• Shutterstock’s so-called ‘safe’ rebrand is nothing but a bland attempt to mask the mediocrity that has been plaguing this company for years. Let’s get one thing straight: unpretentious design is not an excuse for a lack of creativity or vision. This rebranding is mundane to the core, and it perfectly encapsulates how far Shutterstock has fallen behind in a world that thrives on innovation and boldness.

    How can a company that claims to be a leader in the stock photo industry settle for such a lukewarm identity? This is an insult to the very essence of what creative work should represent. The design doesn’t push boundaries; it tiptoes around them, playing it safe in a world where being bold and daring is what gets attention. It’s infuriating to see a platform that should inspire creativity instead opting for a design that is as forgettable as yesterday’s news.

    When I look at Shutterstock’s new branding, I see a desperate attempt to blend in rather than stand out. The phrase “serves its purpose” is the biggest red flag. What purpose, exactly? To ensure that no one remembers you? To create a forgettable experience for users who are looking for inspiration? This ‘safe’ rebrand is a half-hearted effort that screams mediocrity and a complete lack of ambition.

    Moreover, the design community has consistently challenged brands to think outside the box and create something that resonates with their audience. But what does Shutterstock do? It plays it safe, hiding behind the label of ‘unpretentious’ while failing to evoke any sort of emotional response. This is not just a failure of design; it’s a failure of leadership. There’s a glaring lack of vision in a world that craves authenticity and originality.

    Let’s talk about the missed opportunities here. Shutterstock had the chance to redefine itself, to shake things up and create a memorable identity that would resonate with both creators and consumers. Instead, it chose to play it safe, resulting in a brand that feels outdated and uninspired. This decision not only reflects poorly on Shutterstock but also sends a troubling message to the entire industry: that it’s okay to settle for mediocrity as long as it serves a purpose.

    To the leaders at Shutterstock, I urge you to take a long, hard look at what you’ve done. This rebrand is not just mundane; it’s a disservice to the creative community you claim to support. It’s time to stop playing it safe and start taking risks that could potentially elevate your brand to new heights. Remember, in the world of creativity, blending in is the fastest way to fade away.

    #Shutterstock #Rebrand #DesignCritique #Mediocrity #CreativityMatters
    Shutterstock’s so-called ‘safe’ rebrand is nothing but a bland attempt to mask the mediocrity that has been plaguing this company for years. Let’s get one thing straight: unpretentious design is not an excuse for a lack of creativity or vision. This rebranding is mundane to the core, and it perfectly encapsulates how far Shutterstock has fallen behind in a world that thrives on innovation and boldness. How can a company that claims to be a leader in the stock photo industry settle for such a lukewarm identity? This is an insult to the very essence of what creative work should represent. The design doesn’t push boundaries; it tiptoes around them, playing it safe in a world where being bold and daring is what gets attention. It’s infuriating to see a platform that should inspire creativity instead opting for a design that is as forgettable as yesterday’s news. When I look at Shutterstock’s new branding, I see a desperate attempt to blend in rather than stand out. The phrase “serves its purpose” is the biggest red flag. What purpose, exactly? To ensure that no one remembers you? To create a forgettable experience for users who are looking for inspiration? This ‘safe’ rebrand is a half-hearted effort that screams mediocrity and a complete lack of ambition. Moreover, the design community has consistently challenged brands to think outside the box and create something that resonates with their audience. But what does Shutterstock do? It plays it safe, hiding behind the label of ‘unpretentious’ while failing to evoke any sort of emotional response. This is not just a failure of design; it’s a failure of leadership. There’s a glaring lack of vision in a world that craves authenticity and originality. Let’s talk about the missed opportunities here. Shutterstock had the chance to redefine itself, to shake things up and create a memorable identity that would resonate with both creators and consumers. Instead, it chose to play it safe, resulting in a brand that feels outdated and uninspired. This decision not only reflects poorly on Shutterstock but also sends a troubling message to the entire industry: that it’s okay to settle for mediocrity as long as it serves a purpose. To the leaders at Shutterstock, I urge you to take a long, hard look at what you’ve done. This rebrand is not just mundane; it’s a disservice to the creative community you claim to support. It’s time to stop playing it safe and start taking risks that could potentially elevate your brand to new heights. Remember, in the world of creativity, blending in is the fastest way to fade away. #Shutterstock #Rebrand #DesignCritique #Mediocrity #CreativityMatters
    Shutterstock’s ‘safe’ rebrand is mundane, but perfect
    It’s unpretentious design that serves its purpose.
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  • IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    By John P. Mello Jr.
    June 11, 2025 5:00 AM PT

    IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT
    Enterprise IT Lead Generation Services
    Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more.

    IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible.
    The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent.
    “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.”
    IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del.
    “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.”
    A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time.
    Realistic Roadmap
    Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld.
    “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany.
    “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.”
    Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.”
    “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.”
    “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada.
    “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.”
    Solving the Quantum Error Correction Puzzle
    To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits.
    “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.”
    IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published.

    Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices.
    In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer.
    One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing.
    According to IBM, a practical fault-tolerant quantum architecture must:

    Suppress enough errors for useful algorithms to succeed
    Prepare and measure logical qubits during computation
    Apply universal instructions to logical qubits
    Decode measurements from logical qubits in real time and guide subsequent operations
    Scale modularly across hundreds or thousands of logical qubits
    Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources

    Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained.
    “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.”
    Q-Day Approaching Faster Than Expected
    For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated.
    “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif.
    “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.”

    “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said.
    Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years.
    “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld.
    “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.”
    “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.”
    “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.”

    John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John.

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    More in Emerging Tech
    #ibm #plans #largescale #faulttolerant #quantum
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech #ibm #plans #largescale #faulttolerant #quantum
    WWW.TECHNEWSWORLD.COM
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system. (Image Credit: IBM) ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillion (10⁴⁸) of the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed $30 billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity check (qLDPC) codes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling [RCS], can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQC [post-quantum cryptography] preparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EO [Executive Order] that relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech
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  • Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'

    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu, the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“WhereThe Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2, pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    #temuera #morrison #says #he039s #039sad039
    Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'
    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu, the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“WhereThe Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2, pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me. #temuera #morrison #says #he039s #039sad039
    WWW.IGN.COM
    Temuera Morrison Says He's 'Sad' Not to Have Played Boba Fett Since the Divisive Disney+ show The Book of Boba Fett: 'I've Been Preserved for a Later Date'
    What’s happening with Boba Fett? The last time we saw the legendary Star Wars character was at the end of his own show, The Book of Boba Fett, in February 2022. Yes, the Disney+ spin-off series was divisive, with some Star Wars fans feeling it went too far in softening the iconic villain's character. But that can’t be it for Boba Fett, can it?Over three years later, it feels like The Book of Boba Fett Season 2 is stuck in a galaxy far, far away. Lucasfilm has given no indication that the show will return, with next year’s The Mandalorian & Grogu movie perhaps the best chance of a live-action reprisal. Will there be a The Mandalorian Season 4? Lucasfilm has yet to say, but if it does happen, perhaps Boba Fett would pop up there.In truth, the future of Boba Fett and Temuera Morrison, the actor who plays him, in the Star Wars franchise remains uncertain. And based on recent comments from Morrison himself, there is little reason to deviate from that position.PlaySpeaking in an interview with Collider to promote his new film, Ka Whawhai Tonu (In The Fire of War), the 64-year-old New Zealander said he felt "sad" not to have reprised the role since the end of The Book of Boba Fett.“Where [sic] The Book of Boba Fett Season 2? Where the hell is Season 2?" Morrison said. "I know they're doing Ahsoka Season 2. I'm going, 'Ah, where's my Season 2?'"According to Collider, Morrison revealed he actually pitched Lucasfilm on Boba Fett appearing in Ahsoka Season 2 ("can I be Rex and take his helmet off, please?"), pointing out that he plays not just Boba Fett but all the clones based upon the character.He also bumped into Star Wars stewards Dave Filoni and Jon Favreau recently, and reminded them Boba Fett still exists. Apparently “they kind of said, 'Well, well,' they didn't want to say too much, put it that way. There was a few whispers of — they didn't want to say too much — but they just left it at that."That exchange left Morrison feeling like "I've been preserved for a later date, and I'm going to be tastier." He compared his feeling following the encounter to going to grandma’s house and seeing “that preservative jar of peaches up on the shelf.”Every Upcoming Star Wars Movie and TV Show“That's what I think,” he continued. “I'm one of those peaches, and I've been put up on the shelf. I've been preserved for a later date, and I'm going to be tastier.”Morrison could be playing coy, knowing full well he’s coming back to Star Wars in some form. After all, Rosario Dawson had no idea Mark Hamill was returning as Luke Skywalker in The Mandalorian until he walked on set. Lucasfilm has a history of holding its cards close to its chest.But it does sound to me like nothing is in the works for Boba Fett, unfortunately, and indeed last year Morrison offered a reason for why that might be the case. Speaking at the From Clone Troopers to Bounty Hunters panel at Fan Expo Chicago, Morrison cited The Book of Boba Fett's poor reception as the reason for the once beloved character not returning in Star Wars: The Mandalorian & Grogu. He added that Star Wars owner Disney hadn’t asked him to appear in the incoming film or a second season of The Book of Boba Fett.The show, which told the story of Boba Fett as he escaped from the Sarlacc Pit and acted as a miniature season of The Mandalorian, was among the worst received Star Wars shows. "This show's reception does seem to have impacted the future of the character in the franchise," Morrison said at the time. That was in August 2024. Has something changed in the year since? I'm not sure.Morrison originally played Jango Fett in Star Wars: Episode 2 – Attack of the Clones but years later rejoined Star Wars as Jango's son and clone Boba Fett. He's made clear his desire to return to Star Wars, saying he wants a chunk of The Mandalorian's time just as The Mandalorian led an episode of his show.Photo by Jun Sato/WireImage.Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
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  • Too big, fail too

