even have been a real choice. Click to expand... Click to shrink... im just as sick of it as you are  LossAversion The Merchant of ERA Member Oct 28, 2017 11,694 Hope it's good. They've been on a roll but honestly I'm not really that interested in what they've been doing in RE7 and RE8, story wise. I'd like a Leonfocused game that stands on its own and doesn't have anything to do with the other modern day story shenanigans. Just another RE4 style adventure please.   ClickyCal' Member Oct 25, 2017 65,525 Also yeesh, Jill getting the worst of it. That fucking sucks.   Juryvicious Member Oct 28, 2017 8,139 Oh my God... what?I have several thoughts on this. Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome. And WTF.. my single player game Capcom!! I don't know what top think of this news.. if true. I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World.  JetstreamRorschach One Winged Slayer Member Dec 30, 2017 2,160 Zaragoza, Spain. Revelations 1 and 2 are maybe my favorite RE games outside of both versions of RE 2 and REmake   harinezumi Member Oct 27, 2017 20,571 Buenos Aires, Argentina I feel like Dusk Golem's changed his tune so many times at this point I'm not believing anything until there's an official announcement.   Papaya The Fallen Oct 25, 2017 2,721 California Resident Evil 7's importance cant be understated.   Dal Uncle Works at Nintendo Member Aug 18, 2024 2,205 ClickyCal' said: Also fresh, Jill getting the worst of it. That fucking sucks. Click to expand... Click to shrink... Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her. At least RE3R exists.  Pai Pai Master Member Oct 25, 2017 37,222 Atlanta GA RE9 starring Leon RE10 starring Jill?  Josh5890 I'm Your Favorite Poster's Favorite Poster The Fallen Oct 25, 2017 26,507 Sounds like we dodged a bullet there with RE 9.   Genesius Member Nov 2, 2018 20,589 Dal said: Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her. At least RE3R exists. Click to expand... Click to shrink... All three hours of it.   Spelunky3 Member Nov 15, 2024 106 I just don't believe RE9 was a multiplayer game. And Dusk has flip-flopped so many times on his RE9 infothat I feel very comfortable saying that.  Lowblood Member Oct 30, 2017 6,279 I really did want Rev3, shame. SilentMike03 said: Just what everyone wants from Resident Evil a big open world multi-player game. Click to expand... Click to shrink... It's wild because it seems completely the opposite of how Capcom has operated in recent years, and RE's recent run of hits has simply been good survival horror and action horror games. But if it started in 2017, I can kinda see it as a late remnant of Capcom's bad calls in the PS360 era. I imagine it's nothing like that now.  alpha Member Oct 25, 2017 5,786 Provided this rumor stuff is true, no Rev 3 with Rebecca sucks.   Tace Avenger Nov 1, 2017 41,389 The Rapscallion Capcom pls. I just want a new RE game with Jill.   Patitoloco Member Oct 27, 2017 28,200 If that's true We dodged a really fucking big bullet. This sounds like a RE6 all over again. No, not the few good parts of 6.  Kalor Resettlement Advisor Member Oct 25, 2017 20,925 Juryvicious said: Oh my God... what?I have several thoughts on this. Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome. And WTF.. my single player game Capcom!! I honestly don't know what top think of this news.. if true. I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World. Click to expand... Click to shrink... It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op.  Supreme Leader Galahad ▲ Legend ▲ Member Oct 27, 2017 2,910 Brazil Well, at least we dont get MP focused game as mainline   808s & Villainy Member Oct 27, 2017 46,683 Pai Pai Master said: RE9 starring Leon RE10 starring Jill? Click to expand... Click to shrink... It's gonna be RE9 staring Leon RE10 staring Leon and Chris  jroc74 Member Oct 27, 2017 34,070 I mean..it's an interesting idea.  Genesius Member Nov 2, 2018 20,589 Tace said: Capcom pls. I just want a new RE game with Jill. Click to expand... Click to shrink... We have a game for Jill fans and it's called Resident Evil.   NotDaRealSlimShady Member Mar 8, 2025 659 "You see that mountain?You can die there"   OGlol Member Jun 4, 2018 1,919 I wonder how 9 ends the Ethan story? or how it was originally supposed to?   Tsunami561 Member Mar 7, 2023 5,375 He's just tweeting out every version possible of the game so that when it gets announced he can say i told you so   808s & Villainy Member Oct 27, 2017 46,683 Genesius said: We have a game for Jill fans and it's called Resident Evil. Click to expand... Click to shrink... And the Mv2 re-release ;_;   Spinky Member Oct 25, 2017 5,614 London Leon again? Holy innovation   ditusjack Member Oct 26, 2017 722 please, PLEASE, may the final version NOT be another RE Engine open world disaster.   Bishop89 What Are Ya' Selling? Member Oct 25, 2017 42,771 Melbourne, Australia IE big open world multiplayer game Click to expand... Click to shrink... I'm sure that would have made sales explode lmao Thank Wesker we averted that shit timeline  Josh5890 I'm Your Favorite Poster's Favorite Poster The Fallen Oct 25, 2017 26,507 If RE 9 got rebooted in 2021, then we are probably still a couple of years away from a release.   Cess007 Member Oct 27, 2017 15,495 B.C., Mexico Just bring Leon and Claire together Capcom. They have only appeared alongside each other in RE2. Hell, they have more movies together as partners than games.   SofNascimento cursed Member Oct 28, 2017 24,911 São Paulo - Brazil I fully believe we will never see Jill again in a mainline title as the protagonist. That is quite clear at this point. If she is in a mainline game, it'll be as a secundary character. And if she is the protagonist, it will be a smaller budget/scope poject, like REmake 3.  Blackbird Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 7,269 Brazil Spelunky3 said: I just don't believe RE9 was a multiplayer game. And Dusk has flip-flopped so many times on his RE9 infothat I feel very comfortable saying that. Click to expand... Click to shrink... Kalor said: It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op. Click to expand... Click to shrink... yes, he meant co-op. like RE5/6.  MeltedDreams Member Oct 27, 2017 9,437 Of course they are rebooting it lol. RE MP always sucks, yet Capcom keep trying.   AWestCoastDirtyBird Member Apr 27, 2020 3,779 Next time we see Jill   giancarlo123x One Winged Slayer Member Oct 25, 2017 28,002 Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point?   GJ Member Oct 25, 2017 10,529 The Netherlands giancarlo123x said: Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point? Click to expand... Click to shrink... He was very right with a lot of his RE8 info.  Pai Pai Master Member Oct 25, 2017 37,222 Atlanta GA 808s & Villainy said: It's gonna be RE9 staring Leon RE10 staring Leon and Chris Click to expand... Click to shrink... I hate that you're probably right.  cw_sasuke Member Oct 27, 2017 30,002 Open World after DD 2 and MHW is not what I wanna hear from Capcom tbh.   #dusk #golem #resident #evil #started
    WWW.RESETERA.COM
    Dusk Golem: Resident Evil 9 started as a big open world multiplayer game starring Leon & Jill before rebooting, Revelations 3 cancelled in 2022
    nicoreese Member Jan 18, 2018 1,480 Dusk Golem: xcancel.com/AestheticGamer1/status/1925562212602847252 So RE9 originally started development in 2017 (Andi says 2016/2017, but it was in early 2017 after RE7 underperformed at launch to Capcom's expectations. RE7 went on to have a huge tail in sales, but this was a bit reactionary. Click to expand... Click to shrink... And the original version of RE9 was trying to be the opposite of RE7, IE big open world multiplayer game). RE9 originally starred Leon & Jill in a fictional island based off Singapore. Click to expand... Click to shrink... HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character. Click to expand... Click to shrink... He's also right that that the Rebecca focused Revelations 3 I talked about back in early 2020s was cancelled in 2022, was originally a Switch game first, etc. Click to expand... Click to shrink...   StarPhlox Member Oct 25, 2017 5,530 Wisconsin I trust Capcom with whatever direction they go next for Resident Evil but it still hurts to hear that Rev 3 was canceled.   Shinobido Heart Member Dec 23, 2017 10,187 Damn, I really loved Revelations 1. Revelations 2 was alright, I didn't enjoy Raid mode here as much as the first game. I wonder if they're still doing Outbreak.  Last edited: Yesterday at 2:43 PM Dal Uncle Works at Nintendo Member Aug 18, 2024 2,205 Live service RE9 ? Dark future averted  ClickyCal' Member Oct 25, 2017 65,525 Devastating to hear of Revelations 3 being canned. We'll never get Raid Mode again...   DidactBRHU3 Member Oct 17, 2019 4,447 Fortaleza - Ceará That's a lot of words just to say that Dino Crisis is next :)   Jahranimo Community Resettler Member Oct 25, 2017 10,280 So is that next Resident Evil game going to debut the REX Engine?   