• For June’s Patch Tuesday, 68 fixes — and two zero-day flaws

    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilitieshave led to a “Patch Now” recommendation for both Windows and Office.To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates.Known issues

    Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern:

    Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” orare not supported in Excel filenames. An error is generated, advising the user to remove the offending characters.

    Windows 10: There are reports of blurry or unclear CJKtext when displayed at 96 DPIin Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity.

    Major revisions and mitigations

    Microsoft might have won an award for the shortest time between releasing an update and a revision with:

    CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release.

    Windows lifecycle and enforcement updates

    Microsoft did not release any enforcement updates for June.

    Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated.

    For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts.

    Core OS and UI compatibility

    Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations:

    Run print operations from 32-bit applications on 64-bit Windows environments.

    Use different print drivers and configurations.

    Observe printing from older productivity apps and virtual environments.

    Remote desktop and network connectivity

    This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed:

    Create and reconnect Remote Desktopsessions under varying network conditions.

    Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments.

    Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots.

    Filesystem, SMB and storage

    Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations:

    Access file shares using server names, FQDNs, and IP addresses.

    Enable and validate encrypted and compressed file-share operations between clients and servers.

    Run tests that create, open, and read from system log files using various file and storage configurations.

    Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes.

    Test disk addition/removal, failover behaviors, and resiliency settings.

    Run system-level storage diagnostics across active and passive nodes in the cluster.

    Windows installer and recovery

    Microsoft delivered another update to the Windows Installerapplication infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security:

    Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools.

    Validate restore point behavior for points older than 60 days under varying virtualization-based securitysettings.

    Check both client and server behaviors for allowed or blocked restores.

    We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected.

    Each month, we break down the update cycle into product familieswith the following basic groupings: 

    Browsers;

    Microsoft Windows;

    Microsoft Office;

    Microsoft Exchange and SQL Server; 

    Microsoft Developer Tools;

    And Adobe.

    Browsers

    Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patcheswhere both updates are rated important. These low-profile changes can be added to your standard release calendar.

    Microsoft Windows

    Microsoft released five critical patches and40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities:

    Missing release of memory after effective lifetime in Windows Cryptographic Servicesallows an unauthorized attacker to execute code over a network.

    Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network.

    Use after free in Windows KDC Proxy Serviceallows an unauthorized attacker to execute code over a network.

    Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network.

    Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates.

    Microsoft Office

    Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release.

    Microsoft Exchange and SQL Server

    There are no updates for either Microsoft Exchange or SQL Server this month. 

    Developer tools

    There were only three low-level updatesreleased, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule.

    AdobeAdobe has releaseda single update to Adobe Acrobat. There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above.
    #junes #patch #tuesday #fixes #two
    For June’s Patch Tuesday, 68 fixes — and two zero-day flaws
    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilitieshave led to a “Patch Now” recommendation for both Windows and Office.To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates.Known issues Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern: Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” orare not supported in Excel filenames. An error is generated, advising the user to remove the offending characters. Windows 10: There are reports of blurry or unclear CJKtext when displayed at 96 DPIin Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity. Major revisions and mitigations Microsoft might have won an award for the shortest time between releasing an update and a revision with: CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release. Windows lifecycle and enforcement updates Microsoft did not release any enforcement updates for June. Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated. For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts. Core OS and UI compatibility Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations: Run print operations from 32-bit applications on 64-bit Windows environments. Use different print drivers and configurations. Observe printing from older productivity apps and virtual environments. Remote desktop and network connectivity This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed: Create and reconnect Remote Desktopsessions under varying network conditions. Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments. Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots. Filesystem, SMB and storage Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations: Access file shares using server names, FQDNs, and IP addresses. Enable and validate encrypted and compressed file-share operations between clients and servers. Run tests that create, open, and read from system log files using various file and storage configurations. Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes. Test disk addition/removal, failover behaviors, and resiliency settings. Run system-level storage diagnostics across active and passive nodes in the cluster. Windows installer and recovery Microsoft delivered another update to the Windows Installerapplication infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security: Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools. Validate restore point behavior for points older than 60 days under varying virtualization-based securitysettings. Check both client and server behaviors for allowed or blocked restores. We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected. Each month, we break down the update cycle into product familieswith the following basic groupings:  Browsers; Microsoft Windows; Microsoft Office; Microsoft Exchange and SQL Server;  Microsoft Developer Tools; And Adobe. Browsers Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patcheswhere both updates are rated important. These low-profile changes can be added to your standard release calendar. Microsoft Windows Microsoft released five critical patches and40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities: Missing release of memory after effective lifetime in Windows Cryptographic Servicesallows an unauthorized attacker to execute code over a network. Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network. Use after free in Windows KDC Proxy Serviceallows an unauthorized attacker to execute code over a network. Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network. Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates. Microsoft Office Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release. Microsoft Exchange and SQL Server There are no updates for either Microsoft Exchange or SQL Server this month.  Developer tools There were only three low-level updatesreleased, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule. AdobeAdobe has releaseda single update to Adobe Acrobat. There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above. #junes #patch #tuesday #fixes #two
    WWW.COMPUTERWORLD.COM
    For June’s Patch Tuesday, 68 fixes — and two zero-day flaws
    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilities (CVE-2025-33073 and CVE-2025-33053) have led to a “Patch Now” recommendation for both Windows and Office. (Developers can follow their usual release cadence with updates to Microsoft .NET and Visual Studio.) To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates. (More information about recent Patch Tuesday releases is available here.) Known issues Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern: Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” or [] are not supported in Excel filenames. An error is generated, advising the user to remove the offending characters. Windows 10: There are reports of blurry or unclear CJK (Chinese, Japanese, Korean) text when displayed at 96 DPI (100% scaling) in Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity. Major revisions and mitigations Microsoft might have won an award for the shortest time between releasing an update and a revision with: CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release (and has been revised again for documentation purposes). Windows lifecycle and enforcement updates Microsoft did not release any enforcement updates for June. Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated. For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts. Core OS and UI compatibility Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations: Run print operations from 32-bit applications on 64-bit Windows environments. Use different print drivers and configurations (e.g., local, networked). Observe printing from older productivity apps and virtual environments. Remote desktop and network connectivity This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed: Create and reconnect Remote Desktop (RDP) sessions under varying network conditions. Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments. Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots. Filesystem, SMB and storage Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations: Access file shares using server names, FQDNs, and IP addresses. Enable and validate encrypted and compressed file-share operations between clients and servers. Run tests that create, open, and read from system log files using various file and storage configurations. Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes. Test disk addition/removal, failover behaviors, and resiliency settings. Run system-level storage diagnostics across active and passive nodes in the cluster. Windows installer and recovery Microsoft delivered another update to the Windows Installer (MSI) application infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security (VBS): Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools (e.g. Intune). Validate restore point behavior for points older than 60 days under varying virtualization-based security (VBS) settings. Check both client and server behaviors for allowed or blocked restores. We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected. Each month, we break down the update cycle into product families (as defined by Microsoft) with the following basic groupings:  Browsers (Microsoft IE and Edge); Microsoft Windows (both desktop and server); Microsoft Office; Microsoft Exchange and SQL Server;  Microsoft Developer Tools (Visual Studio and .NET); And Adobe (if you get this far). Browsers Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patches (CVE-2025-5068 and CVE-2025-5419) where both updates are rated important. These low-profile changes can be added to your standard release calendar. Microsoft Windows Microsoft released five critical patches and (a smaller than usual) 40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities: Missing release of memory after effective lifetime in Windows Cryptographic Services (WCS) allows an unauthorized attacker to execute code over a network. Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network. Use after free in Windows KDC Proxy Service (KPSSVC) allows an unauthorized attacker to execute code over a network. Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network. Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates. Microsoft Office Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release. Microsoft Exchange and SQL Server There are no updates for either Microsoft Exchange or SQL Server this month.  Developer tools There were only three low-level updates (product focused and rated important) released, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule. Adobe (and 3rd party updates) Adobe has released (but Microsoft has not co-published) a single update to Adobe Acrobat (APSB25-57). There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above.
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  • State of Play June 2025: all announcements, trailers 

    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered. 

    Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles. 

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    Astro Bot 

    New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year.

    Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet.

    Play Video

    Baby Steps

    The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature. 

    Play Video

    Bloodstained: The Scarlet Engagement 

    The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive. 

    505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post. 

    Play Video

    Cairn

    Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today. 

    Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post. 

    Play Video

    Digimon Story: Time Stranger

    After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3. 

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    Everybody’s Golf Hot Shots 

    Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game. 

    Play Video

    Final Fantasy Tactics – The Ivalice Chronicles

    Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features

    Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post. 

    Play Video

    Ghost of Yōtei

    Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon. 

    Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July. 

    Play Video

    Hirogami

    Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat.

    Play Video

    007 First Light

    IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year.

    IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post. 

    Play Video

    Lumines Arise

    A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay. 

    Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post. 

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    MARVEL Tōkon: Fighting Souls 

    PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition. 

    Find out more in this PS Blog post. 

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    Metal Gear Solid Delta: Snake Eater 

    Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28. 

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    Mortal Kombat Kollection

    Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled.

    In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more. 

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    Ninja Gaiden: Ragebound

    Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchenis known for.

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    Nioh 3 

    Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store. 

    Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post. 

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    PlayStation Plus 

    Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup, there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range.

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    Pragmata

    Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face.

    Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post. 

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    Project Defiant 

    Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year. 

    Get your first full details on the fight stick in this PS Blog post. 

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    Romeo is a Dead Man

    Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes. 

    How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explainsin a new PS Blog post.  

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    Sea of Remnants

    Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.  

    Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post. 

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    Silent Hill f

    Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series. 

    “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post. 

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    Sword of the Sea

    Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup. 

    In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else.

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    Thief VR: Legacy of Shadow 

    The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.  

    Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post. 

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    Tides of Tomorrow

    Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions.

    Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio. 
    #state #play #june #all #announcements
    State of Play June 2025: all announcements, trailers 
    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered.  Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles.  Play Video View and download image Download the image close Close Download this image Astro Bot  New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year. Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet. Play Video Baby Steps The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature.  Play Video Bloodstained: The Scarlet Engagement  The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive.  505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post.  Play Video Cairn Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today.  Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post.  Play Video Digimon Story: Time Stranger After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3.  View and download image Download the image close Close Download this image Everybody’s Golf Hot Shots  Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game.  Play Video Final Fantasy Tactics – The Ivalice Chronicles Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post.  Play Video Ghost of Yōtei Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon.  Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July.  Play Video Hirogami Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat. Play Video 007 First Light IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year. IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post.  Play Video Lumines Arise A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay.  Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post.  Play Video MARVEL Tōkon: Fighting Souls  PlayStation Studios, Arc System Works, and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition.  Find out more in this PS Blog post.  Play Video Metal Gear Solid Delta: Snake Eater  Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28.  Play Video Mortal Kombat Kollection Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled. In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more.  Play Video Ninja Gaiden: Ragebound Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchenis known for. Play Video Nioh 3  Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store.  Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post.  View and download image Download the image close Close Download this image PlayStation Plus  Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup, there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range. Play Video Pragmata Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face. Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post.  Play Video Project Defiant  Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year.  Get your first full details on the fight stick in this PS Blog post.  Play Video Romeo is a Dead Man Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes.  How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explainsin a new PS Blog post.   Play Video Sea of Remnants Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.   Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post.  Play Video Silent Hill f Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series.  “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post.  Play Video Sword of the Sea Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup.  In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else. Play Video Thief VR: Legacy of Shadow  The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.   Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post.  Play Video Tides of Tomorrow Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions. Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio.  #state #play #june #all #announcements
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    State of Play June 2025: all announcements, trailers 
    Game reveals, release date confirmations, and new looks at titles coming to PlayStation in the near future: today’s State of Play packed a lot into its runtime. Whether you missed the show, want to rewatch it, or dig down into the individual announcements, this article has you covered.  Firstly, you can rewatch the full show below. Underneath that we highlight each of the games featured in the show with recaps of their announcement as well as their full trailers. We also have further details and insight by the game creators in a selection of dedicated PS Blog articles.  Play Video View and download image Download the image close Close Download this image Astro Bot  New levels are coming to Astro Bot this summer! Get ready for the challenge of five new Vicious Void Galaxy levels. They’ll require every bit of skill together to complete! And of course, these new levels will introduce their own Special Bots! And that’s not all: an updated smiley version of the Astro Bot Limited Edition DualSense wireless controller is set to launch later this year. Preview both the upcoming DualSense controller and the new PS5 levels in a PS Blog post from Team Asobi Studio Head Nicolas Doucet. Play Video Baby Steps The wonderfully weird walking sim has a release date as Baby Steps toddles onto PS5 September 8. Today’s new gameplay trailer further highlights the game’s unique traversal mechanics, as well as challenges its onesie-wearing protagonist Nate faces as he attempts to answer the call of nature.  Play Video Bloodstained: The Scarlet Engagement  The 2.5D side-scrolling action RPG returns with a new dark chapter. Explore the massive Ethereal Castle as two new heroes – Leo and Alex – join forces to tackle its fearsome inhabitants. You’ll be able to switch between the duo at the press of a button, leveraging each adventurer’s distinct abilities in order to survive.  505 Games dives further into the sequel’s gameplay mechanics and details what you can expect when you enter the castle’s halls when it launches on PS5 next year in a PS Blog post.  Play Video Cairn Climb like never before in survival-climber Cairn, which ascends onto PS5 November 5. Consider your path and climb anywhere on the mountain, managing your endurance and resources to survive. You’ll be able to hone your skills and test palm strength early, as a demo launches onto PlayStation Store today.  Cairn creator The Game Bakers breaks down its interactive take on alpinism in a tie-in PS Blog post.  Play Video Digimon Story: Time Stranger After being announced in the last State of Play this past February, Digimon Story: Time Stranger returns with a new trailer that digs into its story, reveals more of its vibrant characters and highlights the variety of Digimon growth and customization you can expect when the game launches October 3.  View and download image Download the image close Close Download this image Everybody’s Golf Hot Shots  Teeing off on PS5 this September 5 is the return of the classic golfing series. Everybody’s Golf Hot Shots debuted a new gameplay trailer that revealed a surprise guest star: Pac-Man! The gaming icon will be available as an early unlockable character when you pre-order the game.  Play Video Final Fantasy Tactics – The Ivalice Chronicles Originally released in 1997 for PlayStation, Final Fantasy Tactics is known for its rich story and deep, strategic gameplay. This September 30 you can enjoy both when the strategy RPG returns on PS5 and PS4 in the form of Final Fantasy Tactics – The Ivalice Chronicles. This enhanced version adds fully voiced dialogue, optimized and updated UI, graphical improvements, and a number of other quality of life features Square Enix details what to expect, including the more accessible “Squire” difficulty setting, in a PS Blog post.  Play Video Ghost of Yōtei Today’s show announced a special State of Play episode dedicated to Ghost of Yōtei, coming your way soon.  Sucker Punch will guide you through an extended look at new and evolved gameplay mechanics, including exploration, combat, and much more. Mark your calendar: the episode airs this July.  Play Video Hirogami Hirogami is an origami-inspired 3D action platformer coming to PS5 on September 3. Explore a beautiful but fragile origami world as Hiro, a master of the art of ‘folding’, and take on animal forms to traverse the landscape, solve puzzles, overcome enemies, and save the realm from a deadly digital threat. Play Video 007 First Light IO Interactive’s third-person action-adventure game 007 First Light third-person action-adventure game unveils a new James Bond origin story. Discover the events that lead a young maverick to become the best MI6 agent and the world’s most iconic spy when the game launches on PS5 next year. IO Interactive shares first details on the game, including its story and Bond’s background in a new PS Blog post.  Play Video Lumines Arise A brand-new, built from the ground up entry into the iconic puzzle series launches later this year on PS5 and features optional PS VR2 compatibility. Lumines Arise includes 30 flow state-inducing stages, including lush jungles, oceans, to more electronic frontiers like the bustling streets of Tokyo and the endless expanse of outer space. A new Burst mechanic amps up the timeless gameplay.  Enhance discusses the debut of its new title, talks Avatars and teases an upcoming demo in a new PS Blog post.  Play Video MARVEL Tōkon: Fighting Souls  PlayStation Studios, Arc System Works (Arc), and Marvel Games have joined forces to realize the latest in tag team fighters, MARVEL Tōkon: Fighting Souls! Experience the Marvel Universe like never before with reimagined characters and stages, a heart-pounding soundtrack, intuitive gameplay mechanics, and jaw-dropping visuals that will keep you on the edge of your seat. Whether this is your first fighting game or you are a veteran of the genre, Arc has incorporated gameplay controls and mechanics that are easy to pick up and play, and yet still offer the depth and versatility for high level competition.  Find out more in this PS Blog post.  Play Video Metal Gear Solid Delta: Snake Eater  Today’s trailer offered a closer look at how this remake has approached the fearsome adversaries that Naked Snake will face on his mission: The Cobra Unit. The new footage doesn’t just linger on the high stakes action you’ll face during the story campaign though. Konami also shares gameplay of Snake vs Monkey, which is also making its return when the game launches on PS5 this August 28.  Play Video Mortal Kombat Kollection Digital Eclipse partners with Warner Bros. Interactive Entertainment to bring Mortal Kombat: Legacy Kollection to PlayStation 4 and PlayStation 5 later this year. With multiple playable games from the early days of this groundbreaking fighting game series as well as interactive documentaries, Mortal Kombat: Legacy Kollection promises to be the most comprehensive, detailed look at the franchise’s history ever assembled. In a supporting PS Blog post, Digital Eclipse outlines the games included in the collection, and shares more information on the documentaries that’ll include Mortal Kombat co-creators Ed Boon and John Tobia, developers, actors and more.  Play Video Ninja Gaiden: Ragebound Ninja Gaiden: Ragebound, the new spectacular side-scrolling entry to the acclaimed series, releases on July 31 on PS5 and PS4. Honoring the franchise’s legacy, Ragebound modernises the unforgiving action-platforming formula with the fast-paced and exhilarating action The Game Kitchen (Blasphemous I & II) is known for. Play Video Nioh 3  Koei Tecmo and developer Team Ninja announced Nioh 3 for PS5. In this dark fantasy action RPG, players can fight using two distinct combat styles: Samurai and Ninja. The Samurai style provides a gameplay experience similar to previous Nioh titles, while Ninja style excels in quick movements like dodging and aerial actions. Players will be able to switch between battle styles instantly at any time. Intrigued to know how they’ll work? You can find out today with a limited time demo that’ll be launching on PlayStation Store.  Keoi Tecmo shares more story and gameplay details about the game in an accompanying PS Blog post.  View and download image Download the image close Close Download this image PlayStation Plus  Along with Sword of the Sea coming August 19 as part of the Game Catalog lineup (more on that further down), there were new titles announced coming to PlayStation Plus. The PS2 version of immersive sci-fi sim Deus Ex joins Game Catalog June 17, Twisted Metal 3 and Twisted Metal 4 come to the PlayStation Plus Premium’s Classics range July 15. Later this summer, the original PlayStation versions of Resident Evil 2 and Resident Evil 3: Nemesis also come to  PlayStation Plus Premium’s Classics range. Play Video Pragmata Pragmata, Capcom’s new science fiction adventure, received a new gameplay trailer during today’s State of Play. This early peak of the game’s gameplay shows its unique twist of action and strategy, as in Pragmata, players must control its two protagonists, Hugh and Diana, at the same time to overcome the many obstacles you’ll face. Capcom shares more details of its latest IP, out 2026 on PS5, in an accompanying PS Blog post.  Play Video Project Defiant  Today State of Play saw the reveal of the first wireless fight stick custom designed by PlayStation. Codenamed Project Defiant, this new controller allows wireless play through PlayStation Link, or wired connection on PS5 or PC, and is set to launch next year.  Get your first full details on the fight stick in this PS Blog post.  Play Video Romeo is a Dead Man Romeo Stargazer is a man stuck between life and death who chases space-time’s most wanted fugitives as FBI special agent Dead Man. This newly revealed action title, created by Grasshopper Manufacture, launches on PS5 next year, and sees you use guns, swords and even enemies’ own powers against them to battle evil hordes.  How does a time paradox shattering the space-time continuum turn someone into an FBI special agent? Grasshopper Manufacture explains (kinda) in a new PS Blog post.   Play Video Sea of Remnants Meet a world of puppetfolk exploring the open sea and its secrets in oceanic action RPG Sea of Remnants, which sets sail for PS5. Form a specialised crew to answer any challenge that lies beyond the horizon, upgrade your ship to ride out any storm and return home with your spoils to Orbtopia, a pirate city that’ll evolve based on your swashbuckling decisions.   Joker Studio expands on the game’s punk aesthetic art style and delves deeper into its gameplay in an accompanying PS Blog post.  Play Video Silent Hill f Silent Hill f launches September 25 on PS5, and today’s State of Play trailer shows Shimizu Hinako’s perilous journey as the high schooler’s hometown is engulfed in fog, and the dangers within will have her fighting for her life. As a standalone spinoff, the game serves as an excellent introduction to the series.  “Find beauty in terror” – Konami explains the mission statement that shaped the game’s development in this PS Blog post.  Play Video Sword of the Sea Giant Squid is bringing its exhilarating, mythic surfing adventure Sword of the Sea to PS5 on August 19, with the game releasing as part of that month’s PlayStation Plus Game Catalog lineup.  In an accompanying PS Blog post, the studio outlines the game’s inspirations and merging those with its signature environmental design and atmospheric narrative style has resulted in a mythic surfing adventure unlike anything else. Play Video Thief VR: Legacy of Shadow  The legendary Thief franchise is reimagined for PlayStation VR2 in Thief VR: Legacy of Shadow, launching later this year. Play as Magpie, a cunning thief orphaned by Northcrest’s brutality and shaped by the streets and use PS VR2 mechanics to steal, evade, and outsmart the forces controlling The City. Move between shadows, and extinguish light sources with water arrows, hands or even a well-aimed breath to remain undetected.   Vertigo Games details how the franchise’s mechanics have been adapted to PS VR2 in this PS Blog post.  Play Video Tides of Tomorrow Road 96 creator DigixArt returns with an intriguing asynchronous multiplayer, oceanic adventure, coming to PS5 February 24, 2026. Tides of Tomorrow’s vibrant post-apocalyptic world interweaves your choices and a previous player’s decisions for a truly unique experience. You’ll see echoes of that player’s choices and actions, that will help you avoid traps, solve puzzles, investigate what happened before, or simply adapt based on the other player’s actions. Road 96 creator DigixArt introduces the oceanic nomads the Tidewalkers and breaks down the game’s unique mechanic in a new PS Blog post written by the studio. 
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  • Digital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFX

    In The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie.  Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain.
    As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain.  “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities.  We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.”
    In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible.  “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens.  “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.”  The starting point is always the reference material provided by the client.  “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain.  “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show.  Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably.  We were also looking at the anatomy of each one of these robots to see what their physical capabilities are.  Can they run or jump?  Because that’s always going to tie tightly with the personality.  Your body in some ways is your personality.  We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive.  It doesn’t happen overnight.” 