    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship. that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”: Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future. stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
    #too #big #fail
    Too big, fail too
    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship. that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”: Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future. stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story. #too #big #fail
    UXDESIGN.CC
    Too big, fail too
    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship.https://medium.com/media/fcb3b16cc42621ba32153aff80ea1805/hrefAnd that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”:https://medium.com/media/f97f45387353363264d99c341d4571b0/hrefPhil Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future.https://medium.com/media/5cdea73d7fde0b538e038af1990afa44/hrefNo stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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  • FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY

    By TREVOR HOGG

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
    #set #pixels #cinematic #artists #come
    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuvefinds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track.If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation.Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects isRoger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey.Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow.One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it.Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters.Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, andcreate a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky.Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles.Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline.Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats.For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef.Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once.Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. ForEast of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well.Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise.Bluescreen and stunt doubles on Twisters.“The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.” #set #pixels #cinematic #artists #come
    WWW.VFXVOICE.COM
    FROM SET TO PIXELS: CINEMATIC ARTISTS COME TOGETHER TO CREATE POETRY
    By TREVOR HOGG Denis Villeneuve (Dune: Part Two) finds the difficulty of working with visual effects are sometimes the intermediaries between him and the artists and therefore the need to be precise with directions to keep things on track. (Image courtesy of Warner Bros. Pictures) If post-production has any chance of going smoothly, there must be a solid on-set relationship between the director, cinematographer and visual effects supervisor. “It’s my job to have a vision and to bring it to the screen,” notes Denis Villeneuve, director of Dune: Part Two. “That’s why working with visual effects requires a lot of discipline. It’s not like you work with a keyboard and can change your mind all the time. When I work with a camera, I commit to a mise-en-scène. I’m trying to take the risk, move forward in one direction and enhance it with visual effects. I push it until it looks perfect. It takes a tremendous amount of time and preparation. [VFX Supervisor] Paul Lambert is a perfectionist, and I love that about him. We will never put a shot on the screen that we don’t feel has a certain level of quality. It needs to look as real as the face of my actor.” A legendary cinematographer had a significant influence on how Villeneuve approaches digital augmentation. “Someone I have learned a lot from about visual effects is [Cinematographer] Roger Deakins. I remember that at the beginning, when I was doing Blade Runner 2049, some artwork was not defined enough, and I was like, ‘I will correct that later.’ Roger said, ‘No. Don’t do that. You have to make sure right at the start.’ I’ve learned the hard way that you need to be as precise as you can, otherwise it goes in a lot of directions.” Motion capture is visually jarring because your eye is always drawn to the performer in the mocap suit, but it worked out well on Better Man because the same thing happens when he gets replaced by a CG monkey. (Image courtesy of Paramount Pictures) Visual effects enabled the atmospherics on Wolfs to be art directed, which is not always possible with practical snow. (Image courtesy of Apple Studios) One of the most complex musical numbers in Better Man is “Rock DJ,” which required LiDAR scans of Regent Street and doing full 3D motion capture with the dancers dancing down the whole length of the street to work out how best to shoot it. (Image courtesy of Paramount Pictures) Cinematographer Dan Mindel favors on-set practical effects because the reactions from the cast come across as being more genuine, which was the case for Twisters. (Image courtesy of Universal Pictures) Storyboards are an essential part of the planning process. “When I finish a screenplay, the first thing I do is to storyboard, not just to define the visual element of the movie, but also to rewrite the movie through images,” Villeneuve explains. “Those storyboards inform my crew about the design, costumes, accessories and vehicles, and [they] create a visual inner rhythm of the film. This is the first step towards visual effects where there will be a conversation that will start from the boards. That will be translated into previs to help the animators know where we are going because the movie has to be made in a certain timeframe and needs choreography to make sure everybody is moving in the same direction.” The approach towards filmmaking has not changed over the years. “You have a camera and a couple of actors in front of you, and it’s about finding the right angle; the rest is noise. I try to protect the intimacy around the camera as much as possible and focus on that because if you don’t believe the actor, then you won’t believe anything.” Before transforming singer Robbie Williams into a CG primate, Michael Gracey started as a visual effects artist. “I feel so fortu- nate to have come from a visual effects background early on in my career,” recalls Michael Gracey, director of Better Man. “I would sit down and do all the post myself because I didn’t trust anyone to care as much as I did. Fortunately, over the years I’ve met people who do. It’s a huge part of how I even scrapbook ideas together. Early on, I was constantly throwing stuff up in Flame, doing a video test and asking, ‘Is this going to work?’ Jumping into 3D was something I felt comfortable doing. I’ve been able to plan out or previs ideas. It’s an amazing tool to be armed with if you are a director and have big ideas and you’re trying to convey them to a lot of people.” Previs was pivotal in getting Better Man financed. “Off the page, people were like, ‘Is this monkey even going to work?’ Then they were worried that it wouldn’t work in a musical number. We showed them the previs for Feel, the first musical number, and My Way at the end of the film. I would say, ‘If you get any kind of emotion watching these musical numbers, just imagine what it’s going to be like when it’s filmed and is photoreal.” Several shots had to be stitched together to create a ‘oner’ that features numerous costume changes and 500 dancers. “For Rock DJ, we were doing LiDAR scans of Regent Street and full 3D motion capture with the dancers dancing down the whole length of the street to work out all of the transition points and how best to shoot it,” Gracey states. “That process involved Erik Wilson, the Cinematographer; Luke Millar, the Visual Effects Supervisor; Ashley Wallen, the Choreographer; and Patrick Correll, Co-Producer. Patrick would sit on set and, in DaVinci Resolve, take the feed from the camera and check every take against the blueprint that we had already previs.” Motion capture is visually jarring to shoot. “Everything that is in-camera looks perfect, then a guy walks in wearing a mocap suit and your eye zooms onto him. But the truth is, your eye does that the moment you replace him with a monkey as well. It worked out quite well because that idea is true to what it is to be famous. A famous person walks into the room and your eye immediately goes to them.” Digital effects have had a significant impact on a particular area of filmmaking. “Physical effects were a much higher art form than it is now, or it was allowed to be then than it is now,” notes Dan Mindel, Cinematographer on Twisters. “People will decline a real pyrotechnic explosion and do a digital one. But you get a much bigger reaction when there’s actual noise and flash.” It is all about collaboration. Mindel explains, “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys, because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world. When we made Twister, it was an analog movie with digital effects, and it worked great. That’s because everyone on set doing the technical work understood both formats, and we were able to use them well.” Digital filmmaking has caused a generational gap. “The younger directors don’t think holistically,” Mindel notes. “It’s much more post-driven because they want to manipulate on the Avid or whatever platform it is going to be. What has happened is that the overreaching nature of these tools has left very little to the imagination. A movie that is heavy visual effects is mostly conceptualized on paper using computer-generated graphics and color; that insidiously sneaks into the look and feel of the movie before you know it. You see concept art blasted all over production offices. People could get used to looking at those images, and before you know it, that’s how the movie looks. That’s a very dangerous place to be, not to have the imagination to work around an issue that perhaps doesn’t manifest itself until you’re shooting.” There has to be a sense of purpose. Mindel remarks, “The ability to shoot in a way that doesn’t allow any manipulation in post is the only way to guarantee that there’s just one direction the look can go in. But that could be a little dangerous for some people. Generally, the crowd I’m working with is part of a team, and there’s little thought of taking the movie to a different place than what was shot. I work in the DI with the visual effects supervisor, and we look at our work together so we’re all in agreement that it fits into the movie.” “All of the advances in technology are a push for greater control,” notes Larkin Seiple, Cinematographer on Everything Everywhere All at Once. “There are still a lot of things that we do with visual effects that we could do practically, but a lot of times it’s more efficient, or we have more attempts at it later in post, than if we had tried to do it practically. I find today, there’s still a debate about what we do on set and what we do later digitally. Many directors have been trying to do more on set, and the best visual effects supervisors I work with push to do everything in-camera as much as possible to make it as realistic as possible.” Storytelling is about figuring out where to invest your time and effort. Seiple states, “I like the adventure of filmmaking. I prefer to go to a mountain top and shoot some of the scenes, get there and be inspired, as opposed to recreate it. Now, if it’s a five-second cutaway, I don’t want production to go to a mountain top and do that. For car work, we’ll shoot the real streets, figure out the time of day and even light the plates for it. Then, I’ll project those on LED walls with actors in a car on a stage. I love doing that because then I get to control how that looks.” Visual effects have freed Fallout Cinematographer Stuart Dryburgh to shoot quicker and in places that in the past would have been deemed imperfect because of power lines, out-of-period buildings or the sky. (Image courtesy of Prime Video) Visual effects assist in achieving the desired atmospherics. Seiple says, “On Wolfs, we tried to bring in our own snow for every scene. We would shoot one take, the snow would blow left, and the next take would blow right. Janek Sirrs is probably the best visual effects supervisor I’ve worked with, and he was like, ‘Please turn off the snow. It’ll be a nightmare trying to remove the snow from all these shots then add our own snow back for continuity because you can’t have the snow changing direction every other cut.’ Or we’d have to ‘snow’ a street, which would take ages. Janek would say, ‘Let’s put enough snow on the ground to see the lighting on it and where the actors walk. We’ll do the rest of the street later because we have a perfect reference of what it should look like.” Certain photographic principles have to be carried over into post-production to make shots believable to the eye. Seiple explains, “When you make all these amazing details that should be out of focus sharper, then the image feels like a visual effect because it doesn’t work the way a lens would work.” Familiarity with the visual effects process is an asset in being able to achieve the best result. “I inadvertently come from a lot of visual effect-heavy shoots and shows, so I’m quick to have an opinion about it. Many directors love to reference the way David Fincher uses visual effects because there is such great behind-the-scenes imagery that showcases how they were able to do simple things. Also, I like to shoot tests even on an iPhone to see if this comp will work or if this idea is a good one.” Cinematographer Fabian Wagner and VFX Supervisor John Moffatt spent a lot of time in pre-production for Venom: The Last Dance discussing how to bring out the texture of the symbiote through lighting and camera angles. (Image courtesy of Columbia Pictures) Game of Thrones Director of Photography Fabian Wagner had to make key decisions while prepping and breaking down the script so visual effects had enough time to meet deadline. (Image courtesy of HBO) Twisters was an analog movie with digital effects that worked well because everyone on set doing the technical work understood both formats. (Image courtesy of Universal Pictures) For Cinematographer Larkin Seiple, storytelling is about figuring out where to invest your time and effort. Scene from the Netflix series Beef. (Image courtesy of Netflix) Cinematographer Larkin Seiple believes that all of the advances in technology are a push for greater control, which occurred on Everything Everywhere All at Once. (Image courtesy of A24) Nothing beats reality when it comes to realism. “Every project I do I talk more about the real elements to bring into the shoot than the visual effect element because the more practical stuff that you can do on set, the more it will embed the visual effects into the image, and, therefore, they’re more real,” observes Fabian Wagner, Cinematographer on Venom: The Last Dance. “It also depends on the job you’re doing in terms of how real or unreal you want it to be. Game of Thrones was a good example because it was a visual effects-heavy show, but they were keen on pushing the reality of things as much as possible. We were doing interactive lighting and practical on-set things to embed the visual effects. It was successful.” Television has a significantly compressed schedule compared to feature films. “There are fewer times to iterate. You have to be much more precise. On Game of Thrones, we knew that certain decisions had to be made early on while we were still prepping and breaking down the script. Because of their due dates, to be ready in time, they had to start the visual effects process for certain dragon scenes months before we even started shooting.” “Like everything else, it’s always about communication,” Wagner notes. “I’ve been fortunate to work with extremely talented and collaborative visual effects supervisors, visual effects producers and directors. I have become friends with most of those visual effects departments throughout the shoot, so it’s easy to stay in touch. Even when Venom: The Last Dance was posting, I would be talking to John Moffatt, who was our talented visual effects supervisor. We would exchange emails, text messages or phone calls once a week, and he would send me updates, which we would talk about it. If I gave any notes or thoughts, John would listen, and if it were possible to do anything about, he would. In the end, it’s about those personal relationships, and if you have those, that can go a long way.” Wagner has had to deal with dragons, superheroes and symbiotes. “They’re all the same to me! For the symbiote, we had two previous films to see what they had done, where they had succeeded and where we could improve it slightly. While prepping, John and I spent a lot of time talking about how to bring out the texture of the symbiote and help it with the lighting and camera angles. One of the earliest tests was to see what would happen if we backlit or side lit it as well as trying different textures for reflections. We came up with something we all were happy with, and that’s what we did on set. It was down to trying to speak the same language and aiming for the same thing, which in this case was, ‘How could we make the symbiote look the coolest?’” Visual effects has become a crucial department throughout the filmmaking process. “The relationship with the visual effects supervisor is new,” states Stuart Dryburgh, Cinematographer on Fallout. “We didn’t really have that. On The Piano, the extent of the visual effects was having somebody scribbling in a lightning strike over a stormy sky and a little flash of an animated puppet. Runaway Bride had a two-camera setup where one of the cameras pushed into the frame, and that was digitally removed, but we weren’t using it the way we’re using it now. For [the 2026 Netflix limited series] East of Eden, we’re recreating 19th and early 20th century Connecticut, Boston and Salinas, California in New Zealand. While we have some great sets built and historical buildings that we can use, there is a lot of set extension and modification, and some complete bluescreen scenes, which allow us to more realistically portray a historical environment than we could have done back in the day.” The presence of a visual effects supervisor simplified principal photography. Dryburgh adds, “In many ways, using visual effects frees you to shoot quicker and in places that might otherwise be deemed imperfect because of one little thing, whether it’s power lines or out-of-period buildings or sky. All of those can be easily fixed. Most of us have been doing it for long enough that we have a good idea of what can and can’t be done and how it’s done so that the visual effects supervisor isn’t the arbiter.” Lighting cannot be arbitrarily altered in post as it never looks right. “Whether you set the lighting on the set and the background artist has to match that, or you have an existing background and you, as a DP, have to match that – that is the lighting trick to the whole thing,” Dryburgh observes. “Everything has to be the same, a soft or hard light, the direction and color. Those things all need to line up in a composited shot; that is crucial.” Every director has his or her own approach to filmmaking. “Harold Ramis told me, ‘I’ll deal with the acting and the words. You just make it look nice, alright?’ That’s the conversation we had about shots, and it worked out well. [Director] Garth Davis, who I’m working with now, is a terrific photographer in his own right and has a great visual sense, so he’s much more involved in anything visual, whether it be the designs of the sets, creation of the visual effects, my lighting or choice of lenses. It becomes much more collaborative. And that applies to the visual effects department as well.” Recreating vintage lenses digitally is an important part of the visual aesthetic. “As digital photography has become crisper, better and sharper, people have chosen to use fewer perfect optics, such as lenses that are softer on the edges or give a flare characteristic. Before production, we have the camera department shoot all of these lens grids of different packages and ranges, and visual effects takes that information so they can model every lens. If they’re doing a fully CG background, they can apply that lens characteristic,” remarks Dryburgh. Television schedules for productions like House of the Dragon do not allow a lot of time to iterate, so decisions have to be precise. (Image courtesy of HBO) Bluescreen and stunt doubles on Twisters. (Image courtesy of Universal Pictures) “The principle that I work with is that the visual effects department will make us look great, and we have to give them the raw materials in the best possible form so they can work with it instinctually. Sometimes, as a DP, you might want to do something different, but the bottom line is, you’ve got to listen to these guys because they know what they want. It gets a bit dogmatic, but most of the time, my relationship with visual effects is good, and especially the guys who have had a foot in the analog world at one point or another and have transitioned into the digital world.” —Dan Mindel, Cinematographer, Twisters Cinematographers like Greig Fraser have adopted Unreal Engine. “Greig has an incredible curiosity about new technology, and that helped us specifically with Dune: Part Two,” Villeneuve explains. “Greig was using Unreal Engine to capture natural environments. For example, if we decide to shoot in that specific rocky area, we’ll capture the whole area with drones to recreate the terrain in the computer. If I said, ‘I want to shoot in that valley on November 3rd and have the sun behind the actors. At what time is it? You have to be there at 9:45 am.’ We built the whole schedule like a puzzle to maximize the power of natural light, but that came through those studies, which were made with the software usually used for video games.” Technology is essentially a tool that keeps evolving. Villeneuve adds, “Sometimes, I don’t know if I feel like a dinosaur or if my last movie will be done in this house behind the computer alone. It would be much less tiring to do that, but seriously, the beauty of cinema is the idea of bringing many artists together to create poetry.”
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  • Games Inbox: Is Mario Kart World on Nintendo Switch 2 a disappointment?