Blackbird Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 7,269 Brazil he...he just tweeted it out like that. lmao.  Genesius Member Nov 2, 2018 20,589 I mean, if Jill is playable you pretty much have to reboot the whole game. Can't have her leading a new title. aaaarrgghhh   SilentMike03 Member Oct 27, 2017 9,030 Just what everyone wants from Resident Evil a big open world multi-player game.   Grenlento Member Dec 6, 2023 1,803 Rev 3 Rebecca Cancelled bartpunchingwall.gif  SofNascimento cursed Member Oct 28, 2017 24,911 São Paulo - Brazil I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill. She was probably a secundary character though, so it might not even have been a real choice.  808s & Villainy Member Oct 27, 2017 46,683 And the original version of RE9 was trying to be the opposite of RE7, IE big open world multiplayer game). RE9 originally starred Leon & Jill in a fictional island based off Singapore. Click to expand... Click to shrink... HOWEVER, AGAIN, this is the old RE9, the project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character. Click to expand... Click to shrink... Capcom plz Why do you hate Jill? SofNascimento said: I wonder how many nanoseconds it took for Capcom deves to decide to cut Leon rather than Jill. She was probably a secundary character though, so it might not even have been a real choice. Click to expand... Click to shrink... im just as sick of it as you are  LossAversion The Merchant of ERA Member Oct 28, 2017 11,694 Hope it's good. They've been on a roll but honestly I'm not really that interested in what they've been doing in RE7 and RE8, story wise. I'd like a Leon (and Jill) focused game that stands on its own and doesn't have anything to do with the other modern day story shenanigans. Just another RE4 style adventure please.   ClickyCal' Member Oct 25, 2017 65,525 Also yeesh, Jill getting the worst of it. That fucking sucks.   Juryvicious Member Oct 28, 2017 8,139 Oh my God... what? (I'm flabbergasted at this news, therefor I am typing out OMG) I have several thoughts on this. Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome. And WTF.. my single player game Capcom!! I don't know what top think of this news.. if true. I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World.  JetstreamRorschach One Winged Slayer Member Dec 30, 2017 2,160 Zaragoza, Spain. Revelations 1 and 2 are maybe my favorite RE games outside of both versions of RE 2 and REmake   harinezumi Member Oct 27, 2017 20,571 Buenos Aires, Argentina I feel like Dusk Golem's changed his tune so many times at this point I'm not believing anything until there's an official announcement.   Papaya The Fallen Oct 25, 2017 2,721 California Resident Evil 7's importance cant be understated.   Dal Uncle Works at Nintendo Member Aug 18, 2024 2,205 ClickyCal' said: Also fresh, Jill getting the worst of it. That fucking sucks. Click to expand... Click to shrink... Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her. At least RE3R exists.  Pai Pai Master Member Oct 25, 2017 37,222 Atlanta GA RE9 starring Leon RE10 starring Jill?  Josh5890 I'm Your Favorite Poster's Favorite Poster The Fallen Oct 25, 2017 26,507 Sounds like we dodged a bullet there with RE 9.   Genesius Member Nov 2, 2018 20,589 Dal said: Seriously, she's one of your most recognisable characters Capcom! That's no way to treat her. At least RE3R exists. Click to expand... Click to shrink... All three hours of it.   Spelunky3 Member Nov 15, 2024 106 I just don't believe RE9 was a multiplayer game. And Dusk has flip-flopped so many times on his RE9 info (and other RE games in the past) that I feel very comfortable saying that.  Lowblood Member Oct 30, 2017 6,279 I really did want Rev3, shame. SilentMike03 said: Just what everyone wants from Resident Evil a big open world multi-player game. Click to expand... Click to shrink... It's wild because it seems completely the opposite of how Capcom has operated in recent years (ie. actually kinda knowing what people want), and RE's recent run of hits has simply been good survival horror and action horror games. But if it started in 2017, I can kinda see it as a late remnant of Capcom's bad calls in the PS360 era. I imagine it's nothing like that now.  alpha Member Oct 25, 2017 5,786 Provided this rumor stuff is true, no Rev 3 with Rebecca sucks.   Tace Avenger Nov 1, 2017 41,389 The Rapscallion Capcom pls. I just want a new RE game with Jill.   Patitoloco Member Oct 27, 2017 28,200 If that's true We dodged a really fucking big bullet. This sounds like a RE6 all over again. No, not the few good parts of 6.  Kalor Resettlement Advisor Member Oct 25, 2017 20,925 Juryvicious said: Oh my God... what? (I'm flabbergasted at this news, therefor I am typing out OMG) I have several thoughts on this. Resident Evil Massive Multiplayer Online Roleplaying Game? WTF.. that sounds absolutely balls out fucking awesome. And WTF.. my single player game Capcom!! I honestly don't know what top think of this news.. if true. I honestly think this could have been awesome if Capcom 100% committed to this, like how Nintendo have 100% committed to Mario Kart World. Click to expand... Click to shrink... It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op.  Supreme Leader Galahad ▲ Legend ▲ Member Oct 27, 2017 2,910 Brazil Well, at least we dont get MP focused game as mainline   808s & Villainy Member Oct 27, 2017 46,683 Pai Pai Master said: RE9 starring Leon RE10 starring Jill? Click to expand... Click to shrink... It's gonna be RE9 staring Leon RE10 staring Leon and Chris  jroc74 Member Oct 27, 2017 34,070 I mean..it's an interesting idea.  Genesius Member Nov 2, 2018 20,589 Tace said: Capcom pls. I just want a new RE game with Jill. Click to expand... Click to shrink... We have a game for Jill fans and it's called Resident Evil (1996).   NotDaRealSlimShady Member Mar 8, 2025 659 "You see that mountain?You can die there"   OGlol Member Jun 4, 2018 1,919 I wonder how 9 ends the Ethan story? or how it was originally supposed to?   Tsunami561 Member Mar 7, 2023 5,375 He's just tweeting out every version possible of the game so that when it gets announced he can say i told you so   808s & Villainy Member Oct 27, 2017 46,683 Genesius said: We have a game for Jill fans and it's called Resident Evil (1996). Click to expand... Click to shrink... And the Mv2 re-release ;_;   Spinky Member Oct 25, 2017 5,614 London Leon again? Holy innovation   ditusjack Member Oct 26, 2017 722 please, PLEASE, may the final version NOT be another RE Engine open world disaster.   Bishop89 What Are Ya' Selling? Member Oct 25, 2017 42,771 Melbourne, Australia IE big open world multiplayer game Click to expand... Click to shrink... I'm sure that would have made sales explode lmao Thank Wesker we averted that shit timeline  Josh5890 I'm Your Favorite Poster's Favorite Poster The Fallen Oct 25, 2017 26,507 If RE 9 got rebooted in 2021, then we are probably still a couple of years away from a release.   Cess007 Member Oct 27, 2017 15,495 B.C., Mexico Just bring Leon and Claire together Capcom. They have only appeared alongside each other in RE2. Hell, they have more movies together as partners than games.   SofNascimento cursed Member Oct 28, 2017 24,911 São Paulo - Brazil I fully believe we will never see Jill again in a mainline title as the protagonist. That is quite clear at this point. If she is in a mainline game, it'll be as a secundary character. And if she is the protagonist, it will be a smaller budget/scope poject, like REmake 3.  Blackbird Unshakable Resolve - Prophet of Truth Member Oct 25, 2017 7,269 Brazil Spelunky3 said: I just don't believe RE9 was a multiplayer game. And Dusk has flip-flopped so many times on his RE9 info (and other RE games in the past) that I feel very comfortable saying that. Click to expand... Click to shrink... Kalor said: It doesn't say it was a MMO. If anything it just reads like it was 2 player co-op. Click to expand... Click to shrink... yes, he meant co-op. like RE5/6.  MeltedDreams Member Oct 27, 2017 9,437 Of course they are rebooting it lol. RE MP always sucks, yet Capcom keep trying (not counting RE5 co-op ofc).   AWestCoastDirtyBird Member Apr 27, 2020 3,779 Next time we see Jill   giancarlo123x One Winged Slayer Member Oct 25, 2017 28,002 Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point?   GJ Member Oct 25, 2017 10,529 The Netherlands giancarlo123x said: Dusk is either wrong usually or "plans changed". How good is his track record of being right at this point? Click to expand... Click to shrink... He was very right with a lot of his RE8 info.  Pai Pai Master Member Oct 25, 2017 37,222 Atlanta GA 808s & Villainy said: It's gonna be RE9 staring Leon RE10 staring Leon and Chris Click to expand... Click to shrink... I hate that you're probably right.  cw_sasuke Member Oct 27, 2017 30,002 Open World after DD 2 and MHW is not what I wanna hear from Capcom tbh.  
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  • A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain

    Interviews

    A Minecraft Movie: Piotr Karwas& Elizabeth “Liz” Bernard– Digital Domain

    By Vincent Frei - 20/05/2025

    With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie.
    After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie.
    How did you and Digital Domain get involved on this show?
    Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans.
    How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon?
    Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos.
    The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges.

    What are the sequences made by Digital Domain?
    Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine.

    Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life?
    Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience.
    The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique.
    The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom.
    Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative.
    Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle.

    Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action?
    Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible.
    The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette.

    Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes?
    Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule.

    What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm?
    Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit.

    The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life?
    Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed.
    The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour.
    Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations?
    Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation.
    How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere?
    Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently.

    How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments?
    Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script, but if you look carefully, you’ll find maximum silliness all over the place.
    And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie.

    How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly?
    Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly.

    With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out?
    Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream, and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes.
    Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey!

    Looking back on the project, what aspects of the visual effects are you most proud of?
    Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me.
    Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for?

    How long have you worked on this show?
    Piotr Karwas: About six months
    Liz Bernard: Just six months from start to finish.
    What’s the VFX shots count?
    Piotr Karwas: Digital Domain delivered 187 shots not including omits.
    What is your next project?
    Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects.
    Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned!
    A big thanks for your time.
    WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website.
    © Vincent Frei – The Art of VFX – 2025
    #minecraft #movie #piotr #karwas #vfx
    A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain
    Interviews A Minecraft Movie: Piotr Karwas& Elizabeth “Liz” Bernard– Digital Domain By Vincent Frei - 20/05/2025 With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie. After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie. How did you and Digital Domain get involved on this show? Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans. How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon? Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos. The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges. What are the sequences made by Digital Domain? Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine. Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life? Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience. The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique. The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom. Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative. Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle. Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action? Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible. The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette. Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes? Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule. What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm? Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit. The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life? Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed. The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour. Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations? Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation. How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere? Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently. How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments? Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script, but if you look carefully, you’ll find maximum silliness all over the place. And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie. How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly? Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly. With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out? Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream, and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes. Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey! Looking back on the project, what aspects of the visual effects are you most proud of? Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me. Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for? How long have you worked on this show? Piotr Karwas: About six months Liz Bernard: Just six months from start to finish. What’s the VFX shots count? Piotr Karwas: Digital Domain delivered 187 shots not including omits. What is your next project? Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects. Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned! A big thanks for your time. WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website. © Vincent Frei – The Art of VFX – 2025 #minecraft #movie #piotr #karwas #vfx
    WWW.ARTOFVFX.COM
    A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain
    Interviews A Minecraft Movie: Piotr Karwas (VFX Supervisor) & Elizabeth “Liz” Bernard (Animation Supervisor) – Digital Domain By Vincent Frei - 20/05/2025 With 20+ years in film and advertising, Piotr Karwas has supervised VFX for top directors including David Fincher and Tim Burton. His recent work includes The Electric State, Elevation, he’s here today to talk about the Digital Domain work on A Minecraft Movie. After discussing The Electric State with us a few months ago, Elizabeth ‘Liz’ Bernard is back—this time to talk about her work on A Minecraft Movie. How did you and Digital Domain get involved on this show? Piotr Karwas: We were approached by the Warner Bros. VFX team as they were looking to bring on an additional vendor to help complete the remaining visual effects work. It was also an opportunity to be the best dad ever, since both of my kids are huge Minecraft fans. How was the collaboration with Director Jared Hess and VFX Supervisor Dan Lemmon? Piotr Karwas: I’ve known Dan Lemmon since our time working together at Digital Domain. We collaborated on several projects in the early 2000s, so it was a great opportunity to team up again. As for Jared, I’ve been a fan of his work ever since his first feature, Napoleon Dynamite. Years ago, I also had the chance to briefly work on his film Gentlemen Broncos. The blend of Jared’s signature humor with the global phenomenon of Minecraft was simply too exciting to pass up. I knew I wanted to be involved. Although Digital Domain joined the project later in the production process, we quickly got up to speed and delivered our work on time, despite some challenges. What are the sequences made by Digital Domain? Piotr Karwas: Our primary focus was the final battle sequence, but we also contributed to several fully live-action shots featuring set extensions and some CG animation, primarily around the entrance to the mine. Could you walk us through the process of creating the 500+ Piglins and Iron Golems clashing in that 360° battlefield? What were some of the major technical challenges in making that sequence come to life? Piotr Karwas: One of the key creative challenges was striking the right balance between honoring the iconic look and feel of the game while delivering a cinematic, action-packed experience. The goal was to blend a sense of realism through the movement and design of characters and environments with the charm and style of the Minecraft universe. Under the guidance of Jared and Dan, and in close collaboration with the other vendors, we were able to craft something truly unique. The battle unfolds during the Piglin invasion, as the sunny atmosphere of the Overworld begins to transform into a darker, more menacing environment reminiscent of the Nether. The entire battlefield was designed to function seamlessly in both visual states, capturing the warmth and cheer of the original Overworld, while also supporting its dramatic shift into a hellish landscape filled with fire and gloom. Additionally, the stylized world of Minecraft presented some technical hurdles, especially in large scale crowd sequences. The characters’ unconventional anatomy, limited range of motion, and signature fighting styles added an extra layer of complexity but also pushed us to be creative and innovative. Liz Bernard: We started out with 10 piglins, each of which had 2-6 costumes, plus 8 weapons and 2 torches. We were able to get a lot of variety out of that for our piglin horde. The golem army was smaller and more uniform, and golems are too powerful to be messing around with weapons. Instead, they prefer to use their iron arms to smash through their opponents, so we didn’t have as many different iterations, costumes, and such for the iron golems. In Animation, we moved as fast as possible to clean up and modify a big pile of motion capture so that we could provide our Crowds team with over 300 unique animation cycles and clips. Those clips included everything from golems doing windmill arm attacks, to piglins hacking at golem legs with axes and swords, to baby piglins running around in circles, freaking out. Although we started with motion capture for most of the piglin actions, transferring those actions from a full sized human mocap actor onto 10 different blocky piglins with giant angular heads and different body proportions meant each mocap clip needed a lot of adjustment. For example, piglins cannot raise their square little arms very high because their shoulders will quickly crash into the head. Once we had ploughed through that chunk of work, our Crowds team strung those actions together in Autodesk’s Golaem software to create the crowds seen in the backgrounds of our shots. In the mid-ground, we animated a custom set of longer battle vignettes that we could reuse in a number of shots by reorienting them to camera and offsetting their timing. And of course, there was quite a lot of hero animation to fill in the foreground and tell the story of the ebb and flow of battle. Minecraft is known for its blocky aesthetic. How was the animation rigging approached to stay true to that while enhancing the characters’ performance for live action? Liz Bernard: The piglins, hoglins, and wolves were rigged as pretty standard fleshy characters. The wolves had blocky chests and hips, which our Rigging team kept relatively stiff to preserve the original block shape even when we posed the characters in action. Because we were in a hurry on this fast-paced show, we needed to get rigs into Animation’s hands as quickly as possible, so we ended up relying on our shot modeling/sculpting team to adjust some of the characters’ bodies after animation was approved. They paid special attention to the final look of their shoulders, elbows, and knees, to make sure that the bend at each joint stayed as blocky as possible. The iron golems were a lot trickier to get right because they were made of stiff blocks of metal, had no deforming parts, and their joints were extremely simple. We discovered right away that making an iron golem walk meant instant intersections where the legs attach to the hips and the arms attach to the shoulders. So, to solve that problem and get the golems engaged in the battle, we had to give the animators complete control over every body part. This is not something we typically do because it’s easy to go overboard and end up “off model,” but in this scenario, it was absolutely required. This level of control gave the animators the option to offset body parts to achieve the necessary range of movement without visible intersections on screen or gaps in silhouette. Houdini was used to procedurally generate environments for the film. What were some of the most challenging aspects of creating such vast, dynamic landscapes? Piotr Karwas: The environments posed a unique challenge, not just because of their blocky nature, but because it was essential to make the Overworld feel like a tangible, real place. Some design choices were influenced by physical sets that had been built, while others drew inspiration from the real world. We focused on introducing a sense of natural imperfection, subtle elements like slightly uneven lines, worn edges, scuff marks, scattered debris, dirt, and even touches of realistic vegetation. All of this had to be carefully integrated into the strict, grid-based aesthetic of the Minecraft universe. Our environment team rose to the challenge and delivered a highly detailed immersive location, while working under a demanding production schedule. What were the biggest challenges in adapting Minecraft’s creatures and characters into a live-action setting while retaining their iconic charm? Liz Bernard: Because we came onto the project towards the end of shot production, we were able to use other vendors’ work as a rough guide for how our characters should move and behave. The Iron Golems in particular were a fun challenge, and although Sony had a few shots that we could refer to for the overall movement, it was up to us to establish their combat style. We researched how the golems fight in the game, which, as it turns out, is quite simple. We stuck with the game’s stiff legged walk, simple straight arm swings and skyward scoops to match the game’s iron golem attack style as closely as we could. However, purely matching the game wasn’t going to look quite right in a live action environment with human actors. So, on top of the simple performance, we layered weight shifts to counterbalance the heavy arms. We also added some additional step patterns to get them into position to attack piglins so that they would appear clever and more agile without straying too far from the game aesthetic. We also improved the contacts between the golems’ arms and each piglin to really sell the sense of effort and weight in each attack and hit. The destruction of the Overworld Portal seems like a monumental task. How was such an epic scene created, and what role did the environment and FX teams play in bringing it to life? Piotr Karwas: One of the biggest challenges was figuring out the mechanics of how large-scale destruction would play out in the Minecraft world. We had to carefully determine which elements would follow real-world physics and which could behave in a more stylized, game inspired way. We also spent considerable time designing the post-collapse remains to ensure they were visually compelling and cohesive for the staging of the shots that followed. The portal destruction sequence, in particular, appeared in the two widest shots of the entire sequence. These moments required both armies to be on screen, complete with fallen Iron Golems, defeated or pork-chopped Piglins, and digital doubles for every actor. It was a massive technical, logistical, and creative undertaking. We worked on these shots all the way to the final hour. Can you describe the bespoke zombification transformation pipeline developed for the Piglins? How did this process differ from traditional character transformations? Piotr Karwas: By the time we joined the project, the zombification effect had already been largely developed by Weta FX. One of our main challenges was matching their established look while ensuring visual consistency across both their shots and ours. At the same time, we knew we had to push the effect further. After all, this was the grand finale, where the evil army was being defeated. We also wanted the transformation to feel distinct, especially when applied to large numbers of Piglins. To achieve that, we went as far as building complete skeletal systems that could be revealed during the transformation. How was lighting handled to simulate firelit nighttime chaos? What tools or techniques were critical in creating that atmosphere? Piotr Karwas: To achieve the most realistic look, we used actual fire simulations to drive the lighting on both the characters and the environment. We initially started with just a few fires, but Jared was drawn to the striking visual accents and the warm hues they cast on the characters. As a result, we ended up populating the scenes with hundreds of fires. The air was also filled with atmospheric elements like smoke, ash, and embers, all contributing to a richly textured, apocalyptic feel in every shot. To manage this across numerous shots, we developed semi-automated methods to batch simulate the effects efficiently. How was humor incorporated into the animation, especially with subtle gags like pork chops dropping onto the battlefield or background antics? What approach was used to time these moments? Liz Bernard: We had a good time adding easter eggs and gags into this epic battle scene! Piotr let me know early on that Jared would welcome goofy touches, especially on background characters, so I made sure to pass that information on to my team of animators. What did I get back? Nose picks, butt scratches, belly slaps, and all sorts of goofy behaviour in the background. We usually didn’t center those things in the action unless it was called for in the script (in fact, Jared and Dan had to pull us back a few times), but if you look carefully, you’ll find maximum silliness all over the place. And, of course, I have to mention the Great Hog here. He was probably our funniest character and the most challenging to animate. His style of movement was dictated by his unusual proportions, in particular, his itty-bitty legs and long chunky arms. Those stumpy legs meant his stride was super short unless he broke out into a full quadruped gallop, which our team animated with extra oomph and effort to get a good laugh. The Great Hog’s low rider pants took a dive after one particularly strenuous sprint across the battlefield to attack Natalie. When he rose up on hind legs in anticipation of smashing her with his giant blocky fists, Jared wanted to make sure that the audience could see clearly the gag that his butt crack was showing. In VFX, we traditionally call a gradient of options that we would pitch to the client a “wedge.” In this case, we needed to get a read on how low to go with the pants before we simulated them in CFX, so we sent over a “wedge” for the pants and butt crack for Jared to pick from. In this case, I guess it was actually…a wedgie. How was the visual humor seamlessly integrated into the more intense action sequences, and was there a particular moment that captured this balance perfectly? Liz Bernard: The visual humour was baked into the action from the get-go, from game to storyboards to previsualization. I mean, there’s something inherently funny about dozens of piglins in shorts getting smacked high up into the air and then poof! turning into porkchops. When I welcomed each animator to the show, I made a point of mentioning that they were a little more free to tell jokes with pantomime on this show than they might be used to on more realistic productions. Because we were always in a mindset to make each shot as funny as possible without distracting from the story points, the flavour in animation dailies was always funny. My team pitched piglins getting run over by the Great Hog by accident, baby piglins riding on an iron golem attempting to attack its head, some utterly hilarious slow-mo action with exaggerated overlap a la Baywatch, a hoglin and piglin rider mugging for the camera as they gallop by in the foreground, wolves clamped on by their teeth to the waistband of the Great Hog, and a whole lot of over-acted melodramatic writhing as the piglins zombified after the portal collapsed. You don’t have to tell animators twice to be silly. With such a large-scale project, how did the animation and VFX teams collaborate to maintain a cohesive style across both departments? Were there any specific moments where this collaboration stood out? Liz Bernard: This was a ripsnorter of a project timeline, so all departments were hitting the ground running and developing their parts of the project concurrently. That’s always challenging and requires a lot of communication to pull off. We had a bullpen of experienced folks in our show leadership, and knowing what each other’s departments could and couldn’t do saved us a lot of time as we ramped up. For example, we were able to establish a single groundplane early in our animation schedule, which helped us avoid having to adjust the character’s feet contacts to an evolving environment even as artists were still building the overworld battlefield. The Environments team did a great job set dressing the environment after we had placed our animation and crowds’ characters, so that we did not need to worry about running through plants, pebbles, fires, or corpses. The FX department established a workflow with the Crowds team to “porkchop” any crowds piglin that got smacked by crowds’ iron golems. Setting these rules and criteria helped each department streamline their processes. And, our production team did an absolutely incredible job making sure that every department stayed on target, communicated their roadblocks and breakthroughs effectively downstream (and sometimes upstream!), and adjusted the schedule to compensate. I think the moment where this collaboration really shone was when we saw all of the zombification shots at the end of the sequence starting to fall into place. One day, it felt like we had all of them left to tackle, and the next, we had our methodology kinks worked out and they all started to drop like dominoes. Piotr Karwas: As Liz mentioned, the schedule was extremely tight, especially for executing the film’s grand finale. We had to move quickly and strategically, knowing that things would evolve and change throughout production. I’m incredibly grateful to our amazing team at Digital Domain. Across all four locations, Los Angeles, Vancouver, Montreal, and Hyderabad, our artists worked around the clock to bring it all to life. Yes, there were long hours, high stress, and the usual frustrations with technology that doesn’t always behave but in the end, it was all absolutely worth it. Seeing kids enjoy the movie so much made everything worthwhile. Chicken Jockey! Looking back on the project, what aspects of the visual effects are you most proud of? Piotr Karwas: Without a doubt, the Great Hog’s butt crack was the highlight for me. Liz Bernard: Just the sheer scale of this thing is wild. This is one of those “more is more” kinds of projects that don’t come around so often in our world of photorealistic visual effects. Nothing was supposed to be “real” here, everything was exaggerated, every frame we produced was chock full of crazy action, over the top humor, and easter eggs. I’m very proud of our animation team for embracing this hilarious show in a more cartoony style that we don’t often have the opportunity to tackle. And, man, it tickles me that the fans got such a huge kick out of it all when the movie hit theatres. What else can you ask for? How long have you worked on this show? Piotr Karwas: About six months Liz Bernard: Just six months from start to finish. What’s the VFX shots count? Piotr Karwas: Digital Domain delivered 187 shots not including omits. What is your next project? Piotr Karwas: A Minecraft Movie I hope. Jokes aside, I’m looking at a whole slate of different projects. Liz Bernard: All I can say right now is that it’s a science fiction film that comes out in 2026. Stay tuned! A big thanks for your time. WANT TO KNOW MORE?Digital Domain: Dedicated page about A Minecraft Movie on Digital Domain website. © Vincent Frei – The Art of VFX – 2025
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  • Minecraft's 18 secrets they don't tell you – including sneaky way to beat Endermen