    The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality.  “His feet are huge,” laughs Bernard.  “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality.  “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard.  “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country.   We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.”  A green light was inserted into the eyes.  “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens.  “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.” 

    Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle.   “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard.  “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be.  The smaller one can be nimbler and lighter on its feet.  There were similar physical limitations, but that weight was the big deal.”  Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens.  “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face.  We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.”

    One member of the robot cast is an iconic Planters mascot.  “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens.  “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.”  The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face.  “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard.  “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up.  Then a lot of pantomime to go with that.”  Mr. Peanut moves in a jerky rather than smooth manner.  “Here is a funny little detail,” reveals Bernard.  “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently.  We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom.  We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!” 

    Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician.  “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens.  “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up.  Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model.  “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard.  “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part.  Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards.  It was fun to add all that detail in for him.”  Serving as Perplexo’s upper body is a theatrical box that he pops in and out of.  “Perplexo did not have a whole lot going on with his face,” remarks Bernard.  “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.”              
    A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen.  “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens.  “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Tedor The Marshall or the commando operators. It worked out quite nicely.”  

    There was not much differentiation in the movement of the drones.  “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice.  Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around.  We put all of that together in the performance of The Marshall.”  
    Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens.  “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter.  Most of our environmental work was doing distance extensions for that and adding atmospherics and fog.  We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill.  Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment.  That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.”  

    At one point, all the exiled robots gather at the Mall within the Exclusion Zone.  “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens.  “As for the mall, we didn’t have to do much to the environment.  There were some small things here and there that had to be modified.  We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard.  “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?!  Put that into the performance so that each one feels unique and different because they have their own personalities.  There is a big central theme in the movie where the robots are almost more human than most of the humans you meet.  It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’  All these characters are different; they have to move differently and do their own thing.  We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing.  We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them.  We started to show that early to Matthew and Jeffrey Ford, and the directors to get buyoff on the density of the crowd.”   
    Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder.  “We did a little bit of everything,” notes Behrens.  “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us.  For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig.  Then Liz had the fun job of trying to tie that into a giant robot walking with them.  We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.”  Modifications were kept subtle.  “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard.  “You can’t do a lot without it starting to fall apart and lose perspective.” 

    “The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens.  “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone.  Those had the most stunning visuals.”  Bernard agrees with her colleague.  “I’m going to sound like a broken record.  For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe.  Having the animators working towards that same goal was a big challenge.  We had quite a large team on this one.  And I do love that mine sequence.  There is such good banter between Keats and Herman, especially early on in that sequence.  It has so much great action to it.  We got to drop a giant claw on top of The Marshall that he had to fight his way out of.  That was a hard shot.  And of course, the Mall is stunning.  You can see all the care that went into creating that environment and all those characters.  It’s beautiful.”     

    Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer.
    #digital #domain #goes #retrofuturistic #with
    Digital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFX
    In The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie.  Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain. As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain.  “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities.  We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.” In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible.  “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens.  “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.”  The starting point is always the reference material provided by the client.  “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain.  “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show.  Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably.  We were also looking at the anatomy of each one of these robots to see what their physical capabilities are.  Can they run or jump?  Because that’s always going to tie tightly with the personality.  Your body in some ways is your personality.  We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive.  It doesn’t happen overnight.”  The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality.  “His feet are huge,” laughs Bernard.  “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality.  “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard.  “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country.   We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.”  A green light was inserted into the eyes.  “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens.  “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.”  Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle.   “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard.  “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be.  The smaller one can be nimbler and lighter on its feet.  There were similar physical limitations, but that weight was the big deal.”  Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens.  “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face.  We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.” One member of the robot cast is an iconic Planters mascot.  “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens.  “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.”  The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face.  “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard.  “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up.  Then a lot of pantomime to go with that.”  Mr. Peanut moves in a jerky rather than smooth manner.  “Here is a funny little detail,” reveals Bernard.  “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently.  We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom.  We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!”  Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician.  “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens.  “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up.  Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model.  “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard.  “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part.  Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards.  It was fun to add all that detail in for him.”  Serving as Perplexo’s upper body is a theatrical box that he pops in and out of.  “Perplexo did not have a whole lot going on with his face,” remarks Bernard.  “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.”               A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen.  “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens.  “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Tedor The Marshall or the commando operators. It worked out quite nicely.”   There was not much differentiation in the movement of the drones.  “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice.  Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around.  We put all of that together in the performance of The Marshall.”   Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens.  “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter.  Most of our environmental work was doing distance extensions for that and adding atmospherics and fog.  We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill.  Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment.  That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.”   At one point, all the exiled robots gather at the Mall within the Exclusion Zone.  “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens.  “As for the mall, we didn’t have to do much to the environment.  There were some small things here and there that had to be modified.  We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard.  “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?!  Put that into the performance so that each one feels unique and different because they have their own personalities.  There is a big central theme in the movie where the robots are almost more human than most of the humans you meet.  It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’  All these characters are different; they have to move differently and do their own thing.  We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing.  We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them.  We started to show that early to Matthew and Jeffrey Ford, and the directors to get buyoff on the density of the crowd.”    Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder.  “We did a little bit of everything,” notes Behrens.  “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us.  For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig.  Then Liz had the fun job of trying to tie that into a giant robot walking with them.  We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.”  Modifications were kept subtle.  “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard.  “You can’t do a lot without it starting to fall apart and lose perspective.”  “The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens.  “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone.  Those had the most stunning visuals.”  Bernard agrees with her colleague.  “I’m going to sound like a broken record.  For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe.  Having the animators working towards that same goal was a big challenge.  We had quite a large team on this one.  And I do love that mine sequence.  There is such good banter between Keats and Herman, especially early on in that sequence.  It has so much great action to it.  We got to drop a giant claw on top of The Marshall that he had to fight his way out of.  That was a hard shot.  And of course, the Mall is stunning.  You can see all the care that went into creating that environment and all those characters.  It’s beautiful.”      Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer. #digital #domain #goes #retrofuturistic #with
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    Digital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFX
    In The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie.  Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain. As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain.  “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities.  We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.” In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible.  “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens.  “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.”  The starting point is always the reference material provided by the client.  “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain.  “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show.  Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably.  We were also looking at the anatomy of each one of these robots to see what their physical capabilities are.  Can they run or jump?  Because that’s always going to tie tightly with the personality.  Your body in some ways is your personality.  We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive.  It doesn’t happen overnight.”  The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality.  “His feet are huge,” laughs Bernard.  “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality.  “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard.  “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country.   We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.”  A green light was inserted into the eyes.  “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens.  “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.”  Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle.   “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard.  “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be.  The smaller one can be nimbler and lighter on its feet.  There were similar physical limitations, but that weight was the big deal.”  Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens.  “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face.  We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.” One member of the robot cast is an iconic Planters mascot.  “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens.  “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.”  The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face.  “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard.  “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up.  Then a lot of pantomime to go with that.”  Mr. Peanut moves in a jerky rather than smooth manner.  “Here is a funny little detail,” reveals Bernard.  “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently.  We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom.  We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!”  Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician.  “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens.  “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up.  Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model.  “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard.  “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part.  Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards.  It was fun to add all that detail in for him.”  Serving as Perplexo’s upper body is a theatrical box that he pops in and out of.  “Perplexo did not have a whole lot going on with his face,” remarks Bernard.  “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.”               A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen.  “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens.  “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Ted [Jason Alexander] or The Marshall or the commando operators. It worked out quite nicely.”   There was not much differentiation in the movement of the drones.  “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice.  Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around.  We put all of that together in the performance of The Marshall.”   Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens.  “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter.  Most of our environmental work was doing distance extensions for that and adding atmospherics and fog.  We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill.  Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment.  That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.”   At one point, all the exiled robots gather at the Mall within the Exclusion Zone.  “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens.  “As for the mall, we didn’t have to do much to the environment.  There were some small things here and there that had to be modified.  We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard.  “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?!  Put that into the performance so that each one feels unique and different because they have their own personalities.  There is a big central theme in the movie where the robots are almost more human than most of the humans you meet.  It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’  All these characters are different; they have to move differently and do their own thing.  We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing.  We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them.  We started to show that early to Matthew and Jeffrey Ford [Editor, Executive Producer], and the directors to get buyoff on the density of the crowd.”    Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder.  “We did a little bit of everything,” notes Behrens.  “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us.  For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig.  Then Liz had the fun job of trying to tie that into a giant robot walking with them.  We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.”  Modifications were kept subtle.  “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard.  “You can’t do a lot without it starting to fall apart and lose perspective.”  “The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens.  “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone.  Those had the most stunning visuals.”  Bernard agrees with her colleague.  “I’m going to sound like a broken record.  For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe.  Having the animators working towards that same goal was a big challenge.  We had quite a large team on this one.  And I do love that mine sequence.  There is such good banter between Keats and Herman, especially early on in that sequence.  It has so much great action to it.  We got to drop a giant claw on top of The Marshall that he had to fight his way out of.  That was a hard shot.  And of course, the Mall is stunning.  You can see all the care that went into creating that environment and all those characters.  It’s beautiful.”      Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer.
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  • ‘Andor’ Understood How to End Itself

    Andor‘s final batch of episodes had to walk a steady balancing act, tying together myriad swirling character arcs into the overarching looming shadow of not just the events of Rogue One, but the events of Star Wars itself. In navigating those final climactic days where Andor could be itself as well as the passer of the torch, the show managed to give us and its characters alike the endings that perhaps mattered most.

    Luthen © Lucasfilm It’s impossible to talk about the final arc of Andor without talking about the ending it gets out of the way first. Luthen’s long-awaited confrontation with Dedra is tragic in many ways, not just because of his choice to sacrifice himself to deny her the information she craves, but because, in contrast to the other rebellious stories we see climax here, it’s so incredibly lonely. There is no grand exit, no long goodbye—he gets a brief moment with Kleya when he sends her away, and of course, Dedra’s attempts to keep him alive make the actual moment of his end occur after the course of episode 10, “Make It Stop.” He dies quietly, he dies unable to really know just what an impact he’s about to have on the people he knew, the people he loved, the Rebellion, and the fate of the galaxy itself. But Luthen’s final moment standing, before he takes the knife to himself, as sad as it is, is also a beautiful one—one that thematically then ties the endings of the rest of the rebels across Andor‘s final act together brilliantly. “The Rebellion isn’t here anymore, it’s flown away,” he tells Dedra. “It’s everywhere now… there’s a whole galaxy out there, waiting to disgust you.” The work Luthen did may have been isolatory by design, playing cells and operatives off each other, the paranoia of all the secrets he helped keep. But as he burns brightly, for that sunrise he knew he’d never see, he is defiantly steadfast that what he has helped create has connected voices all over the galaxy. That there are, as his agents’ code phrase said, friends everywhere.