    Mario Kart World – is it a backwards step?The Friday letters page is surprised the Sony State of Play didn’t go down better with more people, as readers share images of the Switch 2 midnight launches.
    To join in with the discussions yourself email gamecentral@metro.co.uk
    Initial experience
    I’ve spent a few hours playing Mario Kart World in single and multiplayer, and my first impression is that it’s a bit… boring.The free roam aspect of the game seemed like it had heaps of potential but, for the most part, it feels aimless. Sure, there are things to collect and discover, but in-between there’s just driving. Lots and lots of driving. It’s not exactly a world brimming with things to do in the same way as the sandbox areas in Super Mario Odyssey, for example.
    As for the races, in principle it makes sense that the tracks need to be wider to accommodate 24 racers. However, the races themselves don’t generally feel any busier because you’re still, generally, just competing against those closest to your level of ability. Consequently, I felt the game lacks the chaotic energy of jostling your rivals to get ahead because there’s so much space on the otherwise well-designed courses.
    I know it’s unfair to compare Mario Kart World to Mario Kart 8 at this point, given the latter spanned two consoles, with a plethora of content reflecting that. But it’s hard not to feel that while the free roam section is a solid demonstration of technical advancement, the core gameplay is consistent, at best. In some respects, I’d say it’s more of a step backwards, if anything.
    That being said, I don’t think this is the same version of Mario Kart World we’ll be playing five years from now. Free roam mode feels like a playground in which Nintendo can experiment, and I fully expect them to do so. There’ll undoubtedly be a slew of DLC and perhaps better integration of the various modes into one seamless experience.

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    In the unlikely event that this is the final iteration of Mario Kart World, it’s currently a six orseven out of 10 and probably the least enthralled I’ve ever been with a new Mario Kart title. But I’ll give Nintendo the benefit of the doubt for now because this doesn’t feel like a game that’s even close to being finished.Needlemouse
    Just add SonyFirstly, I’m surprised by the relatively lukewarm response to the State of Play from some people; I thought it was one of the best in recent memory and there were only a few games that I personally had little interest in.
    The main reason for writing in is the recent addition of Destiny 2: The Final Shape to PS Plus subscription. In short, I played a lot of Destiny 2 back in the day but have subsequently not played any of the most recent DLCs/additions. Can The Final Shape be played as a standalone??John
    GC: We think people were upset that Sony themselves had nothing to show from their first parties, even though we agree it was overall a good show. As far as we understand, you don’t need any other expansions to play The Final Shape.
    Only one
    Just a quick heads up for anyone buying digital content on either a Switch or Switch 2 console, if you are Switch online subscriber you can purchase a voucher for £84 that lets you purchase any two titles from a list of games.This reduces each game to a reasonable £42 and the vouchers are valid for a year. I didn’t get an alert about this until after I’d purchased Super Smash Bros. Ultimate, which I paid £59.99 for. I did at least then go on to buy a voucher for £84 and redeemed each token for Super Mario Bros. Wonder and Super Mario 3D Land + Bowser’s Fury.Charlie H.
    GC: It’s important to note these can’t be used for Switch 2 exclusive games.
    Email your comments to: gamecentral@metro.co.uk
    Midnight gathering
    I’ve seen a lot of pictures from the Switch 2 launch, so I thought I’d send you a picture of the queue at Smyth’s in Dublin city centre, a couple of minutes after midnight.I think there were a couple of hundred people there when I arrived. if I’d known then that I wouldn’t get out of the store until 2:30am, I might have gone home and tried again in the morning. But in the end, I’m glad I waited.
    I’ve just been tinkering with it so far, hooked it up to the TV, and played a little bit of Mario Kart World and Cyberpunk 2077, so I can’t really give any conclusions. But when mywife saw it, her reaction was, ‘Oh, it looks much better! Can I play it?’ So I think Nintendo are on to another winner.Mickah

    Night-time rendezvousAmerican retail
    I was on my way down to Smyths Leeds to collect my Switch 2 Mario Kart bundle, that I had pre-ordered a month ago.I called in at Costco on the way and was surprised to find they had the Mario Kart bundle for £419.99, so I decided to get one from there. It was late afternoon Thursday and they looked to have plenty left. It is limited to one per customer.
    I will let my pre-order lapse so it will cancel in two days.Martin
    GC: We had no idea Costco existed in the UK. Maybe we’re not the only ones and that’s why they have so many left.
    C’mon DoreenSomebodyshould start a petition to get Squirrel Girl in that Marvel game for you guys. How good did it all look? How good was that showcase? What have Sony been up too? That’s what.
    Mortal Kombat: Legacy Kollection is already on my wishlist. That surfing sword game wasn’t bad either. With Nintendo too, great times ahead.IndiegazGC: At least she’s in Marvel Rivals.
    Autumnal purchase
    So I won’t be buying the Nintendo Switch 2 at launch. I’ll be instead visiting Tenerife in August. But I do hope the system reviews well and those who have purchased it are zooming around on Mario Kart World. I’ll be hopefully purchasing the device before autumn of this year. But you never know what could happen.So my sister paid for my ticket and it of course must be paid back. A debt is a debt. Which is quite fitting, since I just finished my playthrough of Red Dead Redemption and just as John Marston paid his debt to a life of crime and Edgar Ross paid his debt to a vengeful son. I’ll be hopefully paid up in less than three months, then I’ll be purchasing the Switch 2 and with more information on the games, reviews, and what’s to come for the future.
    For now however, I look towards a week spent in the beaches of Spain and my focus on the remainder of my maths course. Also, a playthrough of Resident Evil 3 remake. Only six hours long. Can’t complain.Shahzaib Sadiq
    Free for all
    Borderlands 2 and Hellslave are currently free on Steam on PC. Hellslave is available for free until Sunday, 15th June. Also, Deathloop is currently free on Epic Games Store.I hope everyone who gets a Switch 2 enjoys it. I will have to probably get one next year now, as I need to buy a new gaming computer because my current gaming PC will not upgrade to Windows 11, unfortunately.Andrew J.
    Old reliable
    Just writing this after a couple of hours with the Switch 2. I always end up with whatever Nintendo’s latest console is at some point in its lifetimebut for the first time I decided to jump onboard day one.The price rises for the PlayStation 5 and Xbox Series X have shown that the assumption consoles will get cheaper in the medium term isn’t a guarantee, and the feature list for the Switch 2 ticked pretty much every box I wanted from an upgrade to the original. Bump in specs, sturdier Joy-Con, and a new interface with the mouse controls.
    What I’ve not seen many people comment on yet is the set-up experience. It isn’t always a given with Nintendo that this is going to be smooth, but I found that the transfer from my original to Switch 2 was seamless. I had one error message in setting up GameChat, but restarting the process fixed that, and now I can settle into at least another few years of Nintendo gaming joy.
    As I approach the business end of 40 years old, it’s a comfort to know that the likes of Mario, Yoshi, and the other inhabitants of the Mushroom Kingdom are still karting away 30-odd years after the SNES original.Electric Crocosaurus
    GC: That’s a cool name.
    Inbox also-rans
    Yes! My Switch 2 has turned up and have the rest of the week off, and it’s Summer Game Fest on Friday night. Now that is what I call eating well for games fans!LemptonAs promised, here is the pic from the queue at Smyths toy store at midnight. Sorry I couldn’t get one from inside but they were only letting two at a time in. Not a bad turn out. I had about 20 people behind me too.woz_007The way launches used to beEmail your comments to: gamecentral@metro.co.uk

    More Trending

    The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content.
    You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot.
    You can also leave your comments below and don’t forget to follow us on Twitter.