    Minecraft is a game that's easy to pick up and get started with, but it's also impossibly deep. The game is full of secrets you can only discover by exploring and playingTech23:02, 17 May 2025Minecraft has many secretsMinecraft has long taken over the world, with a staggering 204.33 million users playing it monthly on various platforms including mobile devices and gaming consoles.The game's appeal lies in its simplicity to start playing, yet it offers an incredibly rich and complex experience. Minecraft is brimming with hidden features that can only be unearthed through exploration and gameplay, making it virtually impossible to discover them all.‌Here are 18 secrets about Minecraft, compiled by thegamer.com, that you might not know.‌Chicken Jockey!Llamas aren't just amusing fluffy companions; they can also serve as handy carriers if you're constantly running out of inventory space. By clicking on a llama while holding a chest, the chest becomes the llama's storage area.The carrying capacity of llamas varies based on their strength, ranging from 15 slots to a mere three. However, you can breed them to enhance this strength, reports craft-doesnt-tell-34950138" rel="Follow" target="_self">the Mirror.Article continues belowWhen you break a block, the breaking pattern always appears on its north side. This can be useful if you need to quickly determine your orientation.Minecraft is the best-selling game in historyLava outlasts wood or coal as a furnace fuel, so it's worth marking any lava locations you come across and returning with plenty of buckets.‌In the early days of Minecraft, diamond hunters would strike gold between five and 12 levels down, but now you'll find these sparkly gems lurking between 15 and 63 levels deep – the lower you go, the better your chances.One of the quirkier tricks in the blocky universe is that if you're not feeling your blue sheep and fancy a crimson one instead, there's a nifty trick. Pop a blue sheep next to an Evoker, watch it flail its limbs about, belt out a "wololo", and like magic, you've got yourself a red sheep.This cheeky nod to the classic 90s strategy game Age of Empires will have the older crowd chuckling as they recall priests flipping enemy allegiance with the same chant.‌Bizarre?Absolutely.A giggle?‌You bet.And here's a top tip for all you sand and gravel farmers: torches are your best mate.Not just for banishing the darkness and keeping the creepers at bay, but also for dealing with those pesky gravity-bound blocks. Whip away the block beneath, slap a torch down quick as a flash, and watch as everything crumbles, ready for you to vacuum up in no time.‌If you find yourself in a Mushroom biome, you're in luck. This is the only zone in the game where hostile mobs don't spawn at night or in the caves - giving you the freedom to construct a cosy dwelling or simply roam around.However, mob spawners do function, so there's still a slim chance of encountering foes.The terrifying Endermen only strike when you lock eyes with them. But this can be turned to your advantage - by donning an equally-frightening carved pumpkin on your head, you'll avoid direct eye contact with the Endermen.‌Consequently, they won't assault you - indeed, they won't even retaliate if you initiate an attack.Mobs can easily outnumber you, so a little assistance can go a long way. You can forge an Iron Golem to aid in your defence by arranging iron blocks in a T-shape on the ground, and then topping it off with a Carved Pumpkin or a Jack O'Lantern as a head.Scatter a few around your base for your personal security squad.‌There are some things the game doesn't tell youMuch like llamas, cats offer more than just cuddly companionship. Creepers fear cats, and if you have a sufficient number around your house, they will steer clear.This proves useful when you need to complete tasks without being ambushed.‌Oddly enough, doors can generate air pockets underwater. If you position a door, it will form an air bubble you can stand in - handy for prolonged underwater excursions.The Blaze is a formidable foe, but it has one Achilles' heel - snowballs. The optimal strategy to defeat them is to pelt them with snowballs from a distance.It might seem like a good idea to obliterate mob spawners to stem the tide of adversaries. However, there's an alternative.‌Bear in mind that foes only spawn in dimly lit areas, so if you position torches on or around the spawner, it'll cease churning out enemies.Sneaking can be beneficial, albeit a tad slow. But with the Swift Sneak enchantment, you can crouch and stride at an accelerated pace - enabling you to slip away unnoticed at twice the speed.If you find yourself in the mushroom biome, chances are you'll encounter a Mooshroom. As its moniker implies, it's a hybrid of a mushroom and a cow.‌And if you attempt to milk it, you'll end up with mushroom stew. It may sound revolting, but it's handy for keeping hunger at bay.Having a pack of dogs to aid in your defence is a brilliant plan - and you can distinguish them by giving them different-coloured collars. Simply procure a dye in your desired colour and right-click on the dog.Easy peasy.‌The potential in Minecraft seems virtually limitless. One of the more surprising feats some players have achieved is crafting pixel art with their maps.The snag is, if you alter your base, the map adjusts accordingly.If you're keen on preserving a design, consider adding a glass pane to your map. This allows for endless modifications while keeping your brilliant creation intact.Article continues belowFacing a horde of zombies typically spells doom. However, there's an unexpected defence mechanism - zombies seem to have an inexplicable attraction towards turtle eggs.Toss one and they'll trail behind it. This tactic can also be employed to lead zombies to their demise, yielding some valuable gold in the process.For more shocking stories from the Daily Star, make sure you sign up to one of our newsletters ‌‌‌
    #minecraft039s #secrets #they #don039t #tell
    Minecraft's 18 secrets they don't tell you – including sneaky way to beat Endermen
    Minecraft is a game that's easy to pick up and get started with, but it's also impossibly deep. The game is full of secrets you can only discover by exploring and playingTech23:02, 17 May 2025Minecraft has many secretsMinecraft has long taken over the world, with a staggering 204.33 million users playing it monthly on various platforms including mobile devices and gaming consoles.The game's appeal lies in its simplicity to start playing, yet it offers an incredibly rich and complex experience. Minecraft is brimming with hidden features that can only be unearthed through exploration and gameplay, making it virtually impossible to discover them all.‌Here are 18 secrets about Minecraft, compiled by thegamer.com, that you might not know.‌Chicken Jockey!Llamas aren't just amusing fluffy companions; they can also serve as handy carriers if you're constantly running out of inventory space. By clicking on a llama while holding a chest, the chest becomes the llama's storage area.The carrying capacity of llamas varies based on their strength, ranging from 15 slots to a mere three. However, you can breed them to enhance this strength, reports craft-doesnt-tell-34950138" rel="Follow" target="_self">the Mirror.Article continues belowWhen you break a block, the breaking pattern always appears on its north side. This can be useful if you need to quickly determine your orientation.Minecraft is the best-selling game in historyLava outlasts wood or coal as a furnace fuel, so it's worth marking any lava locations you come across and returning with plenty of buckets.‌In the early days of Minecraft, diamond hunters would strike gold between five and 12 levels down, but now you'll find these sparkly gems lurking between 15 and 63 levels deep – the lower you go, the better your chances.One of the quirkier tricks in the blocky universe is that if you're not feeling your blue sheep and fancy a crimson one instead, there's a nifty trick. Pop a blue sheep next to an Evoker, watch it flail its limbs about, belt out a "wololo", and like magic, you've got yourself a red sheep.This cheeky nod to the classic 90s strategy game Age of Empires will have the older crowd chuckling as they recall priests flipping enemy allegiance with the same chant.‌Bizarre?Absolutely.A giggle?‌You bet.And here's a top tip for all you sand and gravel farmers: torches are your best mate.Not just for banishing the darkness and keeping the creepers at bay, but also for dealing with those pesky gravity-bound blocks. Whip away the block beneath, slap a torch down quick as a flash, and watch as everything crumbles, ready for you to vacuum up in no time.‌If you find yourself in a Mushroom biome, you're in luck. This is the only zone in the game where hostile mobs don't spawn at night or in the caves - giving you the freedom to construct a cosy dwelling or simply roam around.However, mob spawners do function, so there's still a slim chance of encountering foes.The terrifying Endermen only strike when you lock eyes with them. But this can be turned to your advantage - by donning an equally-frightening carved pumpkin on your head, you'll avoid direct eye contact with the Endermen.‌Consequently, they won't assault you - indeed, they won't even retaliate if you initiate an attack.Mobs can easily outnumber you, so a little assistance can go a long way. You can forge an Iron Golem to aid in your defence by arranging iron blocks in a T-shape on the ground, and then topping it off with a Carved Pumpkin or a Jack O'Lantern as a head.Scatter a few around your base for your personal security squad.‌There are some things the game doesn't tell youMuch like llamas, cats offer more than just cuddly companionship. Creepers fear cats, and if you have a sufficient number around your house, they will steer clear.This proves useful when you need to complete tasks without being ambushed.‌Oddly enough, doors can generate air pockets underwater. If you position a door, it will form an air bubble you can stand in - handy for prolonged underwater excursions.The Blaze is a formidable foe, but it has one Achilles' heel - snowballs. The optimal strategy to defeat them is to pelt them with snowballs from a distance.It might seem like a good idea to obliterate mob spawners to stem the tide of adversaries. However, there's an alternative.‌Bear in mind that foes only spawn in dimly lit areas, so if you position torches on or around the spawner, it'll cease churning out enemies.Sneaking can be beneficial, albeit a tad slow. But with the Swift Sneak enchantment, you can crouch and stride at an accelerated pace - enabling you to slip away unnoticed at twice the speed.If you find yourself in the mushroom biome, chances are you'll encounter a Mooshroom. As its moniker implies, it's a hybrid of a mushroom and a cow.‌And if you attempt to milk it, you'll end up with mushroom stew. It may sound revolting, but it's handy for keeping hunger at bay.Having a pack of dogs to aid in your defence is a brilliant plan - and you can distinguish them by giving them different-coloured collars. Simply procure a dye in your desired colour and right-click on the dog.Easy peasy.‌The potential in Minecraft seems virtually limitless. One of the more surprising feats some players have achieved is crafting pixel art with their maps.The snag is, if you alter your base, the map adjusts accordingly.If you're keen on preserving a design, consider adding a glass pane to your map. This allows for endless modifications while keeping your brilliant creation intact.Article continues belowFacing a horde of zombies typically spells doom. However, there's an unexpected defence mechanism - zombies seem to have an inexplicable attraction towards turtle eggs.Toss one and they'll trail behind it. This tactic can also be employed to lead zombies to their demise, yielding some valuable gold in the process.For more shocking stories from the Daily Star, make sure you sign up to one of our newsletters ‌‌‌ #minecraft039s #secrets #they #don039t #tell
    WWW.DAILYSTAR.CO.UK
    Minecraft's 18 secrets they don't tell you – including sneaky way to beat Endermen
    Minecraft is a game that's easy to pick up and get started with, but it's also impossibly deep. The game is full of secrets you can only discover by exploring and playingTech23:02, 17 May 2025Minecraft has many secrets(Image: Handout)Minecraft has long taken over the world, with a staggering 204.33 million users playing it monthly on various platforms including mobile devices and gaming consoles.The game's appeal lies in its simplicity to start playing, yet it offers an incredibly rich and complex experience. Minecraft is brimming with hidden features that can only be unearthed through exploration and gameplay, making it virtually impossible to discover them all.‌Here are 18 secrets about Minecraft, compiled by thegamer.com, that you might not know.‌Chicken Jockey!(Image: Daily Record)Llamas aren't just amusing fluffy companions; they can also serve as handy carriers if you're constantly running out of inventory space. By clicking on a llama while holding a chest, the chest becomes the llama's storage area.The carrying capacity of llamas varies based on their strength, ranging from 15 slots to a mere three. However, you can breed them to enhance this strength, reports craft-doesnt-tell-34950138" rel="Follow" target="_self">the Mirror.Article continues belowWhen you break a block, the breaking pattern always appears on its north side. This can be useful if you need to quickly determine your orientation.Minecraft is the best-selling game in history(Image: Mojang/Microsoft)Lava outlasts wood or coal as a furnace fuel, so it's worth marking any lava locations you come across and returning with plenty of buckets.‌In the early days of Minecraft, diamond hunters would strike gold between five and 12 levels down, but now you'll find these sparkly gems lurking between 15 and 63 levels deep – the lower you go, the better your chances.One of the quirkier tricks in the blocky universe is that if you're not feeling your blue sheep and fancy a crimson one instead, there's a nifty trick. Pop a blue sheep next to an Evoker, watch it flail its limbs about, belt out a "wololo", and like magic, you've got yourself a red sheep.This cheeky nod to the classic 90s strategy game Age of Empires will have the older crowd chuckling as they recall priests flipping enemy allegiance with the same chant.‌Bizarre?Absolutely.A giggle?‌You bet.And here's a top tip for all you sand and gravel farmers: torches are your best mate.Not just for banishing the darkness and keeping the creepers at bay, but also for dealing with those pesky gravity-bound blocks. Whip away the block beneath, slap a torch down quick as a flash, and watch as everything crumbles, ready for you to vacuum up in no time.‌If you find yourself in a Mushroom biome, you're in luck. This is the only zone in the game where hostile mobs don't spawn at night or in the caves - giving you the freedom to construct a cosy dwelling or simply roam around.However, mob spawners do function, so there's still a slim chance of encountering foes.The terrifying Endermen only strike when you lock eyes with them. But this can be turned to your advantage - by donning an equally-frightening carved pumpkin on your head, you'll avoid direct eye contact with the Endermen.‌Consequently, they won't assault you - indeed, they won't even retaliate if you initiate an attack.Mobs can easily outnumber you, so a little assistance can go a long way. You can forge an Iron Golem to aid in your defence by arranging iron blocks in a T-shape on the ground, and then topping it off with a Carved Pumpkin or a Jack O'Lantern as a head.Scatter a few around your base for your personal security squad.‌There are some things the game doesn't tell youMuch like llamas, cats offer more than just cuddly companionship. Creepers fear cats, and if you have a sufficient number around your house, they will steer clear.This proves useful when you need to complete tasks without being ambushed.‌Oddly enough, doors can generate air pockets underwater. If you position a door, it will form an air bubble you can stand in - handy for prolonged underwater excursions.The Blaze is a formidable foe, but it has one Achilles' heel - snowballs. The optimal strategy to defeat them is to pelt them with snowballs from a distance.It might seem like a good idea to obliterate mob spawners to stem the tide of adversaries. However, there's an alternative.‌Bear in mind that foes only spawn in dimly lit areas, so if you position torches on or around the spawner, it'll cease churning out enemies.Sneaking can be beneficial, albeit a tad slow. But with the Swift Sneak enchantment, you can crouch and stride at an accelerated pace - enabling you to slip away unnoticed at twice the speed.If you find yourself in the mushroom biome, chances are you'll encounter a Mooshroom. As its moniker implies, it's a hybrid of a mushroom and a cow.‌And if you attempt to milk it, you'll end up with mushroom stew. It may sound revolting, but it's handy for keeping hunger at bay.Having a pack of dogs to aid in your defence is a brilliant plan - and you can distinguish them by giving them different-coloured collars. Simply procure a dye in your desired colour and right-click on the dog.Easy peasy.‌The potential in Minecraft seems virtually limitless. One of the more surprising feats some players have achieved is crafting pixel art with their maps.The snag is, if you alter your base, the map adjusts accordingly.If you're keen on preserving a design, consider adding a glass pane to your map. This allows for endless modifications while keeping your brilliant creation intact.Article continues belowFacing a horde of zombies typically spells doom. However, there's an unexpected defence mechanism - zombies seem to have an inexplicable attraction towards turtle eggs.Toss one and they'll trail behind it. This tactic can also be employed to lead zombies to their demise, yielding some valuable gold in the process.For more shocking stories from the Daily Star, make sure you sign up to one of our newsletters ‌‌‌
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  • Resident Evil 9 Reveal is “100 Percent” Happening This Year, Launching in 2026 – Rumor