    Partagaz and the ISB © Lucasfilm It is this particular thematic throughline sparked by Luthen’s words that also defines the endings of our Imperial antagonists across the arc in stark contrast. We’ll get to Dedra separately, but it’s interesting that the endings we get for Andor‘s ISB apparatus—represented by her, Partagaz, and Heert in these episodes, and to a lesser extent double-agent Lonni—are lonely for very different reasons than Luthen’s was. Syril’s death on Ghorman laid the blueprint here: Andor‘s vision of the Empire is defined in equal parts the abuse of its systems for personal glorification, and the deadly threat of that system subsuming even its most ardent supports and benefactors, because that’s exactly what the Empire is designed to do. Lonni might die at Luthen’s hands, it’s implied, but he dies because his use as a tool of the system he’d turned on is over. Heert’s grand chase of Kleya—a mirror to Dedra’s obsession with Axis that he’d sneered at her for—is rewarded with K2 tossing his lifeless body around as a meatshield, crumpled and forgotten. Partagaz’s is perhaps the most deliciously bitter, not just for the system he helped create crashing down around him, but because, again, his final moments are spent realizing that the rebellion is so much bigger than the “disease” he thought he could contain and sterilize. He’s alone in a room, committing suicide, after hearing Nemik’s manifesto: he has no idea who it is. He just knows, again, that it’s getting out everywhere. Kleya © Lucasfilm Kleya’s end is not so much an end, but a continuation of a legacy that she’s followed her whole life. Luthen’s sacrifice gives her a chance to flee and tell the Rebellion about the Death Star, but it also pushes her out from under his lonely world of cloak and daggers, in a way. In the flashbacks that are woven throughout her solo mission to lay Luthen to rest before the Empire can pull him from the brink, we see her story start alone and afraid and angry—and in choosing to save this orphaned child and help her point that anger somewhere as she grows up, Luthen’s final gift to Kleya is to give her something bigger to be part of. Perhaps it’s a story we’ll revisit someday, of Kleya’s life in the Rebellion, but in this moment that set of facts doesn’t really matter, it’s that she gets to carry on his spirit as the Rebellion flourishes.

    Dedra © Lucasfilm It’s fitting and so telling then, that Kleya and Dedra’s final moments on-screen in Andor are side-by-side. If Kleya wakes up to on the new dawn of being part of the thing her mentor helped build, then Dedra—clad in those white-and-orange scrubs of the Imperial prison system—is to witness the structure that she helped build and champion chew her up and spit her out into some forgotten hole. We know from season one’s arc on Narkina-5 that the Empire has now designed these facilities to never really grant freedom. There’s a fascinating parallel to Syril’s own death in her ultimate punishment, the idea that her obsession with Axis, as his was with Cassian, pushed her and pushed her to a point where the Empire itself could turn on her and discard her, and she’d be too blinkered to notice it until it was too late. It’s not just that Dedra’s hoarding of information she shouldn’t have lands her in Krennic’s crosshairs, it’s her drive to get Luthen, to keep him alive once he mortally wounds himself, in the hopes that she will be rewarded regardless of any transgression she’s made to get there. That the Imperial system she believed in will work for her, rather than her for it. But the Empire exists to consume even its most loyal adherents, and so her punishment for championing it so ardently is as satisfying to watch as it was inevitable.

    Bix © Lucasfilm If any of Andor‘s endings might prove controversial, it’s perhaps its very last one. In some ways, Bix’s isolation from the final act of Andor, only for her to part the series with the revelation that she’s given birth to Cassian’s child—a child he’ll never know—treats her story as less her own, and more in the service of Cassian’s. But it’s likewise also compelling that Bix is the rare character who ends the series given the chance of peace, of not having to fight and struggle. Many of the journeys that close out Andor are ones that we know will continue, and more specifically that continue in the sense that their fight isn’t over yet. That she is the final vision we have the show feels, in part, that this is what it was all for: to be free to live life with loved ones, a generation that can grow up in the hope that they in turn don’t have to fight and struggle to maintain that peace. Bail Organa © Lucasfilm But wait! Bail Organa’s journey doesn’t end in Andor. He’s in Rogue One! He’s technically in A New Hope, or at least very, very tiny atomized parts of him are!

    But while those stories are, chronologically speaking, Bail’s last moments in the Star Wars saga, it feels like Andor actually gives the man himself a proper sendoff—more proper than the hasty one he gets in Rogue One to go meet his explosive destiny—in his brief chat with Cassian. It’s short and sweet but laden with meaning, to give Bail a little teeth, and a moment of bonding with Cassian after their initial disagreements. We don’t ever get to see Bail’s final moments from his own perspective on screen, but giving him a goal to go out swinging feels like a fitting coda. The Stories Left Untold © Lucasfilm But for all the above stories that Andor wraps up in its last act, there’s just as many—and it’s just as important—that it leaves so many paths open. There’s characters we just simply don’t see again, like Leida after her wedding, or even further flung characters like Kino Loy from season one. There’s characters for who the story just continues elsewhere, like Cassian and K2 themselves, or Mon Mothma, last seen chatting to Vel amid the hubbub of Yavin IV, or Saw, staring down the Imperial occupation of Jedha. Some of these are famous Star Wars figures, and we know where they end up, but just as important is getting flashes like Wilmon and Dreena sharing food, or, in a grimly hilarious fashion, a drunken Perrin hanging off the arm of Davro Sculden’s wife.