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    #games #inbox #mario #kart #world
    Games Inbox: Is Mario Kart World on Nintendo Switch 2 a disappointment?
    Mario Kart World – is it a backwards step?The Friday letters page is surprised the Sony State of Play didn’t go down better with more people, as readers share images of the Switch 2 midnight launches. To join in with the discussions yourself email gamecentral@metro.co.uk Initial experience I’ve spent a few hours playing Mario Kart World in single and multiplayer, and my first impression is that it’s a bit… boring.The free roam aspect of the game seemed like it had heaps of potential but, for the most part, it feels aimless. Sure, there are things to collect and discover, but in-between there’s just driving. Lots and lots of driving. It’s not exactly a world brimming with things to do in the same way as the sandbox areas in Super Mario Odyssey, for example. As for the races, in principle it makes sense that the tracks need to be wider to accommodate 24 racers. However, the races themselves don’t generally feel any busier because you’re still, generally, just competing against those closest to your level of ability. Consequently, I felt the game lacks the chaotic energy of jostling your rivals to get ahead because there’s so much space on the otherwise well-designed courses. I know it’s unfair to compare Mario Kart World to Mario Kart 8 at this point, given the latter spanned two consoles, with a plethora of content reflecting that. But it’s hard not to feel that while the free roam section is a solid demonstration of technical advancement, the core gameplay is consistent, at best. In some respects, I’d say it’s more of a step backwards, if anything. That being said, I don’t think this is the same version of Mario Kart World we’ll be playing five years from now. Free roam mode feels like a playground in which Nintendo can experiment, and I fully expect them to do so. There’ll undoubtedly be a slew of DLC and perhaps better integration of the various modes into one seamless experience. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. In the unlikely event that this is the final iteration of Mario Kart World, it’s currently a six orseven out of 10 and probably the least enthralled I’ve ever been with a new Mario Kart title. But I’ll give Nintendo the benefit of the doubt for now because this doesn’t feel like a game that’s even close to being finished.Needlemouse Just add SonyFirstly, I’m surprised by the relatively lukewarm response to the State of Play from some people; I thought it was one of the best in recent memory and there were only a few games that I personally had little interest in. The main reason for writing in is the recent addition of Destiny 2: The Final Shape to PS Plus subscription. In short, I played a lot of Destiny 2 back in the day but have subsequently not played any of the most recent DLCs/additions. Can The Final Shape be played as a standalone??John GC: We think people were upset that Sony themselves had nothing to show from their first parties, even though we agree it was overall a good show. As far as we understand, you don’t need any other expansions to play The Final Shape. Only one Just a quick heads up for anyone buying digital content on either a Switch or Switch 2 console, if you are Switch online subscriber you can purchase a voucher for £84 that lets you purchase any two titles from a list of games.This reduces each game to a reasonable £42 and the vouchers are valid for a year. I didn’t get an alert about this until after I’d purchased Super Smash Bros. Ultimate, which I paid £59.99 for. I did at least then go on to buy a voucher for £84 and redeemed each token for Super Mario Bros. Wonder and Super Mario 3D Land + Bowser’s Fury.Charlie H. GC: It’s important to note these can’t be used for Switch 2 exclusive games. Email your comments to: gamecentral@metro.co.uk Midnight gathering I’ve seen a lot of pictures from the Switch 2 launch, so I thought I’d send you a picture of the queue at Smyth’s in Dublin city centre, a couple of minutes after midnight.I think there were a couple of hundred people there when I arrived. if I’d known then that I wouldn’t get out of the store until 2:30am, I might have gone home and tried again in the morning. But in the end, I’m glad I waited. I’ve just been tinkering with it so far, hooked it up to the TV, and played a little bit of Mario Kart World and Cyberpunk 2077, so I can’t really give any conclusions. But when mywife saw it, her reaction was, ‘Oh, it looks much better! Can I play it?’ So I think Nintendo are on to another winner.Mickah Night-time rendezvousAmerican retail I was on my way down to Smyths Leeds to collect my Switch 2 Mario Kart bundle, that I had pre-ordered a month ago.I called in at Costco on the way and was surprised to find they had the Mario Kart bundle for £419.99, so I decided to get one from there. It was late afternoon Thursday and they looked to have plenty left. It is limited to one per customer. I will let my pre-order lapse so it will cancel in two days.Martin GC: We had no idea Costco existed in the UK. Maybe we’re not the only ones and that’s why they have so many left. C’mon DoreenSomebodyshould start a petition to get Squirrel Girl in that Marvel game for you guys. How good did it all look? How good was that showcase? What have Sony been up too? That’s what. Mortal Kombat: Legacy Kollection is already on my wishlist. That surfing sword game wasn’t bad either. With Nintendo too, great times ahead.IndiegazGC: At least she’s in Marvel Rivals. Autumnal purchase So I won’t be buying the Nintendo Switch 2 at launch. I’ll be instead visiting Tenerife in August. But I do hope the system reviews well and those who have purchased it are zooming around on Mario Kart World. I’ll be hopefully purchasing the device before autumn of this year. But you never know what could happen.So my sister paid for my ticket and it of course must be paid back. A debt is a debt. Which is quite fitting, since I just finished my playthrough of Red Dead Redemption and just as John Marston paid his debt to a life of crime and Edgar Ross paid his debt to a vengeful son. I’ll be hopefully paid up in less than three months, then I’ll be purchasing the Switch 2 and with more information on the games, reviews, and what’s to come for the future. For now however, I look towards a week spent in the beaches of Spain and my focus on the remainder of my maths course. Also, a playthrough of Resident Evil 3 remake. Only six hours long. Can’t complain.Shahzaib Sadiq Free for all Borderlands 2 and Hellslave are currently free on Steam on PC. Hellslave is available for free until Sunday, 15th June. Also, Deathloop is currently free on Epic Games Store.I hope everyone who gets a Switch 2 enjoys it. I will have to probably get one next year now, as I need to buy a new gaming computer because my current gaming PC will not upgrade to Windows 11, unfortunately.Andrew J. Old reliable Just writing this after a couple of hours with the Switch 2. I always end up with whatever Nintendo’s latest console is at some point in its lifetimebut for the first time I decided to jump onboard day one.The price rises for the PlayStation 5 and Xbox Series X have shown that the assumption consoles will get cheaper in the medium term isn’t a guarantee, and the feature list for the Switch 2 ticked pretty much every box I wanted from an upgrade to the original. Bump in specs, sturdier Joy-Con, and a new interface with the mouse controls. What I’ve not seen many people comment on yet is the set-up experience. It isn’t always a given with Nintendo that this is going to be smooth, but I found that the transfer from my original to Switch 2 was seamless. I had one error message in setting up GameChat, but restarting the process fixed that, and now I can settle into at least another few years of Nintendo gaming joy. As I approach the business end of 40 years old, it’s a comfort to know that the likes of Mario, Yoshi, and the other inhabitants of the Mushroom Kingdom are still karting away 30-odd years after the SNES original.Electric Crocosaurus GC: That’s a cool name. Inbox also-rans Yes! My Switch 2 has turned up and have the rest of the week off, and it’s Summer Game Fest on Friday night. Now that is what I call eating well for games fans!LemptonAs promised, here is the pic from the queue at Smyths toy store at midnight. Sorry I couldn’t get one from inside but they were only letting two at a time in. Not a bad turn out. I had about 20 people behind me too.woz_007The way launches used to beEmail your comments to: gamecentral@metro.co.uk More Trending The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. 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 #games #inbox #mario #kart #world
    METRO.CO.UK
    Games Inbox: Is Mario Kart World on Nintendo Switch 2 a disappointment?