    Capcom seemingly teased the next Resident Evil in a celebration video for Resident Evil 4 remake but has yet to confirm a reveal date or launch. According to known leaker AestheticGamer, aka Dusk Golem, on Twitter, the survival horror title is still set to be revealed this year.
    They doubt it will be delayed further, but it’s unknown if it will be unveiled at the upcoming Summer Game Fest showcase in June or The Game Awards in December. It’s still allegedly launching next year, though once again, whether within the current fiscal year ending March 31st, 2026, or in late 2026 is unknown.
    Time will tell, so stay tuned for updates. Aside from Resident Evil 7: biohazard director Kosha Nakanishi leading the sequel, very little is officially known about it. AestheticGamer previously reported that it would try new things and “100 percent” star Leon S. Kennedy as the protagonist. Jill Valentine was allegedly slated to have a “prominent role,” but plans seemingly changed.

    It's almost 100% for sure being revealed this year and releasing next year. Doubt they'll delay more. The question comes if its being revealed this summer or at TGA for example this year, & if its releasing this fiscal yearor next fiscal year late 2026. — AestheticGamer aka Dusk GolemMay 13, 2025
    #resident #evil #reveal #percent #happening
    Resident Evil 9 Reveal is “100 Percent” Happening This Year, Launching in 2026 – Rumor
    Capcom seemingly teased the next Resident Evil in a celebration video for Resident Evil 4 remake but has yet to confirm a reveal date or launch. According to known leaker AestheticGamer, aka Dusk Golem, on Twitter, the survival horror title is still set to be revealed this year. They doubt it will be delayed further, but it’s unknown if it will be unveiled at the upcoming Summer Game Fest showcase in June or The Game Awards in December. It’s still allegedly launching next year, though once again, whether within the current fiscal year ending March 31st, 2026, or in late 2026 is unknown. Time will tell, so stay tuned for updates. Aside from Resident Evil 7: biohazard director Kosha Nakanishi leading the sequel, very little is officially known about it. AestheticGamer previously reported that it would try new things and “100 percent” star Leon S. Kennedy as the protagonist. Jill Valentine was allegedly slated to have a “prominent role,” but plans seemingly changed. It's almost 100% for sure being revealed this year and releasing next year. Doubt they'll delay more. The question comes if its being revealed this summer or at TGA for example this year, & if its releasing this fiscal yearor next fiscal year late 2026. — AestheticGamer aka Dusk GolemMay 13, 2025 #resident #evil #reveal #percent #happening
    GAMINGBOLT.COM
    Resident Evil 9 Reveal is “100 Percent” Happening This Year, Launching in 2026 – Rumor
    Capcom seemingly teased the next Resident Evil in a celebration video for Resident Evil 4 remake but has yet to confirm a reveal date or launch. According to known leaker AestheticGamer, aka Dusk Golem, on Twitter, the survival horror title is still set to be revealed this year. They doubt it will be delayed further, but it’s unknown if it will be unveiled at the upcoming Summer Game Fest showcase in June or The Game Awards in December. It’s still allegedly launching next year, though once again, whether within the current fiscal year ending March 31st, 2026, or in late 2026 is unknown. Time will tell, so stay tuned for updates. Aside from Resident Evil 7: biohazard director Kosha Nakanishi leading the sequel, very little is officially known about it. AestheticGamer previously reported that it would try new things and “100 percent” star Leon S. Kennedy as the protagonist. Jill Valentine was allegedly slated to have a “prominent role,” but plans seemingly changed. It's almost 100% for sure being revealed this year and releasing next year. Doubt they'll delay more. The question comes if its being revealed this summer or at TGA for example this year, & if its releasing this fiscal year (ending March 31st, 2026) or next fiscal year late 2026. https://t.co/NO9FOtoZ7Z— AestheticGamer aka Dusk Golem (@AestheticGamer1) May 13, 2025
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  • ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’

    Behind the scenes of the climactic final battle between the Piglins and Iron Golems in ‘A Minecraft Movie’.
    The showdown between the Piglins and Iron Golems in Jared Hess’ A Minecraft Movie featured 187 VFX shots from Digital Domain. The studio collaborated with production visual effects supervisor Dan Lemmon to deliver battlefield action and final destruction of the Overworld Portal.
    Here, Digital Domain animation supervisor Liz Bernard and visual effects supervisor Piotr Karwas break it down for befores & afters, and highlight a few Easter eggs you may have missed.
    b&a: What were the challenges of animating characters for the finale battle, especially in retaining any kind of ‘blockyness’ to them?
    Liz Bernard: The Piglins were pretty forgiving when it came to animation because they were soft and squishy. The blockyness came from the design of the character more than from the style of animation. We only had a handful of restrictions based on their blocky design: we opted to keep their arms a little lower and more bent than a human’s because their shoulders would quickly intersect with their large blocky heads, and since they had very short necks, we also needed to tone down any head rotations except lateral turns. Oh, and of course when they fell down to the ground after zombifying, they clunk-rolled around on the ground about as well as a square wheel.

    Even though the golems have a very simple style of animation in the game, translating that simplicity was pretty challenging in the film, given that they are made of stiff blocks of metal with no give at all. When you have a blocky character with no areas that can deform, and extremely simple joints, you kind of have to cheat every joint to pose the character. A walk cycle, for example, gave us instant intersections where the legs attach to the hips and the arms attach to the shoulders.To address that, Rigging gave the animators controls to offset body parts to achieve the necessary range of movement without visible intersections or gaps in silhouette.
    b&a: There are some great clashes directly between the Piglins and Iron Golems – how did you come up choreography for these. Was mocap used at all as part of the process? How were any crowd tools utilized?
    Liz Bernard: Thanks! We had a blast figuring this out. Piotr and I directed several days of motion capture on Digital Domain’s motion capture stage in Los Angeles. We recorded a lot of Piglin charges, attacks, and reactions to key moments in the battle, and we spitballed a bunch of fun and silly ideas on the shoot days with our performer to try to pack in as much humor as possible.

    In most shots, we had three layers of animation: in the background and midground, our Crowds team put together crowds simulations using Autodesk’s Golaem software. In front of that, we also dropped in pre-made battle vignettes which consisted of a golem fighting 3 or 4 Piglins. Each vignette was created by a different animator and polished up to a high level before receiving body and cloth simulations in CFX. Then we were able to reuse those vignettesby offsetting them in timing and space throughout the sequence.
    Finally, in the foreground, we of course had the hero animation, which was a mix of keyframe and motion capture, although the mocap needed a lot of adjustment to work with the unusual proportions of the characters. All of the wolves and golems and ghasts were fully keyframed along with the Great Hog. Our rule in Animation was to make every choice the weird or goofy one so that the resulting choreography was a symphony of silliness.

    b&a: Where you had to integrate live-action actors into the scenes, what were some of the trickiest aspects of dealing with hair and clothing integration there, and generally bringing them into a game world?