    Perhaps most fitting then is an end we glimpse, but never get: when Cassian wakes from his slumber to go on his mission to Kafrene, he dreams of his long-missing sister. Andor‘s first major story thread, the focus of its opening scenes to put this whole story into motion, never gets resolved. Some people may be frustrated by that, in an age when Star Wars fans and Star Wars itself, at times, is obsessed with checking off the facts and details of its world. But we get everything we need to know: Cassian still thinks about her. He dies never getting the answer. We will, perhaps rightfully, never learn ourselves. Not all ends definitively. Life goes on. Even as we know the broad strokes of what’s about to go down in this moment in Star Wars, some answers are just never found. But there’s a whole texture of existence beneath that sweeping saga and those big questions, and that’s what Andor was always reminding us of. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
    #andor #understood #how #end #itself
    ‘Andor’ Understood How to End Itself
    Andor‘s final batch of episodes had to walk a steady balancing act, tying together myriad swirling character arcs into the overarching looming shadow of not just the events of Rogue One, but the events of Star Wars itself. In navigating those final climactic days where Andor could be itself as well as the passer of the torch, the show managed to give us and its characters alike the endings that perhaps mattered most. Luthen © Lucasfilm It’s impossible to talk about the final arc of Andor without talking about the ending it gets out of the way first. Luthen’s long-awaited confrontation with Dedra is tragic in many ways, not just because of his choice to sacrifice himself to deny her the information she craves, but because, in contrast to the other rebellious stories we see climax here, it’s so incredibly lonely. There is no grand exit, no long goodbye—he gets a brief moment with Kleya when he sends her away, and of course, Dedra’s attempts to keep him alive make the actual moment of his end occur after the course of episode 10, “Make It Stop.” He dies quietly, he dies unable to really know just what an impact he’s about to have on the people he knew, the people he loved, the Rebellion, and the fate of the galaxy itself. But Luthen’s final moment standing, before he takes the knife to himself, as sad as it is, is also a beautiful one—one that thematically then ties the endings of the rest of the rebels across Andor‘s final act together brilliantly. “The Rebellion isn’t here anymore, it’s flown away,” he tells Dedra. “It’s everywhere now… there’s a whole galaxy out there, waiting to disgust you.” The work Luthen did may have been isolatory by design, playing cells and operatives off each other, the paranoia of all the secrets he helped keep. But as he burns brightly, for that sunrise he knew he’d never see, he is defiantly steadfast that what he has helped create has connected voices all over the galaxy. That there are, as his agents’ code phrase said, friends everywhere. Partagaz and the ISB © Lucasfilm It is this particular thematic throughline sparked by Luthen’s words that also defines the endings of our Imperial antagonists across the arc in stark contrast. We’ll get to Dedra separately, but it’s interesting that the endings we get for Andor‘s ISB apparatus—represented by her, Partagaz, and Heert in these episodes, and to a lesser extent double-agent Lonni—are lonely for very different reasons than Luthen’s was. Syril’s death on Ghorman laid the blueprint here: Andor‘s vision of the Empire is defined in equal parts the abuse of its systems for personal glorification, and the deadly threat of that system subsuming even its most ardent supports and benefactors, because that’s exactly what the Empire is designed to do. Lonni might die at Luthen’s hands, it’s implied, but he dies because his use as a tool of the system he’d turned on is over. Heert’s grand chase of Kleya—a mirror to Dedra’s obsession with Axis that he’d sneered at her for—is rewarded with K2 tossing his lifeless body around as a meatshield, crumpled and forgotten. Partagaz’s is perhaps the most deliciously bitter, not just for the system he helped create crashing down around him, but because, again, his final moments are spent realizing that the rebellion is so much bigger than the “disease” he thought he could contain and sterilize. He’s alone in a room, committing suicide, after hearing Nemik’s manifesto: he has no idea who it is. He just knows, again, that it’s getting out everywhere. Kleya © Lucasfilm Kleya’s end is not so much an end, but a continuation of a legacy that she’s followed her whole life. Luthen’s sacrifice gives her a chance to flee and tell the Rebellion about the Death Star, but it also pushes her out from under his lonely world of cloak and daggers, in a way. In the flashbacks that are woven throughout her solo mission to lay Luthen to rest before the Empire can pull him from the brink, we see her story start alone and afraid and angry—and in choosing to save this orphaned child and help her point that anger somewhere as she grows up, Luthen’s final gift to Kleya is to give her something bigger to be part of. Perhaps it’s a story we’ll revisit someday, of Kleya’s life in the Rebellion, but in this moment that set of facts doesn’t really matter, it’s that she gets to carry on his spirit as the Rebellion flourishes. Dedra © Lucasfilm It’s fitting and so telling then, that Kleya and Dedra’s final moments on-screen in Andor are side-by-side. If Kleya wakes up to on the new dawn of being part of the thing her mentor helped build, then Dedra—clad in those white-and-orange scrubs of the Imperial prison system—is to witness the structure that she helped build and champion chew her up and spit her out into some forgotten hole. We know from season one’s arc on Narkina-5 that the Empire has now designed these facilities to never really grant freedom. There’s a fascinating parallel to Syril’s own death in her ultimate punishment, the idea that her obsession with Axis, as his was with Cassian, pushed her and pushed her to a point where the Empire itself could turn on her and discard her, and she’d be too blinkered to notice it until it was too late. It’s not just that Dedra’s hoarding of information she shouldn’t have lands her in Krennic’s crosshairs, it’s her drive to get Luthen, to keep him alive once he mortally wounds himself, in the hopes that she will be rewarded regardless of any transgression she’s made to get there. That the Imperial system she believed in will work for her, rather than her for it. But the Empire exists to consume even its most loyal adherents, and so her punishment for championing it so ardently is as satisfying to watch as it was inevitable. Bix © Lucasfilm If any of Andor‘s endings might prove controversial, it’s perhaps its very last one. In some ways, Bix’s isolation from the final act of Andor, only for her to part the series with the revelation that she’s given birth to Cassian’s child—a child he’ll never know—treats her story as less her own, and more in the service of Cassian’s. But it’s likewise also compelling that Bix is the rare character who ends the series given the chance of peace, of not having to fight and struggle. Many of the journeys that close out Andor are ones that we know will continue, and more specifically that continue in the sense that their fight isn’t over yet. That she is the final vision we have the show feels, in part, that this is what it was all for: to be free to live life with loved ones, a generation that can grow up in the hope that they in turn don’t have to fight and struggle to maintain that peace. Bail Organa © Lucasfilm But wait! Bail Organa’s journey doesn’t end in Andor. He’s in Rogue One! He’s technically in A New Hope, or at least very, very tiny atomized parts of him are! But while those stories are, chronologically speaking, Bail’s last moments in the Star Wars saga, it feels like Andor actually gives the man himself a proper sendoff—more proper than the hasty one he gets in Rogue One to go meet his explosive destiny—in his brief chat with Cassian. It’s short and sweet but laden with meaning, to give Bail a little teeth, and a moment of bonding with Cassian after their initial disagreements. We don’t ever get to see Bail’s final moments from his own perspective on screen, but giving him a goal to go out swinging feels like a fitting coda. The Stories Left Untold © Lucasfilm But for all the above stories that Andor wraps up in its last act, there’s just as many—and it’s just as important—that it leaves so many paths open. There’s characters we just simply don’t see again, like Leida after her wedding, or even further flung characters like Kino Loy from season one. There’s characters for who the story just continues elsewhere, like Cassian and K2 themselves, or Mon Mothma, last seen chatting to Vel amid the hubbub of Yavin IV, or Saw, staring down the Imperial occupation of Jedha. Some of these are famous Star Wars figures, and we know where they end up, but just as important is getting flashes like Wilmon and Dreena sharing food, or, in a grimly hilarious fashion, a drunken Perrin hanging off the arm of Davro Sculden’s wife. Perhaps most fitting then is an end we glimpse, but never get: when Cassian wakes from his slumber to go on his mission to Kafrene, he dreams of his long-missing sister. Andor‘s first major story thread, the focus of its opening scenes to put this whole story into motion, never gets resolved. Some people may be frustrated by that, in an age when Star Wars fans and Star Wars itself, at times, is obsessed with checking off the facts and details of its world. But we get everything we need to know: Cassian still thinks about her. He dies never getting the answer. We will, perhaps rightfully, never learn ourselves. Not all ends definitively. Life goes on. Even as we know the broad strokes of what’s about to go down in this moment in Star Wars, some answers are just never found. But there’s a whole texture of existence beneath that sweeping saga and those big questions, and that’s what Andor was always reminding us of. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who. #andor #understood #how #end #itself
    GIZMODO.COM
    ‘Andor’ Understood How to End Itself
    Andor‘s final batch of episodes had to walk a steady balancing act, tying together myriad swirling character arcs into the overarching looming shadow of not just the events of Rogue One, but the events of Star Wars itself. In navigating those final climactic days where Andor could be itself as well as the passer of the torch, the show managed to give us and its characters alike the endings that perhaps mattered most. Luthen © Lucasfilm It’s impossible to talk about the final arc of Andor without talking about the ending it gets out of the way first. Luthen’s long-awaited confrontation with Dedra is tragic in many ways, not just because of his choice to sacrifice himself to deny her the information she craves, but because, in contrast to the other rebellious stories we see climax here, it’s so incredibly lonely. There is no grand exit, no long goodbye—he gets a brief moment with Kleya when he sends her away, and of course, Dedra’s attempts to keep him alive make the actual moment of his end occur after the course of episode 10, “Make It Stop.” He dies quietly, he dies unable to really know just what an impact he’s about to have on the people he knew, the people he loved, the Rebellion, and the fate of the galaxy itself. But Luthen’s final moment standing, before he takes the knife to himself, as sad as it is, is also a beautiful one—one that thematically then ties the endings of the rest of the rebels across Andor‘s final act together brilliantly. “The Rebellion isn’t here anymore, it’s flown away,” he tells Dedra. “It’s everywhere now… there’s a whole galaxy out there, waiting to disgust you.” The work Luthen did may have been isolatory by design, playing cells and operatives off each other, the paranoia of all the secrets he helped keep. But as he burns brightly, for that sunrise he knew he’d never see, he is defiantly steadfast that what he has helped create has connected voices all over the galaxy. That there are, as his agents’ code phrase said, friends everywhere. Partagaz and the ISB © Lucasfilm It is this particular thematic throughline sparked by Luthen’s words that also defines the endings of our Imperial antagonists across the arc in stark contrast. We’ll get to Dedra separately, but it’s interesting that the endings we get for Andor‘s ISB apparatus—represented by her, Partagaz, and Heert in these episodes, and to a lesser extent double-agent Lonni—are lonely for very different reasons than Luthen’s was. Syril’s death on Ghorman laid the blueprint here: Andor‘s vision of the Empire is defined in equal parts the abuse of its systems for personal glorification, and the deadly threat of that system subsuming even its most ardent supports and benefactors, because that’s exactly what the Empire is designed to do. Lonni might die at Luthen’s hands, it’s implied, but he dies because his use as a tool of the system he’d turned on is over. Heert’s grand chase of Kleya—a mirror to Dedra’s obsession with Axis that he’d sneered at her for—is rewarded with K2 tossing his lifeless body around as a meatshield, crumpled and forgotten. Partagaz’s is perhaps the most deliciously bitter, not just for the system he helped create crashing down around him, but because, again, his final moments are spent realizing that the rebellion is so much bigger than the “disease” he thought he could contain and sterilize. He’s alone in a room, committing suicide, after hearing Nemik’s manifesto: he has no idea who it is. He just knows, again, that it’s getting out everywhere. Kleya © Lucasfilm Kleya’s end is not so much an end, but a continuation of a legacy that she’s followed her whole life. Luthen’s sacrifice gives her a chance to flee and tell the Rebellion about the Death Star, but it also pushes her out from under his lonely world of cloak and daggers, in a way. In the flashbacks that are woven throughout her solo mission to lay Luthen to rest before the Empire can pull him from the brink, we see her story start alone and afraid and angry—and in choosing to save this orphaned child and help her point that anger somewhere as she grows up, Luthen’s final gift to Kleya is to give her something bigger to be part of. Perhaps it’s a story we’ll revisit someday, of Kleya’s life in the Rebellion, but in this moment that set of facts doesn’t really matter, it’s that she gets to carry on his spirit as the Rebellion flourishes. Dedra © Lucasfilm It’s fitting and so telling then, that Kleya and Dedra’s final moments on-screen in Andor are side-by-side. If Kleya wakes up to on the new dawn of being part of the thing her mentor helped build, then Dedra—clad in those white-and-orange scrubs of the Imperial prison system—is to witness the structure that she helped build and champion chew her up and spit her out into some forgotten hole. We know from season one’s arc on Narkina-5 that the Empire has now designed these facilities to never really grant freedom. There’s a fascinating parallel to Syril’s own death in her ultimate punishment, the idea that her obsession with Axis, as his was with Cassian, pushed her and pushed her to a point where the Empire itself could turn on her and discard her, and she’d be too blinkered to notice it until it was too late. It’s not just that Dedra’s hoarding of information she shouldn’t have lands her in Krennic’s crosshairs, it’s her drive to get Luthen, to keep him alive once he mortally wounds himself, in the hopes that she will be rewarded regardless of any transgression she’s made to get there. That the Imperial system she believed in will work for her, rather than her for it. But the Empire exists to consume even its most loyal adherents, and so her punishment for championing it so ardently is as satisfying to watch as it was inevitable. Bix © Lucasfilm If any of Andor‘s endings might prove controversial, it’s perhaps its very last one. In some ways, Bix’s isolation from the final act of Andor (a decision she makes, but one that still takes her out of the broader fight she had previously yearned to be part of), only for her to part the series with the revelation that she’s given birth to Cassian’s child—a child he’ll never know—treats her story as less her own, and more in the service of Cassian’s. But it’s likewise also compelling that Bix is the rare character who ends the series given the chance of peace, of not having to fight and struggle. Many of the journeys that close out Andor are ones that we know will continue, and more specifically that continue in the sense that their fight isn’t over yet. That she is the final vision we have the show feels, in part, that this is what it was all for: to be free to live life with loved ones, a generation that can grow up in the hope that they in turn don’t have to fight and struggle to maintain that peace. Bail Organa © Lucasfilm But wait! Bail Organa’s journey doesn’t end in Andor. He’s in Rogue One! He’s technically in A New Hope, or at least very, very tiny atomized parts of him are! But while those stories are, chronologically speaking, Bail’s last moments in the Star Wars saga, it feels like Andor actually gives the man himself a proper sendoff—more proper than the hasty one he gets in Rogue One to go meet his explosive destiny—in his brief chat with Cassian. It’s short and sweet but laden with meaning, to give Bail a little teeth, and a moment of bonding with Cassian after their initial disagreements. We don’t ever get to see Bail’s final moments from his own perspective on screen (they’re retold, if you’re interested, in the From a Certain Point of View anthology), but giving him a goal to go out swinging feels like a fitting coda. The Stories Left Untold © Lucasfilm But for all the above stories that Andor wraps up in its last act, there’s just as many—and it’s just as important—that it leaves so many paths open. There’s characters we just simply don’t see again, like Leida after her wedding, or even further flung characters like Kino Loy from season one. There’s characters for who the story just continues elsewhere, like Cassian and K2 themselves, or Mon Mothma, last seen chatting to Vel amid the hubbub of Yavin IV, or Saw, staring down the Imperial occupation of Jedha. Some of these are famous Star Wars figures, and we know where they end up, but just as important is getting flashes like Wilmon and Dreena sharing food, or, in a grimly hilarious fashion, a drunken Perrin hanging off the arm of Davro Sculden’s wife. Perhaps most fitting then is an end we glimpse, but never get: when Cassian wakes from his slumber to go on his mission to Kafrene, he dreams of his long-missing sister. Andor‘s first major story thread, the focus of its opening scenes to put this whole story into motion, never gets resolved. Some people may be frustrated by that, in an age when Star Wars fans and Star Wars itself, at times, is obsessed with checking off the facts and details of its world. But we get everything we need to know: Cassian still thinks about her. He dies never getting the answer. We will, perhaps rightfully, never learn ourselves. Not all ends definitively. Life goes on. Even as we know the broad strokes of what’s about to go down in this moment in Star Wars, some answers are just never found. But there’s a whole texture of existence beneath that sweeping saga and those big questions, and that’s what Andor was always reminding us of. Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
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  • Baroque breakout hit Clair Obscur: Expedition 33 is unlike any game you’ve played before