    Mario Kart World – is it a backwards step? (Nintendo) The Friday letters page is surprised the Sony State of Play didn’t go down better with more people, as readers share images of the Switch 2 midnight launches. To join in with the discussions yourself email gamecentral@metro.co.uk Initial experience I’ve spent a few hours playing Mario Kart World in single and multiplayer, and my first impression is that it’s a bit… boring.The free roam aspect of the game seemed like it had heaps of potential but, for the most part, it feels aimless. Sure, there are things to collect and discover, but in-between there’s just driving. Lots and lots of driving. It’s not exactly a world brimming with things to do in the same way as the sandbox areas in Super Mario Odyssey, for example. As for the races, in principle it makes sense that the tracks need to be wider to accommodate 24 racers. However, the races themselves don’t generally feel any busier because you’re still, generally, just competing against those closest to your level of ability. Consequently, I felt the game lacks the chaotic energy of jostling your rivals to get ahead because there’s so much space on the otherwise well-designed courses. I know it’s unfair to compare Mario Kart World to Mario Kart 8 at this point, given the latter spanned two consoles, with a plethora of content reflecting that. But it’s hard not to feel that while the free roam section is a solid demonstration of technical advancement (even if the inability to integrate it with Grand Prix mode seems like a missed opportunity), the core gameplay is consistent, at best. In some respects, I’d say it’s more of a step backwards, if anything. That being said, I don’t think this is the same version of Mario Kart World we’ll be playing five years from now. Free roam mode feels like a playground in which Nintendo can experiment, and I fully expect them to do so. There’ll undoubtedly be a slew of DLC and perhaps better integration of the various modes into one seamless experience. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. In the unlikely event that this is the final iteration of Mario Kart World, it’s currently a six or (generous) seven out of 10 and probably the least enthralled I’ve ever been with a new Mario Kart title. But I’ll give Nintendo the benefit of the doubt for now because this doesn’t feel like a game that’s even close to being finished.Needlemouse Just add SonyFirstly, I’m surprised by the relatively lukewarm response to the State of Play from some people; I thought it was one of the best in recent memory and there were only a few games that I personally had little interest in. The main reason for writing in is the recent addition of Destiny 2: The Final Shape to PS Plus subscription. In short, I played a lot of Destiny 2 back in the day but have subsequently not played any of the most recent DLCs/additions. Can The Final Shape be played as a standalone? (both logistically and in terms of the story)?John GC: We think people were upset that Sony themselves had nothing to show from their first parties, even though we agree it was overall a good show. As far as we understand, you don’t need any other expansions to play The Final Shape. Only one Just a quick heads up for anyone buying digital content on either a Switch or Switch 2 console, if you are Switch online subscriber you can purchase a voucher for £84 that lets you purchase any two titles from a list of games.This reduces each game to a reasonable £42 and the vouchers are valid for a year. I didn’t get an alert about this until after I’d purchased Super Smash Bros. Ultimate, which I paid £59.99 for. I did at least then go on to buy a voucher for £84 and redeemed each token for Super Mario Bros. Wonder and Super Mario 3D Land + Bowser’s Fury.Charlie H. GC: It’s important to note these can’t be used for Switch 2 exclusive games. Email your comments to: gamecentral@metro.co.uk Midnight gathering I’ve seen a lot of pictures from the Switch 2 launch, so I thought I’d send you a picture of the queue at Smyth’s in Dublin city centre, a couple of minutes after midnight.I think there were a couple of hundred people there when I arrived. if I’d known then that I wouldn’t get out of the store until 2:30am, I might have gone home and tried again in the morning. But in the end, I’m glad I waited. I’ve just been tinkering with it so far, hooked it up to the TV, and played a little bit of Mario Kart World and Cyberpunk 2077, so I can’t really give any conclusions. But when my (dedicated non-gamer) wife saw it, her reaction was, ‘Oh, it looks much better! Can I play it?’ So I think Nintendo are on to another winner.Mickah Night-time rendezvous (Mickah) American retail I was on my way down to Smyths Leeds to collect my Switch 2 Mario Kart bundle, that I had pre-ordered a month ago.I called in at Costco on the way and was surprised to find they had the Mario Kart bundle for £419.99, so I decided to get one from there. It was late afternoon Thursday and they looked to have plenty left. It is limited to one per customer. I will let my pre-order lapse so it will cancel in two days.Martin GC: We had no idea Costco existed in the UK. Maybe we’re not the only ones and that’s why they have so many left. C’mon DoreenSomebody (not me, don’t know how) should start a petition to get Squirrel Girl in that Marvel game for you guys. How good did it all look? How good was that showcase? What have Sony been up too? That’s what. Mortal Kombat: Legacy Kollection is already on my wishlist. That surfing sword game wasn’t bad either. With Nintendo too, great times ahead.Indiegaz (PSN ID) GC: At least she’s in Marvel Rivals. Autumnal purchase So I won’t be buying the Nintendo Switch 2 at launch. I’ll be instead visiting Tenerife in August. But I do hope the system reviews well and those who have purchased it are zooming around on Mario Kart World. I’ll be hopefully purchasing the device before autumn of this year. But you never know what could happen.So my sister paid for my ticket and it of course must be paid back. A debt is a debt. Which is quite fitting, since I just finished my playthrough of Red Dead Redemption and just as John Marston paid his debt to a life of crime and Edgar Ross paid his debt to a vengeful son. I’ll be hopefully paid up in less than three months, then I’ll be purchasing the Switch 2 and with more information on the games, reviews, and what’s to come for the future. For now however, I look towards a week spent in the beaches of Spain and my focus on the remainder of my maths course. Also, a playthrough of Resident Evil 3 remake. Only six hours long. Can’t complain.Shahzaib Sadiq Free for all Borderlands 2 and Hellslave are currently free on Steam on PC. Hellslave is available for free until Sunday, 15th June. Also, Deathloop is currently free on Epic Games Store.I hope everyone who gets a Switch 2 enjoys it. I will have to probably get one next year now, as I need to buy a new gaming computer because my current gaming PC will not upgrade to Windows 11, unfortunately.Andrew J. Old reliable Just writing this after a couple of hours with the Switch 2. I always end up with whatever Nintendo’s latest console is at some point in its lifetime (going back to the Game Boy Advance) but for the first time I decided to jump onboard day one.The price rises for the PlayStation 5 and Xbox Series X have shown that the assumption consoles will get cheaper in the medium term isn’t a guarantee, and the feature list for the Switch 2 ticked pretty much every box I wanted from an upgrade to the original. Bump in specs, sturdier Joy-Con, and a new interface with the mouse controls. What I’ve not seen many people comment on yet is the set-up experience. It isn’t always a given with Nintendo that this is going to be smooth, but I found that the transfer from my original to Switch 2 was seamless. I had one error message in setting up GameChat, but restarting the process fixed that, and now I can settle into at least another few years of Nintendo gaming joy. As I approach the business end of 40 years old, it’s a comfort to know that the likes of Mario, Yoshi, and the other inhabitants of the Mushroom Kingdom are still karting away 30-odd years after the SNES original.Electric Crocosaurus GC: That’s a cool name. Inbox also-rans Yes! My Switch 2 has turned up and have the rest of the week off, and it’s Summer Game Fest on Friday night. Now that is what I call eating well for games fans!LemptonAs promised, here is the pic from the queue at Smyths toy store at midnight. Sorry I couldn’t get one from inside but they were only letting two at a time in. Not a bad turn out. I had about 20 people behind me too.woz_007 (NN ID) The way launches used to be (woz_007) Email your comments to: gamecentral@metro.co.uk More Trending The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. 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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  • Everything We Saw During Sony's Big State Of Play