    Piotr Karwas: Integrating live-action actors into a highly stylized environment could be tricky. Many of the scenes became significantly more complex after the original footage was captured, requiring pretty substantial adjustments to the photography. Precise matchmoving of our digital doubles was necessary to ensure accurate shadows and reflections, allowing the actors to blend naturally into the final environment.

    b&a: When the Piglins are exposed to sunlight, what was DD’s approach to zombify them?
    Piotr Karwas: For the climactic finale, where the evil army is ultimately defeated, we knew the zombification effect had to stand out. While much of the initial work had already been developed by Wētā FX when we joined the project, one of our first tasks was ensuring visual continuity while integrating seamlessly with their existing shots.
    But matching their look was only part of the challenge. We also needed to bring something new to the table, especially given the scale of the sequences involving massive groups of Piglins. To make the transformation feel both distinctive and impactful, we built fully articulated skeletal systems that could emerge during the zombification process, adding an extra layer of visual complexity to an already dramatic moment.

    b&a: Can you talk about any Easter eggs or gags you were able to add into the background of the battle?
    Liz Bernard: We knew from the beginning that our director, Jared Hess would welcome wacky ideas and goofy touches, especially on background characters. I made sure to pass that information on to each animator as soon as they joined the team so that they could put on their thinking caps. As a result, we had a basket of nose picks, pratfalls, butt scratches, and belly slaps to sprinkle into the action. I’m not sure if this qualifies as an easter egg because we did it so many times in the battle, but when the Piglins die, each turns into a perfectly cooked pork chop that flops to the ground. We had one particularly large piglin named Snowball who turned into a VERY large floppy ‘chop when Natalie stabbed him with her diamond sword. I feel like we did alright when we read articles after opening weekend about how rowdy the fans were at the movie theatres. It’s been a total kick to see how the fans reacted so positively to our work!

    The post ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’ appeared first on befores & afters.
    #had #basket #nose #picks #pratfalls
    ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’
    Behind the scenes of the climactic final battle between the Piglins and Iron Golems in ‘A Minecraft Movie’. The showdown between the Piglins and Iron Golems in Jared Hess’ A Minecraft Movie featured 187 VFX shots from Digital Domain. The studio collaborated with production visual effects supervisor Dan Lemmon to deliver battlefield action and final destruction of the Overworld Portal. Here, Digital Domain animation supervisor Liz Bernard and visual effects supervisor Piotr Karwas break it down for befores & afters, and highlight a few Easter eggs you may have missed. b&a: What were the challenges of animating characters for the finale battle, especially in retaining any kind of ‘blockyness’ to them? Liz Bernard: The Piglins were pretty forgiving when it came to animation because they were soft and squishy. The blockyness came from the design of the character more than from the style of animation. We only had a handful of restrictions based on their blocky design: we opted to keep their arms a little lower and more bent than a human’s because their shoulders would quickly intersect with their large blocky heads, and since they had very short necks, we also needed to tone down any head rotations except lateral turns. Oh, and of course when they fell down to the ground after zombifying, they clunk-rolled around on the ground about as well as a square wheel. Even though the golems have a very simple style of animation in the game, translating that simplicity was pretty challenging in the film, given that they are made of stiff blocks of metal with no give at all. When you have a blocky character with no areas that can deform, and extremely simple joints, you kind of have to cheat every joint to pose the character. A walk cycle, for example, gave us instant intersections where the legs attach to the hips and the arms attach to the shoulders.To address that, Rigging gave the animators controls to offset body parts to achieve the necessary range of movement without visible intersections or gaps in silhouette. b&a: There are some great clashes directly between the Piglins and Iron Golems – how did you come up choreography for these. Was mocap used at all as part of the process? How were any crowd tools utilized? Liz Bernard: Thanks! We had a blast figuring this out. Piotr and I directed several days of motion capture on Digital Domain’s motion capture stage in Los Angeles. We recorded a lot of Piglin charges, attacks, and reactions to key moments in the battle, and we spitballed a bunch of fun and silly ideas on the shoot days with our performer to try to pack in as much humor as possible. In most shots, we had three layers of animation: in the background and midground, our Crowds team put together crowds simulations using Autodesk’s Golaem software. In front of that, we also dropped in pre-made battle vignettes which consisted of a golem fighting 3 or 4 Piglins. Each vignette was created by a different animator and polished up to a high level before receiving body and cloth simulations in CFX. Then we were able to reuse those vignettesby offsetting them in timing and space throughout the sequence. Finally, in the foreground, we of course had the hero animation, which was a mix of keyframe and motion capture, although the mocap needed a lot of adjustment to work with the unusual proportions of the characters. All of the wolves and golems and ghasts were fully keyframed along with the Great Hog. Our rule in Animation was to make every choice the weird or goofy one so that the resulting choreography was a symphony of silliness. b&a: Where you had to integrate live-action actors into the scenes, what were some of the trickiest aspects of dealing with hair and clothing integration there, and generally bringing them into a game world?
 Piotr Karwas: Integrating live-action actors into a highly stylized environment could be tricky. Many of the scenes became significantly more complex after the original footage was captured, requiring pretty substantial adjustments to the photography. Precise matchmoving of our digital doubles was necessary to ensure accurate shadows and reflections, allowing the actors to blend naturally into the final environment. b&a: When the Piglins are exposed to sunlight, what was DD’s approach to zombify them? Piotr Karwas: For the climactic finale, where the evil army is ultimately defeated, we knew the zombification effect had to stand out. While much of the initial work had already been developed by Wētā FX when we joined the project, one of our first tasks was ensuring visual continuity while integrating seamlessly with their existing shots. But matching their look was only part of the challenge. We also needed to bring something new to the table, especially given the scale of the sequences involving massive groups of Piglins. To make the transformation feel both distinctive and impactful, we built fully articulated skeletal systems that could emerge during the zombification process, adding an extra layer of visual complexity to an already dramatic moment. b&a: Can you talk about any Easter eggs or gags you were able to add into the background of the battle? Liz Bernard: We knew from the beginning that our director, Jared Hess would welcome wacky ideas and goofy touches, especially on background characters. I made sure to pass that information on to each animator as soon as they joined the team so that they could put on their thinking caps. As a result, we had a basket of nose picks, pratfalls, butt scratches, and belly slaps to sprinkle into the action. I’m not sure if this qualifies as an easter egg because we did it so many times in the battle, but when the Piglins die, each turns into a perfectly cooked pork chop that flops to the ground. We had one particularly large piglin named Snowball who turned into a VERY large floppy ‘chop when Natalie stabbed him with her diamond sword. I feel like we did alright when we read articles after opening weekend about how rowdy the fans were at the movie theatres. It’s been a total kick to see how the fans reacted so positively to our work! The post ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’ appeared first on befores & afters. #had #basket #nose #picks #pratfalls
    BEFORESANDAFTERS.COM
    ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’
    Behind the scenes of the climactic final battle between the Piglins and Iron Golems in ‘A Minecraft Movie’. The showdown between the Piglins and Iron Golems in Jared Hess’ A Minecraft Movie featured 187 VFX shots from Digital Domain. The studio collaborated with production visual effects supervisor Dan Lemmon to deliver battlefield action and final destruction of the Overworld Portal (not to mention a whole bunch of pork chop plopping). Here, Digital Domain animation supervisor Liz Bernard and visual effects supervisor Piotr Karwas break it down for befores & afters, and highlight a few Easter eggs you may have missed. b&a: What were the challenges of animating characters for the finale battle, especially in retaining any kind of ‘blockyness’ to them? Liz Bernard: The Piglins were pretty forgiving when it came to animation because they were soft and squishy. The blockyness came from the design of the character more than from the style of animation. We only had a handful of restrictions based on their blocky design: we opted to keep their arms a little lower and more bent than a human’s because their shoulders would quickly intersect with their large blocky heads, and since they had very short necks, we also needed to tone down any head rotations except lateral turns. Oh, and of course when they fell down to the ground after zombifying, they clunk-rolled around on the ground about as well as a square wheel. Even though the golems have a very simple style of animation in the game, translating that simplicity was pretty challenging in the film, given that they are made of stiff blocks of metal with no give at all. When you have a blocky character with no areas that can deform, and extremely simple joints, you kind of have to cheat every joint to pose the character. A walk cycle, for example, gave us instant intersections where the legs attach to the hips and the arms attach to the shoulders.To address that, Rigging gave the animators controls to offset body parts to achieve the necessary range of movement without visible intersections or gaps in silhouette. b&a: There are some great clashes directly between the Piglins and Iron Golems – how did you come up choreography for these. Was mocap used at all as part of the process? How were any crowd tools utilized? Liz Bernard: Thanks! We had a blast figuring this out. Piotr and I directed several days of motion capture on Digital Domain’s motion capture stage in Los Angeles. We recorded a lot of Piglin charges, attacks, and reactions to key moments in the battle, and we spitballed a bunch of fun and silly ideas on the shoot days with our performer to try to pack in as much humor as possible. In most shots, we had three layers of animation: in the background and midground, our Crowds team put together crowds simulations using Autodesk’s Golaem software (indeed, it’s a very weird coincidence that we simulated Iron Golems in a program called Golaem). In front of that, we also dropped in pre-made battle vignettes which consisted of a golem fighting 3 or 4 Piglins. Each vignette was created by a different animator and polished up to a high level before receiving body and cloth simulations in CFX. Then we were able to reuse those vignettes (without having to resimulate them in every shot) by offsetting them in timing and space throughout the sequence. Finally, in the foreground, we of course had the hero animation, which was a mix of keyframe and motion capture, although the mocap needed a lot of adjustment to work with the unusual proportions of the characters. All of the wolves and golems and ghasts were fully keyframed along with the Great Hog. Our rule in Animation was to make every choice the weird or goofy one so that the resulting choreography was a symphony of silliness. b&a: Where you had to integrate live-action actors into the scenes, what were some of the trickiest aspects of dealing with hair and clothing integration there, and generally bringing them into a game world?
 Piotr Karwas: Integrating live-action actors into a highly stylized environment could be tricky. Many of the scenes became significantly more complex after the original footage was captured, requiring pretty substantial adjustments to the photography. Precise matchmoving of our digital doubles was necessary to ensure accurate shadows and reflections, allowing the actors to blend naturally into the final environment. b&a: When the Piglins are exposed to sunlight, what was DD’s approach to zombify them? Piotr Karwas: For the climactic finale, where the evil army is ultimately defeated, we knew the zombification effect had to stand out. While much of the initial work had already been developed by Wētā FX when we joined the project, one of our first tasks was ensuring visual continuity while integrating seamlessly with their existing shots. But matching their look was only part of the challenge. We also needed to bring something new to the table, especially given the scale of the sequences involving massive groups of Piglins. To make the transformation feel both distinctive and impactful, we built fully articulated skeletal systems that could emerge during the zombification process, adding an extra layer of visual complexity to an already dramatic moment. b&a: Can you talk about any Easter eggs or gags you were able to add into the background of the battle? Liz Bernard: We knew from the beginning that our director, Jared Hess would welcome wacky ideas and goofy touches, especially on background characters. I made sure to pass that information on to each animator as soon as they joined the team so that they could put on their thinking caps. As a result, we had a basket of nose picks, pratfalls, butt scratches, and belly slaps to sprinkle into the action. I’m not sure if this qualifies as an easter egg because we did it so many times in the battle, but when the Piglins die, each turns into a perfectly cooked pork chop that flops to the ground. We had one particularly large piglin named Snowball who turned into a VERY large floppy ‘chop when Natalie stabbed him with her diamond sword. I feel like we did alright when we read articles after opening weekend about how rowdy the fans were at the movie theatres. It’s been a total kick to see how the fans reacted so positively to our work! The post ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’ appeared first on befores & afters.
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  • FBC Firebreak Hands-On: Saving the Office With Super Soakers and Shotguns