    Much has been made of the fact that the year’s most recent breakout hit, an idiosyncratic role-playing game called Clair Obscur: Expedition 33, was made by a small team.. It’s a tempting narrative in this age of blockbuster mega-flops, live-service games and eye-watering budgets: scrappy team makes a lengthy, unusual and beautiful thing, sells it for £40, and everybody wins. But it’s not quite accurate.The Guardian’s journalism is independent. We will earn a commission if you buy something through an affiliate link. Learn more.Sandfall Interactive, the game’s French developer, comprises around 30 people, but as Rock Paper Shotgun points out, there are many more listed in the game’s credits – from a Korean animation team to the outsourced quality assurance testers, and the localisation and performance staff who give the game and its story heft and emotional believability.Compared to the enormous teams who make the Final Fantasy games – a clear inspiration for Sandfall – Clair Obscur’s team is minuscule. The more interesting achievement isn’t that a small team has made a successful game – it’s that a small team has made the most extravagantly French thing any of us will ever play. Much to my partner’s annoyance, I’ve set the voice language to French with English subtitles, just to enhance the immersion.In Clair Obscur’s belle époque-inspired world, a sinister entity called the Paintress daubs a number on a distant totem every year, descending from 100 – and every person of that age dissolves heartbreakingly into petals and dust, leaving behind devastated partners and orphaned children.The game starts as the Paintress counts down from 34 to 33, and an expedition of brave and slightly magic thirtysomethings from the dwindling population sets out, as they do every year, to sail across to the Paintress’s continent and try to kill her and stop the cycle. I was sad to leave this opening area, because the city was so beautiful, and everyone was impeccably dressed. Also, nothing was trying to kill me every few minutes.The most French thing you’ll ever play … Clair Obscur: Expedition 33. Photograph: Sandfall InteractiveMany expeditions have gone before. You find their grisly remnants all over the place as you explore, their recorded diaries left to help whoever comes next. You start off in a kind of ravaged Paris, the Eiffel Tower distorting towards a distant horizon like a Dalí painting. The game looks like a waltz through a distinguished art museum that’s about to get sucked into a black hole. One early area of the continent is a waterless ocean, the wrecked vessel of one expedition wrapped around a dead leviathan of a sea creature, fronts of seaweed waving in the nonexistent currents. It’s beautiful but extremely dangerous: you quickly have to get the hang of a pretty complicated combat system to survive even the first few boss fights.Clair Obscur’s fighting is inspired by classic and modern Japanese RPGs: rhythmic and flashy, it lets you supercharge a fireball or dodge the fist of a stone automaton with a well-timed button press. Combining your unusually distinctive characters’ abilities is the key. One of them wields a rapier and changes stance every attack, another attacks with an impenetrable system of sun and moon tarot cards, a third mostly with a gun and a sword. If this all sounds needlessly extravagant, it is – and I love it. The combat menus are a tinkerer’s dream, letting you pore over and combine characters’ esoteric powers and skills to create interesting combo attacks.What I enjoy most about this game is that it doesn’t look like everything else or, indeed, anything else. The majority of games riff on the same few predictable references: Star Wars, The Lord of the Rings, Marvel. Instead it draws from completely different aesthetic and thematic sources; this is a baroque fantasy that tells a story about fatalism and love and death and legacy, a European-style tale with Japanese-style action and flair. It plays very differently, but its distinctiveness and determination to actually say something with its story reminds me of last year’s excellent Metaphor: ReFantazio.Clair Obscur also illustrates just how good game development tools are now: if you’re wondering how a smallish team could create something that looks this high-end, that’s a large part of the answer. This makes me feel pretty optimistic about the future of this middle sector of game development, in between blockbuster and indie. In the 00s and 2010s, that was where many of the most interesting games could be found. I can imagine several large publishers deeming this game simply too French to be marketable, but Sandfall was able to make it anyway. Expedition 33 is an encouraging commercial success that will be cited all year as a counternarrative to the games industry’s prevailing doomsaying, but it’s a creative success, too.What to playA thrill a minute … Doom: The Dark Ages. Photograph: BethesdaA new Doom game is out very shortly and reviews suggest that it is a glorious heavy-metal orgy of violence. It has you massacring hordes of gross demons at once, impaling them with spikes, shredding them with a chainsaw-shield, even punching gigantic hellspawn from within a giant robot or shooting at them from the back of a mecha-dragon. Doom: The Dark Ages is slower than the other modern games in the series, with more up-close combat anda vaguely medieval flavour to its aesthetic, but it’s still thrill-a-minute.Available on: Xbox, PS5, PC
    Estimated playtime: What to readChaos machine … Grand Theft Auto VI. Photograph: Rockstar Games

    Grand Theft Auto VI, which is delayed until next May, left a crater in the 2025 release schedule that other game companies are scrambling to fill, reports Bloomberg. Expect some serious rescheduling to be going on behind the scenes before the summer’s glut of game announcements.

    The Strong National Museum of Play in the US has inducted four new games into its Hall of Fame: Defender, GoldenEye 007, Quake and theequally deserving Tamagotchi. They beat contenders from Age of Empires to Angry Birds.

    After last week’s industry media drama, long-established podcast-video collective Giant Bomb has bought itself out and gone independent, joining a growing stable of worker-owned and reader-supported games outlets.
    skip past newsletter promotionSign up to Pushing ButtonsFree weekly newsletterKeza MacDonald's weekly look at the world of gamingPrivacy Notice: Newsletters may contain info about charities, online ads, and content funded by outside parties. For more information see our Privacy Policy. We use Google reCaptcha to protect our website and the Google Privacy Policy and Terms of Service apply.after newsletter promotionWhat to clickQuestion Block‘Read a book, rube’ … Bioshock Infinite’s Elizabeth. Photograph: 2K GamesReader Travis sent in this week’s question:“I’m planning to start a book club-style video game club. Two questions: what should I call it and what game would you love to share and discuss in such a setting?”This is an excellent idea, and you’ve reminded me that I tried to do something like this a million years ago as a podcast on IGN, but I cannot for the life of me remember what we called it. Press Pause? Point? LFG? I would pick shorter games for a book club-style group, and I’d want ones that leave room for people’s personal histories to inform how they respond to it. I’d love to hear other people talk about Neva’s environmentalist and parental themes, or any Life Is Strange game’s mix of emerging-adulthood drama and quasi-successful supernatural storytelling, or even a game like While Waiting, what it made them think about. That would surely be more interesting than simply arguing about whether the latest Assassin’s Creed is any good.I asked my partner what he’d call a video game book club, and he suggested Text Adventure, which is annoyingly better than anything I can think of. My pal Tom suggested Pile of Shame, One More Go and Shared Worlds. Readers: can you think of any more?If you’ve got a question for Question Block – or anything else to say about the newsletter – hit reply or email us on pushingbuttons@theguardian.com.
    #baroque #breakout #hit #clair #obscur
    Baroque breakout hit Clair Obscur: Expedition 33 is unlike any game you’ve played before
    Much has been made of the fact that the year’s most recent breakout hit, an idiosyncratic role-playing game called Clair Obscur: Expedition 33, was made by a small team.. It’s a tempting narrative in this age of blockbuster mega-flops, live-service games and eye-watering budgets: scrappy team makes a lengthy, unusual and beautiful thing, sells it for £40, and everybody wins. But it’s not quite accurate.The Guardian’s journalism is independent. We will earn a commission if you buy something through an affiliate link. Learn more.Sandfall Interactive, the game’s French developer, comprises around 30 people, but as Rock Paper Shotgun points out, there are many more listed in the game’s credits – from a Korean animation team to the outsourced quality assurance testers, and the localisation and performance staff who give the game and its story heft and emotional believability.Compared to the enormous teams who make the Final Fantasy games – a clear inspiration for Sandfall – Clair Obscur’s team is minuscule. The more interesting achievement isn’t that a small team has made a successful game – it’s that a small team has made the most extravagantly French thing any of us will ever play. Much to my partner’s annoyance, I’ve set the voice language to French with English subtitles, just to enhance the immersion.In Clair Obscur’s belle époque-inspired world, a sinister entity called the Paintress daubs a number on a distant totem every year, descending from 100 – and every person of that age dissolves heartbreakingly into petals and dust, leaving behind devastated partners and orphaned children.The game starts as the Paintress counts down from 34 to 33, and an expedition of brave and slightly magic thirtysomethings from the dwindling population sets out, as they do every year, to sail across to the Paintress’s continent and try to kill her and stop the cycle. I was sad to leave this opening area, because the city was so beautiful, and everyone was impeccably dressed. Also, nothing was trying to kill me every few minutes.The most French thing you’ll ever play … Clair Obscur: Expedition 33. Photograph: Sandfall InteractiveMany expeditions have gone before. You find their grisly remnants all over the place as you explore, their recorded diaries left to help whoever comes next. You start off in a kind of ravaged Paris, the Eiffel Tower distorting towards a distant horizon like a Dalí painting. The game looks like a waltz through a distinguished art museum that’s about to get sucked into a black hole. One early area of the continent is a waterless ocean, the wrecked vessel of one expedition wrapped around a dead leviathan of a sea creature, fronts of seaweed waving in the nonexistent currents. It’s beautiful but extremely dangerous: you quickly have to get the hang of a pretty complicated combat system to survive even the first few boss fights.Clair Obscur’s fighting is inspired by classic and modern Japanese RPGs: rhythmic and flashy, it lets you supercharge a fireball or dodge the fist of a stone automaton with a well-timed button press. Combining your unusually distinctive characters’ abilities is the key. One of them wields a rapier and changes stance every attack, another attacks with an impenetrable system of sun and moon tarot cards, a third mostly with a gun and a sword. If this all sounds needlessly extravagant, it is – and I love it. The combat menus are a tinkerer’s dream, letting you pore over and combine characters’ esoteric powers and skills to create interesting combo attacks.What I enjoy most about this game is that it doesn’t look like everything else or, indeed, anything else. The majority of games riff on the same few predictable references: Star Wars, The Lord of the Rings, Marvel. Instead it draws from completely different aesthetic and thematic sources; this is a baroque fantasy that tells a story about fatalism and love and death and legacy, a European-style tale with Japanese-style action and flair. It plays very differently, but its distinctiveness and determination to actually say something with its story reminds me of last year’s excellent Metaphor: ReFantazio.Clair Obscur also illustrates just how good game development tools are now: if you’re wondering how a smallish team could create something that looks this high-end, that’s