    Today, Sony held its latest State of Play and while it didn’t include some of the bigger games that people were likely hoping for, like a new God of War spin-off, it did include some cool surprises, including what might be the best-looking fighting game I’ve seen in years and a remake of a beloved Final Fantasy title. Suggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism

    Share SubtitlesOffEnglishview videoSuggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism

    Share SubtitlesOffEnglishHere’s the full State of Play if you want to watch it all: State of Play | June 4, 2025Lumines Arise Lumines Arise - Announce Trailer | PS5 GamesThis fun announcement kicked off the 45-minute show. It’s from the devs behind Tetris Effect, and it looksawesome. This one is coming to PS5 and PSVR2 in Fall 2025.Pragmata delayed againPragmata - First Contact Trailer | PS5 GamesCapcom had a new gameplay trailer for its long-awaited space-adventure-action-horror game featuring a young robot girl and a cool astronaut dude fighting robots. The game was set to come out in 2022, got delayed until 2023, and then got delayed again. Now it’s set to arrive in 2026. Romeo Is a Deadman looks wildRomeo is a Dead Man - Announce Trailer | PS5 GamesZombies attack, nearly killing Romeo, but luckily his grandfather shoves a big sci-fi thing into his head and turns him into a sword-wielding half-dead undead killer. Okay, I’m interested. This one is “maybe” arriving in 2026. No shock that Suda51 and Grasshopper Manufacture are behind this wild-looking game. Silent Hill F arrives in SeptemberSilent Hill f - Release Date Trailer | PS5 GamesI’m very happy that we’ve entered a new and better era for the Silent Hill franchise after so, so many years of crap and lukewarm slop. This latest entry looks very different than past games, but still seems properly foggy, spooky, and creepy. And that’s all I need in a Silent Hill sequel. Don’t have to wait long for this one as it launches September 25, 2025.Bloodstained: The Scarlett Engagement is revealedBloodstained: The Scarlet Engagement - Announce Trailer | PS5 GamesSurprise! We are getting a new Bloodstained game. What started back in 2015 as a crowdfunded attempt to make a new Castlevania-inspired 2D action game has expanded into a large franchise of its own. And it’s about to get bigger when this new entry arrives sometime in the future on PS5. Digimon Story Time StrangerDigimon Story Time Stranger - Release Date Trailer | PS5 GamesWow, it’s wild how much better Digimon games look than Pokémon games. This latest time-traveling RPG set in the universe features some slick visuals and a lot of people screaming about the digital world. As someone living in 2025, I’m fine with the digital world being burned to the ground. Time Stranger is out October 3, 2025. Final Fantasy Tactics is finally getting a remakeFinal Fantasy Tactics - The Ivalice Chronicles - Announcement Trailer | PS5 GamesYou can read more about this in our story here, but suffice it to say that the legendary tactics RPG is, at long last, getting the remake fans have been clamoring for for ages. Sony devoted a few minutes to sharing trailers and a few bits of info on these four games, one of which is launching on PS4. Wild. Baby Steps - Release Date Announcement | PS5 GamesHirogami - Pre-order Trailer | PS5 GamesCairn - Release Date and Demo | PS5 GamesNinja Gaiden: Ragebound - Release Date Announcement | PS5 & PS4 GamesMortal Kombat Legacy Collection looks amazingMortal Kombat: Legacy Kollection - Announce Trailer | PS5 & PS4 GamesDigital Eclipse, the retro game wizards behind some excellent old-school video game collections, is taking on the Mortal Kombat series in 2025. Legacy Collection will contain a ton of games from the series, including handheld, console, and arcade ports, as well as rollback netcode and documentary content. I’m very excited to see more of this thing.Sony is making a fight stickProject Defiant Wireless Fight Stick - Teaser TrailerNot much info beyond that. Here’s Sony’s official description of the device:Join the fray at home or away with the Project Defiant wireless fight stick*. Take the fight to your opponents with the included sling carry case, and enjoy precise in-game response with ultra-low latency wireless and wired play options, along with a durable, ergonomic design that’s built for battle.New Metal Gear Solid Delta Snake Eater trailerMetal Gear Solid Δ: Snake Eater - Gameplay Trailer | PS5 GamesThe Ape Escape mode is back and looks bigger than before. But the big news is at the very end, where Konami is teasing what looks like a multiplayer mode. Is Metal Gear Online returning? I hope so. Nioh 3 is coming in 2026, a demo is out nowNioh 3 - Announcement Trailer | PS5 GamesTeam Ninja is back with Nioh 3. The game will let players swap between a samurai and a ninja on the fly during combat, and looks slick as heck. This one drops in 2026, but you can check out a demo for it today on PS5. Thief VR spin-off coming to PSVR2 this yearThief VR: Legacy of Shadow - Reveal Trailer | PS VR2 GamesWhen I saw this trailer, I thought, “Hey, this looks like a new Thief game.” And I was right. Thief VR Legacy of Shadow arrives in 2025 and is being co-developed by Eidos-Montréal and Vertigo Games. Tides of Tomorrow looks like a colorful Waterworld gameTides of Tomorrow - Release Date Trailer | PS5 GamesI love colorful-looking games, so Tides of Tomorrow instantly caught my eye. The mix of online asynchronous gameplay and having to deal with other people’s decisions in a dying and flooded world sounds interesting. Tides of Tomorrow arrives in February 2026.Astro Bot is getting even more levels! Astro Bot - Challenge DLC Trailer | State of Play 2025One of the best PS5 games ever made, Astro Bot, is getting even more free levels later this month. Five new levels will soon be added to Astro Bot. And Sony is bringing back the fan-favorite Astro Bot PS5 controller that sold out instantly last year.Sea of Remnants is another colorful pirate gameSea of Remnants - Announce Trailer | PS5 GamesWait a minute, another colorful and fun-looking ocean-based adventure game? That’s strange. But anyway, this third-person pirate game has a cool style and big bosses to fight. and ship gameplay. And mermaids. It arrives on PS5 in 2026. Sword of the Sea is coming to PS PlusSword of the Sea - Launch Date Announcement | PS5 GamesThe people behind Abzu and Pathless have a new game coming out, and it looks like you’ll be doing a lot of sick sword surfing. This launches on PS Plus on August 19. More games coming to PS Plus Classic CatalogDeus Ex’s PS2 port - Jun 17Twisted Metal 3 and Twisted Metal 4 - July 15Resident Evil 2 and Resident Evil 3 - Later this summer007 First Light reveals its new Bond“Bond is a bullet without a target. Let’s give him one.” This new trailer looks exciting as heck, but I’m really bummed by how boring the new Bond himself looks. This is out in 2026. here. Ghost of Yotei will get its own digital eventSony is promising a big gamepaly deep dive for Sucker Punch’s upcoming samurai game. Expect to learn more in July. MARVEL Tōkon: Fighting Souls | Announce TrailerWell, this is a wonderful surprise. Sony, Marvel, and Arc System Worksare teaming up to make a 2.5D Marvel Comics tag-team fighting game. And it looks sick as hell. Marvel Tōkon: Fighting Souls is coming out in 2026 on PS5 and PC. Here’s a separate video Sony posted about how the game came about and the work going into it: MARVEL Tōkon: Fighting Souls | From Japan to the World
    #everything #saw #during #sony039s #big
    Everything We Saw During Sony's Big State Of Play
    Today, Sony held its latest State of Play and while it didn’t include some of the bigger games that people were likely hoping for, like a new God of War spin-off, it did include some cool surprises, including what might be the best-looking fighting game I’ve seen in years and a remake of a beloved Final Fantasy title. Suggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism Share SubtitlesOffEnglishview videoSuggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism Share SubtitlesOffEnglishHere’s the full State of Play if you want to watch it all: State of Play | June 4, 2025Lumines Arise Lumines Arise - Announce Trailer | PS5 GamesThis fun announcement kicked off the 45-minute show. It’s from the devs behind Tetris Effect, and it looksawesome. This one is coming to PS5 and PSVR2 in Fall 2025.Pragmata delayed againPragmata - First Contact Trailer | PS5 GamesCapcom had a new gameplay trailer for its long-awaited space-adventure-action-horror game featuring a young robot girl and a cool astronaut dude fighting robots. The game was set to come out in 2022, got delayed until 2023, and then got delayed again. Now it’s set to arrive in 2026. Romeo Is a Deadman looks wildRomeo is a Dead Man - Announce Trailer | PS5 GamesZombies attack, nearly killing Romeo, but luckily his grandfather shoves a big sci-fi thing into his head and turns him into a sword-wielding half-dead undead killer. Okay, I’m interested. This one is “maybe” arriving in 2026. No shock that Suda51 and Grasshopper Manufacture are behind this wild-looking game. Silent Hill F arrives in SeptemberSilent Hill f - Release Date Trailer | PS5 GamesI’m very happy that we’ve entered a new and better era for the Silent Hill franchise after so, so many years of crap and lukewarm slop. This latest entry looks very different than past games, but still seems properly foggy, spooky, and creepy. And that’s all I need in a Silent Hill sequel. Don’t have to wait long for this one as it launches September 25, 2025.Bloodstained: The Scarlett Engagement is revealedBloodstained: The Scarlet Engagement - Announce Trailer | PS5 GamesSurprise! We are getting a new Bloodstained game. What started back in 2015 as a crowdfunded attempt to make a new Castlevania-inspired 2D action game has expanded into a large franchise of its own. And it’s about to get bigger when this new entry arrives sometime in the future on PS5. Digimon Story Time StrangerDigimon Story Time Stranger - Release Date Trailer | PS5 GamesWow, it’s wild how much better Digimon games look than Pokémon games. This latest time-traveling RPG set in the universe features some slick visuals and a lot of people screaming about the digital world. As someone living in 2025, I’m fine with the digital world being burned to the ground. Time Stranger is out October 3, 2025. Final Fantasy Tactics is finally getting a remakeFinal Fantasy Tactics - The Ivalice Chronicles - Announcement Trailer | PS5 GamesYou can read more about this in our story here, but suffice it to say that the legendary tactics RPG is, at long last, getting the remake fans have been clamoring for for ages. Sony devoted a few minutes to sharing trailers and a few bits of info on these four games, one of which is launching on PS4. Wild. Baby Steps - Release Date Announcement | PS5 GamesHirogami - Pre-order Trailer | PS5 GamesCairn - Release Date and Demo | PS5 GamesNinja Gaiden: Ragebound - Release Date Announcement | PS5 & PS4 GamesMortal Kombat Legacy Collection looks amazingMortal Kombat: Legacy Kollection - Announce Trailer | PS5 & PS4 GamesDigital Eclipse, the retro game wizards behind some excellent old-school video game collections, is taking on the Mortal Kombat series in 2025. Legacy Collection will contain a ton of games from the series, including handheld, console, and arcade ports, as well as rollback netcode and documentary content. I’m very excited to see more of this thing.Sony is making a fight stickProject Defiant Wireless Fight Stick - Teaser TrailerNot much info beyond that. Here’s Sony’s official description of the device:Join the fray at home or away with the Project Defiant wireless fight stick*. Take the fight to your opponents with the included sling carry case, and enjoy precise in-game response with ultra-low latency wireless and wired play options, along with a durable, ergonomic design that’s built for battle.New Metal Gear Solid Delta Snake Eater trailerMetal Gear Solid Δ: Snake Eater - Gameplay Trailer | PS5 GamesThe Ape Escape mode is back and looks bigger than before. But the big news is at the very end, where Konami is teasing what looks like a multiplayer mode. Is Metal Gear Online returning? I hope so. Nioh 3 is coming in 2026, a demo is out nowNioh 3 - Announcement Trailer | PS5 GamesTeam Ninja is back with Nioh 3. The game will let players swap between a samurai and a ninja on the fly during combat, and looks slick as heck. This one drops in 2026, but you can check out a demo for it today on PS5. Thief VR spin-off coming to PSVR2 this yearThief VR: Legacy of Shadow - Reveal Trailer | PS VR2 GamesWhen I saw this trailer, I thought, “Hey, this looks like a new Thief game.” And I was right. Thief VR Legacy of Shadow arrives in 2025 and is being