    Minutes into my mission, I'm having second thoughts. Gunning down a dozen zombie-like enemies is a lot for a lowly office worker in the Federal Bureau of Control. At first, it's hard to have faith in my gear -- a backpack water jug with a cannon for drenching enemies. But then my fellow FBC squad mateuses his kit to zap all the soaked foes at once. With our third coworker slamming their wrench into anything that moves, we barely manage to fix up some broken fans before sprinting for the elevator as the doors close on the enemy horde.Welcome to FBC Firebreak. Media got a chance to play the game for a few hours in an online preview ahead of its release on June 17. Six in-game years after the events of Remedy Entertainment's seminal 2019 game Control, the FBC headquarters is still partially occupied by the otherworldly Hiss invaders. But the brave workforce of the FBC has stepped up, and as one of the agency's rangers or secretaries or middle managers, it's up to players to drive them out of the offices. FBC Firebeak is a departure for Remedy as its first game built to be multiplayer rather than its decades of single-player adventures. But the studio's newest title is a smaller-scope "AA" game, unlike the flagship AAA releases like Alan Wake II, Control and its other prior hits. However, Firebreak's price tagthat matches its more modest scope will be welcome to players reeling from the sticker shock of games coming from Nintendo and Microsoft.In my preview, I could see how Remedy is attempting to blend its signature style of weird, funky gunplay into a multiplayer setting, and mostly succeeds. There's a lot of character to the world it's built, and players will likely enjoy taking on the role of supernatural emergency responders as a change of pace from the gunplay-heavy squad shooters they know. But diehard fans of the studio's storytelling-heavy approach will have to adjust to the new game's fast co-op pace.And they'll have to get used to its difficulty, because FBC Firebreak is hard.I'll give you an example: My two squad mates -- one of whom was CNET video editor Sean Booker --  and I dropped into one of the three missions available to us. We each picked a gun and one of three equipment backpacks, each offering unique tools that work best when combined -- a key way the game encourages teamwork. We set the mission to normal difficulty, and out we went. Remedy EntertainmentThe missionwe chose was Paper Chase, wherein our squad is tasked with cleaning up a plague of supernatural Post-it notes. Like other areas of FBC headquarters, the offices we explored -- faithfully recreated with '60s shag rugs and retro decor from 2019's Control -- had been warped by the invading Hiss, making things even stranger. That meant we weren't just fighting Hiss-possessed FBC workers clawing and shooting at us -- we also had to gun down humanoid golems made of Post-its.Our third squad mate dropped out due to GPU compatibility issues, so our CNET twosome cleared out gobs of Post-its haunting the office floor, all while getting slammed with unending hordes of enemies. We ran out of bullets pretty quickly. My colleague Booker had a mechanic's kit with a mean wrench he could swing around -- it also let him repair gadgets scattered around the level faster. Meanwhile, my backpack water blaster did little more than stagger enemies, relying on a one-two combo with the shock kit carried by our now-dropped-out squad mate.With my weak melee and frequent deaths, Booker and I barely made it back to the elevator to finish the job. For the rest of our preview, we stuck to the easiest difficulty. The equipment kits, called Crisis Kits, come in three varieties: Jump Kit with shock area attacks, Fix Kit with a wrench and deployable turret and Splash Kit with a water cannon and healing humidifier. Remedy EntertainmentSquad up or die tryingTechnically, you can drop into a "job" all by your lonesome, but I wouldn't recommend it. They're built to be challenging for three people, and I can attest how it's a difficult enough experience with two, even on an easier setting. Four-person squads just weren't balanced, as Remedy developers previously told me, which made sense as I fought tooth-and-nail through narrow hallways, roomy offices and spacious mines that would've felt crowded with more than two other teammates.There are other tools at your disposal to take into jobs, like grenades, deployable equipment to use with your backpack kit and a rechargeable super ability-- all gradually unlocked as you level up. Decked out in more gear, we stood a better chance of withstanding hordes of enemies. When I slammed down a jug filled by my water backpack that sprayed healing in a radius around it, we withstood waves of foes that had previously wiped us out.But we still weren't eager to tip the difficulty back up to normal, and how much players struggle may be a make-or-break point for Firebreak's player experience. It's a balance that could be tweaked in many ways before the game comes out in June, from enemy health and behavior to kit effectiveness and ammo availability. Remedy reinforced that the preview we saw was a work in progress, so I'd expect some tinkering to come, but the game walks a tricky line in encouragingcooperation through its unique mechanics and tasks while allowing player flexibility -- after all, the strangers filling your online co-op squad will come in a variety of skill levels and attitudes.In its current state, getting swamped by wave after wave of Hiss while feeling my kit's inadequacy is a bit worrisome. The game shows promise with its unique setting, gameplay and niche in the multiplayer shooter space -- one that favors weirdness and intriguing mechanics over sweaty gunplay. Remedy EntertainmentCo-op in the Alan Wake universeAs the FBC Firebreak developers explained in our briefing before the preview, the game was designed with three core pillars. The most obvious of those was on display when we booted up the game: there should be as little standing between players booting up the game and getting to the action. No cutscenes, plot diversions or dense dialogue to get in the way of jumping into a job.That leads to the game's second pillar: every player gets the same content -- no progression roadblocks or paid DLC to split up a squad. For the entry fee, players will get whatever the Firebreak developers introduce to the game -- which at the moment are two additional jobs coming sometime after the game's launch. This ties into one of my main annoyances during the preview: progression felt too slow to unlock enough items that made me feel effective in the field. It makes sense if Remedy wants a longer progression runway to keep players coming back -- for new equipment, better weapons and more cosmetics to outfit their Firebreak workers.The last pillar was the one I saw the least of -- mainly because we didn't see much of the game: that FBC Firebreak delivers action and moments found "only in Control." From the preview, this bore out in the reliance on kit equipment over guns -- even without my third squad mate following up with an electricity blast, I discovered my water gun could stagger enemies when charged up, leaving my other squad mate to batter them with his wrench. This mixes in a dose of absurdity with the frenetic terror of Hiss hordes. Remedy EntertainmentIn practice, FBC Firebreak feels like a mixture of Left 4 Dead and Ghostbusters, which is a fun and funky blend that shakes up the tired squad shooter genre. But its focus on quickly moving players in and out of jobs leaves little room for the kind of secret-hunting and lore-digging that defined past Remedy games. To that end, it's tough to imagine whether the studio's diehard fans will embrace Firebreak's loops running the same missions without heavy storytelling, let alone standout moments like Control's Ashtray Maze or Alan Wake II's We Sing musical sequence. Firebreak's developers previously told me they don't believe those memorable moments really fit in a multiplayer game, especially if it means forcing players to relive them repeatedly. They're probably right, but it means the new game will need to rely on emergent moments born from unpredictable, often ridiculous situations -- the kind of had-to-be-there memories that help a game stand out.With no more of FBC director Jesse Faden's story until Control 2, and no required story content in Firebreak, the new game seems poised to truly stand on its own. And without any detail on how Firebreak ties into the greater Remedyverse storyline shared across the studio's games, or how much lore it has tucked away waiting for players to discover, Firebreak will sink or swim based on how fun it is to run around as an office drone saving your workplace with wild gadgets and guns. A lot of that remains to be seen.  Watch this: I Attended the Public Nintendo Switch 2 Experience
    #fbc #firebreak #handson #saving #office
    FBC Firebreak Hands-On: Saving the Office With Super Soakers and Shotguns
    Minutes into my mission, I'm having second thoughts. Gunning down a dozen zombie-like enemies is a lot for a lowly office worker in the Federal Bureau of Control. At first, it's hard to have faith in my gear -- a backpack water jug with a cannon for drenching enemies. But then my fellow FBC squad mateuses his kit to zap all the soaked foes at once. With our third coworker slamming their wrench into anything that moves, we barely manage to fix up some broken fans before sprinting for the elevator as the doors close on the enemy horde.Welcome to FBC Firebreak. Media got a chance to play the game for a few hours in an online preview ahead of its release on June 17. Six in-game years after the events of Remedy Entertainment's seminal 2019 game Control, the FBC headquarters is still partially occupied by the otherworldly Hiss invaders. But the brave workforce of the FBC has stepped up, and as one of the agency's rangers or secretaries or middle managers, it's up to players to drive them out of the offices. FBC Firebeak is a departure for Remedy as its first game built to be multiplayer rather than its decades of single-player adventures. But the studio's newest title is a smaller-scope "AA" game, unlike the flagship AAA releases like Alan Wake II, Control and its other prior hits. However, Firebreak's price tagthat matches its more modest scope will be welcome to players reeling from the sticker shock of games coming from Nintendo and Microsoft.In my preview, I could see how Remedy is attempting to blend its signature style of weird, funky gunplay into a multiplayer setting, and mostly succeeds. There's a lot of character to the world it's built, and players will likely enjoy taking on the role of supernatural emergency responders as a change of pace from the gunplay-heavy squad shooters they know. But diehard fans of the studio's storytelling-heavy approach will have to adjust to the new game's fast co-op pace.And they'll have to get used to its difficulty, because FBC Firebreak is hard.I'll give you an example: My two squad mates -- one of whom was CNET video editor Sean Booker --  and I dropped into one of the three missions available to us. We each picked a gun and one of three equipment backpacks, each offering unique tools that work best when combined -- a key way the game encourages teamwork. We set the mission to normal difficulty, and out we went. Remedy EntertainmentThe missionwe chose was Paper Chase, wherein our squad is tasked with cleaning up a plague of supernatural Post-it notes. Like other areas of FBC headquarters, the offices we explored -- faithfully recreated with '60s shag rugs and retro decor from 2019's Control -- had been warped by the invading Hiss, making things even stranger. That meant we weren't just fighting Hiss-possessed FBC workers clawing and shooting at us -- we also had to gun down humanoid golems made of Post-its.Our third squad mate dropped out due to GPU compatibility issues, so our CNET twosome cleared out gobs of Post-its haunting the office floor, all while getting slammed with unending hordes of enemies. We ran out of bullets pretty quickly. My colleague Booker had a mechanic's kit with a mean wrench he could swing around -- it also let him repair gadgets scattered around the level faster. Meanwhile, my backpack water blaster did little more than stagger enemies, relying on a one-two combo with the shock kit carried by our now-dropped-out squad mate.With my weak melee and frequent deaths, Booker and I barely made it back to the elevator to finish the job. For the rest of our preview, we stuck to the easiest difficulty. The equipment kits, called Crisis Kits, come in three varieties: Jump Kit with shock area attacks, Fix Kit with a wrench and deployable turret and Splash Kit with a water cannon and healing humidifier. Remedy EntertainmentSquad up or die tryingTechnically, you can drop into a "job" all by your lonesome, but I wouldn't recommend it. They're built to be challenging for three people, and I can attest how it's a difficult enough experience with two, even on an easier setting. Four-person squads just weren't balanced, as Remedy developers previously told me, which made sense as I fought tooth-and-nail through narrow hallways, roomy offices and spacious mines that would've felt crowded with more than two other teammates.There are other tools at your disposal to take into jobs, like grenades, deployable equipment to use with your backpack kit and a rechargeable super ability-- all gradually unlocked as you level up. Decked out in more gear, we stood a better chance of withstanding hordes