a large part of the answer. This makes me feel pretty optimistic about the future of this middle sector of game development, in between blockbuster and indie. In the 00s and 2010s, that was where many of the most interesting games could be found. I can imagine several large publishers deeming this game simply too French to be marketable, but Sandfall was able to make it anyway. Expedition 33 is an encouraging commercial success that will be cited all year as a counternarrative to the games industry’s prevailing doomsaying, but it’s a creative success, too.What to playA thrill a minute … Doom: The Dark Ages. Photograph: BethesdaA new Doom game is out very shortly and reviews suggest that it is a glorious heavy-metal orgy of violence. It has you massacring hordes of gross demons at once, impaling them with spikes, shredding them with a chainsaw-shield, even punching gigantic hellspawn from within a giant robot or shooting at them from the back of a mecha-dragon. Doom: The Dark Ages is slower than the other modern games in the series, with more up-close combat anda vaguely medieval flavour to its aesthetic, but it’s still thrill-a-minute.Available on: Xbox, PS5, PC Estimated playtime: What to readChaos machine … Grand Theft Auto VI. Photograph: Rockstar Games Grand Theft Auto VI, which is delayed until next May, left a crater in the 2025 release schedule that other game companies are scrambling to fill, reports Bloomberg. Expect some serious rescheduling to be going on behind the scenes before the summer’s glut of game announcements. The Strong National Museum of Play in the US has inducted four new games into its Hall of Fame: Defender, GoldenEye 007, Quake and theequally deserving Tamagotchi. They beat contenders from Age of Empires to Angry Birds. After last week’s industry media drama, long-established podcast-video collective Giant Bomb has bought itself out and gone independent, joining a growing stable of worker-owned and reader-supported games outlets. skip past newsletter promotionSign up to Pushing ButtonsFree weekly newsletterKeza MacDonald's weekly look at the world of gamingPrivacy Notice: Newsletters may contain info about charities, online ads, and content funded by outside parties. For more information see our Privacy Policy. We use Google reCaptcha to protect our website and the Google Privacy Policy and Terms of Service apply.after newsletter promotionWhat to clickQuestion Block‘Read a book, rube’ … Bioshock Infinite’s Elizabeth. Photograph: 2K GamesReader Travis sent in this week’s question:“I’m planning to start a book club-style video game club. Two questions: what should I call it and what game would you love to share and discuss in such a setting?”This is an excellent idea, and you’ve reminded me that I tried to do something like this a million years ago as a podcast on IGN, but I cannot for the life of me remember what we called it. Press Pause? Point? LFG? I would pick shorter games for a book club-style group, and I’d want ones that leave room for people’s personal histories to inform how they respond to it. I’d love to hear other people talk about Neva’s environmentalist and parental themes, or any Life Is Strange game’s mix of emerging-adulthood drama and quasi-successful supernatural storytelling, or even a game like While Waiting, what it made them think about. That would surely be more interesting than simply arguing about whether the latest Assassin’s Creed is any good.I asked my partner what he’d call a video game book club, and he suggested Text Adventure, which is annoyingly better than anything I can think of. My pal Tom suggested Pile of Shame, One More Go and Shared Worlds. Readers: can you think of any more?If you’ve got a question for Question Block – or anything else to say about the newsletter – hit reply or email us on pushingbuttons@theguardian.com. #baroque #breakout #hit #clair #obscur
    WWW.THEGUARDIAN.COM
    Baroque breakout hit Clair Obscur: Expedition 33 is unlike any game you’ve played before
    Much has been made of the fact that the year’s most recent breakout hit, an idiosyncratic role-playing game called Clair Obscur: Expedition 33, was made by a small team. (It has just sold its two-millionth copy). It’s a tempting narrative in this age of blockbuster mega-flops, live-service games and eye-watering budgets: scrappy team makes a lengthy, unusual and beautiful thing, sells it for £40, and everybody wins. But it’s not quite accurate.The Guardian’s journalism is independent. We will earn a commission if you buy something through an affiliate link. Learn more.Sandfall Interactive, the game’s French developer, comprises around 30 people, but as Rock Paper Shotgun points out, there are many more listed in the game’s credits – from a Korean animation team to the outsourced quality assurance testers, and the localisation and performance staff who give the game and its story heft and emotional believability.Compared to the enormous teams who make the Final Fantasy games – a clear inspiration for Sandfall – Clair Obscur’s team is minuscule. The more interesting achievement isn’t that a small team has made a successful game – it’s that a small team has made the most extravagantly French thing any of us will ever play. Much to my partner’s annoyance, I’ve set the voice language to French with English subtitles, just to enhance the immersion.In Clair Obscur’s belle époque-inspired world, a sinister entity called the Paintress daubs a number on a distant totem every year, descending from 100 – and every person of that age dissolves heartbreakingly into petals and dust, leaving behind devastated partners and orphaned children. (This and Neva are the only games in recent memory to make me shed a tear at their beginning.) The game starts as the Paintress counts down from 34 to 33, and an expedition of brave and slightly magic thirtysomethings from the dwindling population sets out, as they do every year, to sail across to the Paintress’s continent and try to kill her and stop the cycle. I was sad to leave this opening area, because the city was so beautiful, and everyone was impeccably dressed. Also, nothing was trying to kill me every few minutes.The most French thing you’ll ever play … Clair Obscur: Expedition 33. Photograph: Sandfall InteractiveMany expeditions have gone before. You find their grisly remnants all over the place as you explore, their recorded diaries left to help whoever comes next. You start off in a kind of ravaged Paris, the Eiffel Tower distorting towards a distant horizon like a Dalí painting. The game looks like a waltz through a distinguished art museum that’s about to get sucked into a black hole. One early area of the continent is a waterless ocean, the wrecked vessel of one expedition wrapped around a dead leviathan of a sea creature, fronts of seaweed waving in the nonexistent currents. It’s beautiful but extremely dangerous: you quickly have to get the hang of a pretty complicated combat system to survive even the first few boss fights.Clair Obscur’s fighting is inspired by classic and modern Japanese RPGs: rhythmic and flashy, it lets you supercharge a fireball or dodge the fist of a stone automaton with a well-timed button press. Combining your unusually distinctive characters’ abilities is the key. One of them wields a rapier and changes stance every attack, another attacks with an impenetrable system of sun and moon tarot cards, a third mostly with a gun and a sword. If this all sounds needlessly extravagant, it is – and I love it. The combat menus are a tinkerer’s dream, letting you pore over and combine characters’ esoteric powers and skills to create interesting combo attacks.What I enjoy most about this game is that it doesn’t look like everything else or, indeed, anything else. The majority of games riff on the same few predictable references: Star Wars, The Lord of the Rings, Marvel. Instead it draws from completely different aesthetic and thematic sources; this is a baroque fantasy that tells a story about fatalism and love and death and legacy, a European-style tale with Japanese-style action and flair. It plays very differently, but its distinctiveness and determination to actually say something with its story reminds me of last year’s excellent Metaphor: ReFantazio. (There is a strong correlation between intellectually ambitious RPGs and baffling titles, it seems.)Clair Obscur also illustrates just how good game development tools are now: if you’re wondering how a smallish team could create something that looks this high-end, that’s a large part of the answer. This makes me feel pretty optimistic about the future of this middle sector of game development, in between blockbuster and indie. In the 00s and 2010s, that was where many of the most interesting games could be found. I can imagine several large publishers deeming this game simply too French to be marketable, but Sandfall was able to make it anyway. Expedition 33 is an encouraging commercial success that will be cited all year as a counternarrative to the games industry’s prevailing doomsaying, but it’s a creative success, too.What to playA thrill a minute … Doom: The Dark Ages. Photograph: BethesdaA new Doom game is out very shortly and reviews suggest that it is a glorious heavy-metal orgy of violence. It has you massacring hordes of gross demons at once, impaling them with spikes, shredding them with a chainsaw-shield, even punching gigantic hellspawn from within a giant robot or shooting at them from the back of a mecha-dragon. Doom: The Dark Ages is slower than the other modern games in the series, with more up-close combat and (as the title suggests) a vaguely medieval flavour to its aesthetic, but it’s still thrill-a-minute.Available on: Xbox, PS5, PC Estimated playtime: What to readChaos machine … Grand Theft Auto VI. Photograph: Rockstar Games Grand Theft Auto VI, which is delayed until next May, left a crater in the 2025 release schedule that other game companies are scrambling to fill, reports Bloomberg (via Kotaku). Expect some serious rescheduling to be going on behind the scenes before the summer’s glut of game announcements. The Strong National Museum of Play in the US has inducted four new games into its Hall of Fame: Defender, GoldenEye 007, Quake and the (IMO) equally deserving Tamagotchi. They beat contenders from Age of Empires to Angry Birds. After last week’s industry media drama, long-established podcast-video collective Giant Bomb has bought itself out and gone independent, joining a growing stable of worker-owned and reader-supported games outlets. skip past newsletter promotionSign up to Pushing ButtonsFree weekly newsletterKeza MacDonald's weekly look at the world of gamingPrivacy Notice: Newsletters may contain info about charities, online ads, and content funded by outside parties. For more information see our Privacy Policy. We use Google reCaptcha to protect our website and the Google Privacy Policy and Terms of Service apply.after newsletter promotionWhat to clickQuestion Block‘Read a book, rube’ … Bioshock Infinite’s Elizabeth. Photograph: 2K GamesReader Travis sent in this week’s question:“I’m planning to start a book club-style video game club. Two questions: what should I call it and what game would you love to share and discuss in such a setting?”This is an excellent idea, and you’ve reminded me that I tried to do something like this a million years ago as a podcast on IGN, but I cannot for the life of me remember what we called it. Press Pause? Save Point? LFG? I would pick shorter games for a book club-style group (so that everyone could actually play them through), and I’d want ones that leave room for people’s personal histories to inform how they respond to it. I’d love to hear other people talk about Neva’s environmentalist and parental themes, or any Life Is Strange game’s mix of emerging-adulthood drama and quasi-successful supernatural storytelling, or even a game like While Waiting, what it made them think about. That would surely be more interesting than simply arguing about whether the latest Assassin’s Creed is any good.I asked my partner what he’d call a video game book club, and he suggested Text Adventure, which is annoyingly better than anything I can think of. My pal Tom suggested Pile of Shame, One More Go and Shared Worlds. Readers: can you think of any more?If you’ve got a question for Question Block – or anything else to say about the newsletter – hit reply or email us on pushingbuttons@theguardian.com.
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  • The Best CPUs for 2025 in the UAE and Saudi Arabia