co-developed by Eidos-Montréal and Vertigo Games. Tides of Tomorrow looks like a colorful Waterworld gameTides of Tomorrow - Release Date Trailer | PS5 GamesI love colorful-looking games, so Tides of Tomorrow instantly caught my eye. The mix of online asynchronous gameplay and having to deal with other people’s decisions in a dying and flooded world sounds interesting. Tides of Tomorrow arrives in February 2026.Astro Bot is getting even more levels! Astro Bot - Challenge DLC Trailer | State of Play 2025One of the best PS5 games ever made, Astro Bot, is getting even more free levels later this month. Five new levels will soon be added to Astro Bot. And Sony is bringing back the fan-favorite Astro Bot PS5 controller that sold out instantly last year.Sea of Remnants is another colorful pirate gameSea of Remnants - Announce Trailer | PS5 GamesWait a minute, another colorful and fun-looking ocean-based adventure game? That’s strange. But anyway, this third-person pirate game has a cool style and big bosses to fight. and ship gameplay. And mermaids. It arrives on PS5 in 2026. Sword of the Sea is coming to PS PlusSword of the Sea - Launch Date Announcement | PS5 GamesThe people behind Abzu and Pathless have a new game coming out, and it looks like you’ll be doing a lot of sick sword surfing. This launches on PS Plus on August 19. More games coming to PS Plus Classic CatalogDeus Ex’s PS2 port - Jun 17Twisted Metal 3 and Twisted Metal 4 - July 15Resident Evil 2 and Resident Evil 3 - Later this summer007 First Light reveals its new Bond“Bond is a bullet without a target. Let’s give him one.” This new trailer looks exciting as heck, but I’m really bummed by how boring the new Bond himself looks. This is out in 2026. here. Ghost of Yotei will get its own digital eventSony is promising a big gamepaly deep dive for Sucker Punch’s upcoming samurai game. Expect to learn more in July. MARVEL Tōkon: Fighting Souls | Announce TrailerWell, this is a wonderful surprise. Sony, Marvel, and Arc System Worksare teaming up to make a 2.5D Marvel Comics tag-team fighting game. And it looks sick as hell. Marvel Tōkon: Fighting Souls is coming out in 2026 on PS5 and PC. Here’s a separate video Sony posted about how the game came about and the work going into it: MARVEL Tōkon: Fighting Souls | From Japan to the World #everything #saw #during #sony039s #big
    KOTAKU.COM
    Everything We Saw During Sony's Big State Of Play
    Today, Sony held its latest State of Play and while it didn’t include some of the bigger games that people were likely hoping for, like a new God of War spin-off, it did include some cool surprises, including what might be the best-looking fighting game I’ve seen in years and a remake of a beloved Final Fantasy title. Suggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism Share SubtitlesOffEnglishview videoSuggested ReadingTears Of The Kingdom's Newspaper Questline And The State Of Hyrulean Journalism Share SubtitlesOffEnglishHere’s the full State of Play if you want to watch it all: State of Play | June 4, 2025 [English]Lumines Arise Lumines Arise - Announce Trailer | PS5 GamesThis fun announcement kicked off the 45-minute show. It’s from the devs behind Tetris Effect, and it looks (and sounds) awesome. This one is coming to PS5 and PSVR2 in Fall 2025.Pragmata delayed againPragmata - First Contact Trailer | PS5 GamesCapcom had a new gameplay trailer for its long-awaited space-adventure-action-horror game featuring a young robot girl and a cool astronaut dude fighting robots. The game was set to come out in 2022, got delayed until 2023, and then got delayed again. Now it’s set to arrive in 2026. Romeo Is a Deadman looks wildRomeo is a Dead Man - Announce Trailer | PS5 GamesZombies attack, nearly killing Romeo, but luckily his grandfather shoves a big sci-fi thing into his head and turns him into a sword-wielding half-dead undead killer. Okay, I’m interested. This one is “maybe” arriving in 2026. No shock that Suda51 and Grasshopper Manufacture are behind this wild-looking game. Silent Hill F arrives in SeptemberSilent Hill f - Release Date Trailer | PS5 GamesI’m very happy that we’ve entered a new and better era for the Silent Hill franchise after so, so many years of crap and lukewarm slop. This latest entry looks very different than past games, but still seems properly foggy, spooky, and creepy. And that’s all I need in a Silent Hill sequel. Don’t have to wait long for this one as it launches September 25, 2025.Bloodstained: The Scarlett Engagement is revealedBloodstained: The Scarlet Engagement - Announce Trailer | PS5 GamesSurprise! We are getting a new Bloodstained game. What started back in 2015 as a crowdfunded attempt to make a new Castlevania-inspired 2D action game has expanded into a large franchise of its own. And it’s about to get bigger when this new entry arrives sometime in the future on PS5. Digimon Story Time StrangerDigimon Story Time Stranger - Release Date Trailer | PS5 GamesWow, it’s wild how much better Digimon games look than Pokémon games. This latest time-traveling RPG set in the universe features some slick visuals and a lot of people screaming about the digital world. As someone living in 2025, I’m fine with the digital world being burned to the ground. Time Stranger is out October 3, 2025. Final Fantasy Tactics is finally getting a remakeFinal Fantasy Tactics - The Ivalice Chronicles - Announcement Trailer | PS5 GamesYou can read more about this in our story here, but suffice it to say that the legendary tactics RPG is, at long last, getting the remake fans have been clamoring for for ages. Sony devoted a few minutes to sharing trailers and a few bits of info on these four games, one of which is launching on PS4. Wild. Baby Steps - Release Date Announcement | PS5 GamesHirogami - Pre-order Trailer | PS5 GamesCairn - Release Date and Demo | PS5 GamesNinja Gaiden: Ragebound - Release Date Announcement | PS5 & PS4 GamesMortal Kombat Legacy Collection looks amazingMortal Kombat: Legacy Kollection - Announce Trailer | PS5 & PS4 GamesDigital Eclipse, the retro game wizards behind some excellent old-school video game collections, is taking on the Mortal Kombat series in 2025. Legacy Collection will contain a ton of games from the series, including handheld, console, and arcade ports, as well as rollback netcode and documentary content. I’m very excited to see more of this thing.Sony is making a fight stickProject Defiant Wireless Fight Stick - Teaser TrailerNot much info beyond that. Here’s Sony’s official description of the device:Join the fray at home or away with the Project Defiant wireless fight stick*. Take the fight to your opponents with the included sling carry case, and enjoy precise in-game response with ultra-low latency wireless and wired play options, along with a durable, ergonomic design that’s built for battle.New Metal Gear Solid Delta Snake Eater trailerMetal Gear Solid Δ: Snake Eater - Gameplay Trailer | PS5 GamesThe Ape Escape mode is back and looks bigger than before. But the big news is at the very end, where Konami is teasing what looks like a multiplayer mode. Is Metal Gear Online returning? I hope so. Nioh 3 is coming in 2026, a demo is out nowNioh 3 - Announcement Trailer | PS5 GamesTeam Ninja is back with Nioh 3. The game will let players swap between a samurai and a ninja on the fly during combat, and looks slick as heck. This one drops in 2026, but you can check out a demo for it today on PS5. Thief VR spin-off coming to PSVR2 this yearThief VR: Legacy of Shadow - Reveal Trailer | PS VR2 GamesWhen I saw this trailer, I thought, “Hey, this looks like a new Thief game.” And I was right. Thief VR Legacy of Shadow arrives in 2025 and is being co-developed by Eidos-Montréal and Vertigo Games. Tides of Tomorrow looks like a colorful Waterworld gameTides of Tomorrow - Release Date Trailer | PS5 GamesI love colorful-looking games, so Tides of Tomorrow instantly caught my eye. The mix of online asynchronous gameplay and having to deal with other people’s decisions in a dying and flooded world sounds interesting. Tides of Tomorrow arrives in February 2026.Astro Bot is getting even more levels! Astro Bot - Challenge DLC Trailer | State of Play 2025One of the best PS5 games ever made, Astro Bot, is getting even more free levels later this month. Five new levels will soon be added to Astro Bot. And Sony is bringing back the fan-favorite Astro Bot PS5 controller that sold out instantly last year.Sea of Remnants is another colorful pirate gameSea of Remnants - Announce Trailer | PS5 GamesWait a minute, another colorful and fun-looking ocean-based adventure game? That’s strange. But anyway, this third-person pirate game has a cool style and big bosses to fight. and ship gameplay. And mermaids. It arrives on PS5 in 2026. Sword of the Sea is coming to PS PlusSword of the Sea - Launch Date Announcement | PS5 GamesThe people behind Abzu and Pathless have a new game coming out, and it looks like you’ll be doing a lot of sick sword surfing. This launches on PS Plus on August 19. More games coming to PS Plus Classic CatalogDeus Ex’s PS2 port - Jun 17Twisted Metal 3 and Twisted Metal 4 - July 15Resident Evil 2 and Resident Evil 3 - Later this summer007 First Light reveals its new Bond“Bond is a bullet without a target. Let’s give him one.” This new trailer looks exciting as heck, but I’m really bummed by how boring the new Bond himself looks. This is out in 2026. Read more here. Ghost of Yotei will get its own digital eventSony is promising a big gamepaly deep dive for Sucker Punch’s upcoming samurai game. Expect to learn more in July. MARVEL Tōkon: Fighting Souls | Announce TrailerWell, this is a wonderful surprise. Sony, Marvel, and Arc System Works (Guilty Gear, BlazBlue, Dragon Ball FighterZ) are teaming up to make a 2.5D Marvel Comics tag-team fighting game. And it looks sick as hell. Marvel Tōkon: Fighting Souls is coming out in 2026 on PS5 and PC. Here’s a separate video Sony posted about how the game came about and the work going into it: MARVEL Tōkon: Fighting Souls | From Japan to the World
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  • Is NASA Ready for Death in Space?

    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Stationalongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit. To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity, no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too.
    #nasa #ready #death #space
    Is NASA Ready for Death in Space?
    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Stationalongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit. To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity, no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too. #nasa #ready #death #space
    WWW.SCIENTIFICAMERICAN.COM
    Is NASA Ready for Death in Space?
    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Station (ISS) alongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit (HRCU). To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity (or, for that matter, on the moon), no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too.
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  • Deliver At All Costs Review – Lukewarm Goods

    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.

     
    "The majority of the side content in Deliver At All Costs isn’t very enticing."
    Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway.
    I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that.
    The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something.

    "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff."
    All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more.
    Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable.

    "NPCs roam the streets and become aggressive when threatened."
    I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too.
    But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience.

    "I like how the missions get progressively more wacky and clever as you progress."
    The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world.
    But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with.

    "Winston’s delivery mates have surprising depth and a good amount of backstory."
    Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets.
    Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing.

    "The game goes surprisingly hard on the story front, but it didn’t fully land for me."
    As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver.
    This game was reviewed on the PlayStation 5.
    #deliver #all #costs #review #lukewarm
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5. #deliver #all #costs #review #lukewarm
    GAMINGBOLT.COM
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5.
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