of enemies. When I slammed down a jug filled by my water backpack that sprayed healing in a radius around it, we withstood waves of foes that had previously wiped us out.But we still weren't eager to tip the difficulty back up to normal, and how much players struggle may be a make-or-break point for Firebreak's player experience. It's a balance that could be tweaked in many ways before the game comes out in June, from enemy health and behavior to kit effectiveness and ammo availability. Remedy reinforced that the preview we saw was a work in progress, so I'd expect some tinkering to come, but the game walks a tricky line in encouragingcooperation through its unique mechanics and tasks while allowing player flexibility -- after all, the strangers filling your online co-op squad will come in a variety of skill levels and attitudes.In its current state, getting swamped by wave after wave of Hiss while feeling my kit's inadequacy is a bit worrisome. The game shows promise with its unique setting, gameplay and niche in the multiplayer shooter space -- one that favors weirdness and intriguing mechanics over sweaty gunplay. Remedy EntertainmentCo-op in the Alan Wake universeAs the FBC Firebreak developers explained in our briefing before the preview, the game was designed with three core pillars. The most obvious of those was on display when we booted up the game: there should be as little standing between players booting up the game and getting to the action. No cutscenes, plot diversions or dense dialogue to get in the way of jumping into a job.That leads to the game's second pillar: every player gets the same content -- no progression roadblocks or paid DLC to split up a squad. For the entry fee, players will get whatever the Firebreak developers introduce to the game -- which at the moment are two additional jobs coming sometime after the game's launch. This ties into one of my main annoyances during the preview: progression felt too slow to unlock enough items that made me feel effective in the field. It makes sense if Remedy wants a longer progression runway to keep players coming back -- for new equipment, better weapons and more cosmetics to outfit their Firebreak workers.The last pillar was the one I saw the least of -- mainly because we didn't see much of the game: that FBC Firebreak delivers action and moments found "only in Control." From the preview, this bore out in the reliance on kit equipment over guns -- even without my third squad mate following up with an electricity blast, I discovered my water gun could stagger enemies when charged up, leaving my other squad mate to batter them with his wrench. This mixes in a dose of absurdity with the frenetic terror of Hiss hordes. Remedy EntertainmentIn practice, FBC Firebreak feels like a mixture of Left 4 Dead and Ghostbusters, which is a fun and funky blend that shakes up the tired squad shooter genre. But its focus on quickly moving players in and out of jobs leaves little room for the kind of secret-hunting and lore-digging that defined past Remedy games. To that end, it's tough to imagine whether the studio's diehard fans will embrace Firebreak's loops running the same missions without heavy storytelling, let alone standout moments like Control's Ashtray Maze or Alan Wake II's We Sing musical sequence. Firebreak's developers previously told me they don't believe those memorable moments really fit in a multiplayer game, especially if it means forcing players to relive them repeatedly. They're probably right, but it means the new game will need to rely on emergent moments born from unpredictable, often ridiculous situations -- the kind of had-to-be-there memories that help a game stand out.With no more of FBC director Jesse Faden's story until Control 2, and no required story content in Firebreak, the new game seems poised to truly stand on its own. And without any detail on how Firebreak ties into the greater Remedyverse storyline shared across the studio's games, or how much lore it has tucked away waiting for players to discover, Firebreak will sink or swim based on how fun it is to run around as an office drone saving your workplace with wild gadgets and guns. A lot of that remains to be seen.  Watch this: I Attended the Public Nintendo Switch 2 Experience #fbc #firebreak #handson #saving #office
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    FBC Firebreak Hands-On: Saving the Office With Super Soakers and Shotguns
    Minutes into my mission, I'm having second thoughts. Gunning down a dozen zombie-like enemies is a lot for a lowly office worker in the Federal Bureau of Control. At first, it's hard to have faith in my gear -- a backpack water jug with a cannon for drenching enemies. But then my fellow FBC squad mate (a secretary or middle manager, I forget which) uses his kit to zap all the soaked foes at once. With our third coworker slamming their wrench into anything that moves, we barely manage to fix up some broken fans before sprinting for the elevator as the doors close on the enemy horde.Welcome to FBC Firebreak. Media got a chance to play the game for a few hours in an online preview ahead of its release on June 17. Six in-game years after the events of Remedy Entertainment's seminal 2019 game Control, the FBC headquarters is still partially occupied by the otherworldly Hiss invaders. But the brave workforce of the FBC has stepped up, and as one of the agency's rangers or secretaries or middle managers, it's up to players to drive them out of the offices. FBC Firebeak is a departure for Remedy as its first game built to be multiplayer rather than its decades of single-player adventures. But the studio's newest title is a smaller-scope "AA" game, unlike the flagship AAA releases like Alan Wake II, Control and its other prior hits. However, Firebreak's $40 price tag (or $50 for the deluxe edition) that matches its more modest scope will be welcome to players reeling from the sticker shock of $80 games coming from Nintendo and Microsoft.In my preview, I could see how Remedy is attempting to blend its signature style of weird, funky gunplay into a multiplayer setting, and mostly succeeds. There's a lot of character to the world it's built, and players will likely enjoy taking on the role of supernatural emergency responders as a change of pace from the gunplay-heavy squad shooters they know. But diehard fans of the studio's storytelling-heavy approach will have to adjust to the new game's fast co-op pace.And they'll have to get used to its difficulty, because FBC Firebreak is hard.I'll give you an example: My two squad mates -- one of whom was CNET video editor Sean Booker --  and I dropped into one of the three missions available to us. We each picked a gun and one of three equipment backpacks, each offering unique tools that work best when combined -- a key way the game encourages teamwork. We set the mission to normal difficulty, and out we went. Remedy EntertainmentThe mission (or "job" in Firebreak talk) we chose was Paper Chase, wherein our squad is tasked with cleaning up a plague of supernatural Post-it notes. Like other areas of FBC headquarters, the offices we explored -- faithfully recreated with '60s shag rugs and retro decor from 2019's Control -- had been warped by the invading Hiss, making things even stranger. That meant we weren't just fighting Hiss-possessed FBC workers clawing and shooting at us -- we also had to gun down humanoid golems made of Post-its.Our third squad mate dropped out due to GPU compatibility issues, so our CNET twosome cleared out gobs of Post-its haunting the office floor, all while getting slammed with unending hordes of enemies. We ran out of bullets pretty quickly. My colleague Booker had a mechanic's kit with a mean wrench he could swing around -- it also let him repair gadgets scattered around the level faster. Meanwhile, my backpack water blaster did little more than stagger enemies, relying on a one-two combo with the shock kit carried by our now-dropped-out squad mate.With my weak melee and frequent deaths, Booker and I barely made it back to the elevator to finish the job. For the rest of our preview, we stuck to the easiest difficulty. The equipment kits, called Crisis Kits, come in three varieties (left to right): Jump Kit with shock area attacks, Fix Kit with a wrench and deployable turret and Splash Kit with a water cannon and healing humidifier. Remedy EntertainmentSquad up or die tryingTechnically, you can drop into a "job" all by your lonesome, but I wouldn't recommend it. They're built to be challenging for three people, and I can attest how it's a difficult enough experience with two, even on an easier setting. Four-person squads just weren't balanced, as Remedy developers previously told me, which made sense as I fought tooth-and-nail through narrow hallways, roomy offices and spacious mines that would've felt crowded with more than two other teammates.There are other tools at your disposal to take into jobs, like grenades, deployable equipment to use with your backpack kit and a rechargeable super ability (which we didn't get far enough along to tinker with) -- all gradually unlocked as you level up. Decked out in more gear, we stood a better chance of withstanding hordes of enemies. When I slammed down a jug filled by my water backpack that sprayed healing in a radius around it, we withstood waves of foes that had previously wiped us out.But we still weren't eager to tip the difficulty back up to normal, and how much players struggle may be a make-or-break point for Firebreak's player experience. It's a balance that could be tweaked in many ways before the game comes out in June, from enemy health and behavior to kit effectiveness and ammo availability. Remedy reinforced that the preview we saw was a work in progress, so I'd expect some tinkering to come, but the game walks a tricky line in encouraging (and borderline requiring) cooperation through its unique mechanics and tasks while allowing player flexibility -- after all, the strangers filling your online co-op squad will come in a variety of skill levels and attitudes.In its current state, getting swamped by wave after wave of Hiss while feeling my kit's inadequacy is a bit worrisome. The game shows promise with its unique setting, gameplay and niche in the multiplayer shooter space -- one that favors weirdness and intriguing mechanics over sweaty gunplay. Remedy EntertainmentCo-op in the Alan Wake universeAs the FBC Firebreak developers explained in our briefing before the preview, the game was designed with three core pillars. The most obvious of those was on display when we booted up the game: there should be as little standing between players booting up the game and getting to the action. No cutscenes, plot diversions or dense dialogue to get in the way of jumping into a job.That leads to the game's second pillar: every player gets the same content -- no progression roadblocks or paid DLC to split up a squad. For the $40 entry fee, players will get whatever the Firebreak developers introduce to the game -- which at the moment are two additional jobs coming sometime after the game's launch. This ties into one of my main annoyances during the preview: progression felt too slow to unlock enough items that made me feel effective in the field. It makes sense if Remedy wants a longer progression runway to keep players coming back -- for new equipment, better weapons and more cosmetics to outfit their Firebreak workers.The last pillar was the one I saw the least of -- mainly because we didn't see much of the game: that FBC Firebreak delivers action and moments found "only in Control." From the preview, this bore out in the reliance on kit equipment over guns -- even without my third squad mate following up with an electricity blast, I discovered my water gun could stagger enemies when charged up, leaving my other squad mate to batter them with his wrench. This mixes in a dose of absurdity with the frenetic terror of Hiss hordes. Remedy EntertainmentIn practice, FBC Firebreak feels like a mixture of Left 4 Dead and Ghostbusters, which is a fun and funky blend that shakes up the tired squad shooter genre. But its focus on quickly moving players in and out of jobs leaves little room for the kind of secret-hunting and lore-digging that defined past Remedy games. To that end, it's tough to imagine whether the studio's diehard fans will embrace Firebreak's loops running the same missions without heavy storytelling, let alone standout moments like Control's Ashtray Maze or Alan Wake II's We Sing musical sequence. Firebreak's developers previously told me they don't believe those memorable moments really fit in a multiplayer game, especially if it means forcing players to relive them repeatedly. They're probably right, but it means the new game will need to rely on emergent moments born from unpredictable, often ridiculous situations -- the kind of had-to-be-there memories that help a game stand out.With no more of FBC director Jesse Faden's story until Control 2, and no required story content in Firebreak, the new game seems poised to truly stand on its own. And without any detail on how Firebreak ties into the greater Remedyverse storyline shared across the studio's games, or how much lore it has tucked away waiting for players to discover, Firebreak will sink or swim based on how fun it is to run around as an office drone saving your workplace with wild gadgets and guns. A lot of that remains to be seen.  Watch this: I Attended the Public Nintendo Switch 2 Experience
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