    CPU Consideration No.
    1: Goals and UpgradesIt's important to set a goal for what you want to achieve with a change of desktop CPUs.
    You want better performance, but are you looking for gaming performance, specifically? Is it for a system you will use for day-to-day work? Or do you simply have an older computer sitting around that you'd like to spruce up for internet use and watching videos? We can't stress enough the importance of knowing what you want out of your system, to make sure you don't end up with a disappointing amount of horsepower in the end, whether that's due to overspending or underspending.
    This will also largely help you to determine if you want to upgrade your PC or build a new one.(Credit: Michael Justin Allen Sexton)First, we should be clear that upgrading is often a viable option, especially if you just want the system for light-duty use like web browsing.
    Technically, even antique PCs based on AMD's Phenom, Phenom II, and FX series are still suitable for this task, as are Intel's Core 2 Duo and Core 2 Quad systems, but these relics would certainly show a good deal of slowdown if you pushed them very hard.
    These aforementioned chips certainly aren't worth upgrading or purchasing now—far better options are available for the money.If your computer is relatively modern, though, it might be better for you to upgrade your current PC instead of buying a new one.
    This makes your choice of processor far simpler, as there will be a limited number of chips that will work with your current system.
    Upgrading isn't always an option, as you might already have the best CPU that your current motherboard supports.
    But as long as that's not the case, upgrading can be the most affordable way to end up with a faster PC, as you won't need to purchase other components.As to whether it's worthwhile to upgrade your system, a good rule of thumb is to consider the age of the system you're using.
    If that system was made within the last 10 years and doesn't already have the fastest CPU available for it (or close to it), upgrading may get you the performance boost you desire.
    Nothing older than this is remotely worth upgrading, as it becomes more practical to save for a newer system instead.
    And even with a system that's around 10 years old, it's only worth considering if you have something like an old Intel Core i3 or worse, and you are upgrading to an old Core i7—but this is also only worth considering if you can find that latter processor for cheap.A quick search shows that for older PCs based on Intel's LGA 1155 socket, which was the platform used by Intel's second- and third-gen Core "Sandy Bridge" and "Ivy Bridge" processors (now more than a decade old), you can buy second-hand Core i7-3770 processors for around $30 to $50 from take-your-chances sources like eBay.
    This processor today would lag behind a modern Core i3, but it would still be capable of web browsing or even use in a low-end gaming PC.
    Again, we must stress, however, that this sort of upgrade only makes sense if you have one of the slowest CPUs available for that old platform and are upgrading to one of the fastest ones.
    If you had a Sandy Bridge Core i5, it would make more sense to save for a new system instead of upgrading, since the ceiling for the best chip available on that platform isn't much higher.Upgrading more recent systems also follows this same logic, i.e.
    it only makes sense to upgrade if you are making a substantial jump on the same platform—and you can do so cheaply.
    Even on an almost new system, we would hesitate to upgrade from, say, an AMD Ryzen 5 9600X to an AMD Ryzen 7 9700X, or from an Intel Core Ultra 5 245K to an Intel Core Ultra 9 285K.
    It's not that you would not see a noticeable and measurable performance boost (our reviews show that there clearly would be one), but the gains you receive for the cost of upgrading often don't make it worthwhile.
    This makes it exceedingly important that you buy the right processor from the start, rather than waiting and trying to upgrade later.If your goal is to simply fix up your old PC for web browsing or low-end gaming, then you may want to stop reading here and see if an affordable upgrade option is available for your system.
    Each motherboard, including the one in your PC, has a list of supported processors that you should be able to find on the manufacturer's product page.
    If none of the processors supported on your current motherboard is affordably priced or a significant step up, then just forget about upgrading and start thinking about building or buying a new system instead.
    If your goal was instead to get a faster system for work or high-end gaming, or if upgrading just won't cut it for you, then keep reading.System Planning 101: How to Pick a Motherboard, a CPU, and RAM That Work TogetherIf you're going to build a new system, then you'll need to pick mostly new parts.
    If you had an older system, you might be able to re-use a few items, notably the power supply, case, or storage device, but everything else you'll likely have to buy.
    Some parts, like the ones we just listed that you could reuse, are compatible with a wide range of systems and can last for several generations.
    But motherboards, CPUs, and main system memory (RAM) are the opposite.(Credit: Joseph Maldonado)These items will only last for a few generations, at most.
    All motherboards have a socket that the CPU is designed to be mounted in, and at the chip maker's level, that socket's design has to be changed every so often to allow for the addition of new features.
    As a result, motherboards only support CPUs that will fit in (and are explicitly compatible with) their sockets, and the same is true vice versa for CPUs.
    (Sometimes a chip will physically fit, but it isn't supported.) RAM, similarly, has a custom set of slots that it mounts on a PC motherboard, and these slots only support one broad type of RAM and won't work with any others.
    (The latest types are known as DDR4 and DDR5.)(Credit: Joseph Maldonado)Due to sockets and, thus, motherboard platforms changing every few years, you will typically need to buy a new motherboard and, possibly, a new set of RAM if you want to buy a new CPU that succeeds your current one by more than a few years.
    The only time this won't be the case is if you are upgrading on the same platform, like in the possible scenarios discussed above.
    If you upgrade frequently, your old RAM might remain compatible with your new system.
    In that vein, when buying parts, you'll want to make sure the parts you get will be compatible with each other.
    CPU sockets are typically numbered; for mainstream CPUs bought by most consumers, the latest are AMD's AM4 and AM5, and Intel's LGA 1700 and LGA 1851, and both motherboards and processors will be identified by this number to make picking a matching pair easy.
    Still, you'll want to make certain that a given CPU is explicitly supported by a given board; verify that compatibility on the board maker's website.(Credit: Joseph Maldonado)For several years now, RAM has also followed a simple numbering scheme as we've progressed from DDR to DDR2, DDR3, DDR4, and now DDR5.
    None of these will work in RAM slots made for the other, and this is also detailed on the motherboard specs page, which again makes finding a matching compatible part relatively easy.Power, Now! Don't Build With Plans of UpgradingOften, people consider building a PC with plans to upgrade it in the future.
    The idea is that if you get a motherboard and CPU now and can later upgrade to a faster CPU, this might help you avoid having to build another computer and save costs down the road the next time you feel your PC slowing down.The problem with this train of thought? It rarely works out as planned.
    Intel, over the last decade, has changed to a new CPU socket every two or three years, typically once every two CPU generations.
    AMD postpones changing sockets longer, and it only recently introduced its AM5-socketed motherboards as a successor to its AM4 motherboards.
    AM4 was first launched in 2017, giving it a five-year reign during which time AMD pushed out four primary generations of processors for the platform.
    We don't know how long AM5 will be AMD's main platform at this time, but there's good reason to believe it will be used for roughly the same period as AM4 was.(Credit: Joseph Maldonado)Even with AMD's extended platform lifespan, you aren't overly likely to upgrade processors on the same motherboard.
    Compatibility remains a question mark even with AM4, as not all processors made for the platform are supported on all motherboards.
    AMD made efforts, especially toward the end of AM4's reign of dominance, to encourage board makers to push out updated BIOS versions for older motherboards to extend support for their newest AM4 CPUs to older motherboards.
    But this effort still relied on AMD's board partners to implement the new BIOS versions on dozens or even hundreds of boards.
    Long story short: You cannot buy a motherboard today and be absolutely confident it will support processors released a few years down the road, even if they are released for the same socket as the motherboard you are buying today.Even if you can upgrade the CPU on an existing board, strong reasons may arise why you might not want to.
    Newer motherboards with updated chipsets have their inherent benefits.
    These might include things like support for faster RAM, faster USB and storage connections, faster PCI Express slots and underlying buses, faster internet support, and myriad other potential benefits.
    Plus, after you upgrade, you'll be left with an orphaned CPU to then resell or put into a new motherboard.
    It starts to make a lot more sense to just think about selling (or giving away) your old PC or CPU/motherboard combo, and building new, most of the time, when you need something faster.If you are buying into an Intel platform, this is doubly true.
    Unless you buy a low-end CPU, to begin with, you aren't likely to want to upgrade in just one or two years before Intel introduces a whole new platform.
    Though there is some merit in the idea of doing just that (buying a low-end CPU to upgrade next year when high-end prices drop), it still raises overall costs, as you now have a low-end CPU you paid for in addition to a high-end CPU.
    You'd be better off just buying that high-end CPU to begin with and enjoy it that much longer.All in all, though some may view platforms that are aging out or about to be replaced as dead ends, it's best to view all platforms in this same frame of mind.
    That's not to say that none of them is worth buying (that's not true), but upgradability shouldn't be first on your mind when selecting a motherboard and CPU to use in your new PC.
    Some things can be easily upgraded later, like the RAM, storage, or graphics card, but this is not an advantage that motherboards or processors have.When you do buy a system, unless you are getting an exceptional deal, you should still buy into the newest platform available with the best processor you can afford that fits your needs.
    Currently, Intel's newest platform is the LGA 1700 platform, and AMD's (as mentioned above) is AM5.
    There's no harm in getting an AM4 system or a last-gen Intel LGA 1200 system, but, unless you're getting those steeply discounted from their launch prices, you're going to get a better system and more bang for your buck by going with what's newest.Buying Basics: Four Key Concepts to Know About CPUsNow that we've covered the basic considerations of whether to upgrade or buy new and the other hardware you'll need to consider when buying a CPU, let's talk about what differentiates one processor from another.
    A multitude of factors need to be considered here, but the most important ones are the microarchitecture, core count, thread count, and clock speed.MicroarchitectureThis is by far the most important aspect of any CPU, and indeed the same is true for just about any piece of technology.
    It's the design and internal blueprints of how the device is built and what makes it work.
    Due to differences in architecture, you can have multiple CPUs that operate at the same speed but still perform drastically differently.
    It might be helpful for you to picture each architecture in a similar vein as you might consider different makes of cars or airplanes.
    In the same way that you can have multiple cars with their engines running at 2,000rpm and get drastically different performance and speeds out of the cars, the same is true for CPUs.(Credit: Joseph Maldonado)Judging architectures is exceedingly difficult, as they are incredibly complex, with billions of transistors and a multitude of other external factors that bear on their performance.
    To gain an idea of how different architectures perform, you should read our reviews that touch on the subject and also compare processors utilizing different architectures against each other.(Credit: Michael Justin Allen Sexton)An important detail about microarchitectures that you should know, and that is easy to understand, is how to identify products based on different architectures.
    This is surprisingly easy if you learn the numbering systems used by AMD and Intel.
    If we take AMD's Ryzen 9 9950X as an example, for desktop chips the numbers break down like this...Recommended by Our Editors9 = Generational number.
    AMD's microarchitectures of recent years are named "Zen," followed by a number.
    All modern AMD desktop processors that start with a "9" utilize the Zen 5 microarchitecture, and all processors that start with a "7" utilize the Zen 4 microarchitecture.
    All modern AMD processors that start with a "5" utilize the Zen 3 microarchitecture.
    AMD has no desktop processors that begin with a "6"; these were mobile only.
    There were a few desktop Ryzen CPUs that begin with an "8", and these also run the Zen 4 microarchitecture.
    9 = Product tier.
    AMD makes Ryzen 3, 5, 7, and 9 processors, with this numeral included after "Ryzen" in the product name and as the second digit in the product number.5 = Sub-product tier placement.0 = Sub-product tier placement.
    Rarely used.X = "Extreme" or higher-end variant of a processor.
    An AMD chip may or may not have a non-"X" variant.(Note that AMD is moving to a wholly different processor numbering scheme for its very latest mobile CPUs.
    See the details here; the guidelines above will not apply to them.)Traditionally, Intel used a similar coding scheme for its desktop processors that's still partly in use.
    Let's take an Intel high-end CPU, the Core i9-14900K, as an example...14 = Generational number.
    Number "14" is assigned to Intel's 14th Gen "Raptor Lake Refresh" processors.
    13 = 13th Gen "Raptor Lake." 12 = 12th Gen "Alder Lake." 11 = 11th Gen "Rocket Lake." 10 = 10th Gen "Comet Lake."9 = Product tier.
    Intel makes Core i3, i5, i7, and i9 processors, which are included after the "Core" in the product name and as the third digit in the product number (or the second digit, in processors older than 10th Gen).0 = Sub-product tier placement.Second 0 = Sub-product tier placement.K = Indicates a higher-end variant of a processor with overclocking support.
    Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating that the CPU has no integrated graphics processor), and "KF" (indicating both aspects).With Intel's new "Arrow Lake" desktop processors, Intel has adopted a new naming scheme that diverges somewhat from previous generations, but it remains similar.
    The Core i9, i7, and i5 of previous generations are gone, replaced by Core Ultra 9, Core Ultra 7, and Core Ultra 5 families, respectively.
    The numbering scheme after these new names has been reduced to three digits, plus optional letter suffixes, which remain largely unchanged from previous generations.
    Here's an example of how the new naming scheme works, using the flagship Core Ultra 9 285K chip as an example.2 = Generational number.
    The number "2" is assigned to Intel's Arrow Lake processors.
    No desktop chips were assigned the number "1," and no additional desktop chips have used this naming sequence yet.8 = Relative performance differentiator.
    A higher number here general suggests higher performance in relation to other processors in the same product line.
    All Ultra 9 CPUs have an "8" here, while all Ultra 7 processors have a "6" here.
    Ultra 5 CPUs can have a "4," "3" or "2" in this position.
    This number is not an absolute, however, as ultra-efficiency models like the Ultra 9 285T could potentially be outpaced by chips like the Ultra 7 265K that support higher power ratings.5 = This digit currently holds little meaning; all Arrow Lake desktop processors so far have a "5" as the third digit.
    We'll see if that changes down the line.K = Indicates a higher-end variant of a processor with overclocking support.
    Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating no integrated graphics processor), and "KF" (indicating both aspects).
    Finally, the "T" suffix is used for desktop processors that are optimized for power efficiency and lower heat output.
    Some Arrow Lake desktop chips will have no letter at all at the end, terminating just in the "5." Using these numbers, you can compare processors of the same generation within a vendor's own line in terms of relative performance with some accuracy.
    It's always best to check reviews when possible and compare other details about the processor to more accurately compare CPUs.Core CountInside all mainstream desktop processors today are multiple CPU cores.
    In the past, processors only had one CPU core, but as technology has improved, more cores have been manufactured into processor silicon to increase performance.
    Each CPU core operates as a semi-independent component inside the processor and is capable of completing tasks.The advantage of having more CPU cores is simply that you can get more work done at a time.
    It wouldn't be too much of a stretch to think of the CPU cores as workers and the processor as the building in which they work.(Credit: Joseph Maldonado)Traditionally, all of these CPU cores would have been identical, but this changed starting with Intel's 12th Gen Alder Lake processors.
    Intel now employs two different types of CPU cores inside most of its desktop processors.
    Processors based on this design have what Intel calls "P-cores," which are built on a high-performance microarchitecture.
    Alongside the "P-cores," Intel also adds "E-cores," which utilize a different microarchitecture that enables these cores to be physically smaller and more energy-efficient.If we return to our comparison of CPU cores to employees, you could think of Intel's P-cores as higher-level workers with larger offices who can complete more work due to their more extensive experience and larger workspaces.
    At the same time, the E-cores could be thought of as lower-level workers with smaller offices to work in and lesser skill sets.
    They may get less done in a given period of time, but you can cram more of them in for the money, and they take up less space.Though the E-cores are slower, they still significantly improve the processor's performance.
    AMD hasn't adopted a similar scheme yet, which means all of the cores in an AMD processor are identical.(Credit: Michael Justin Allen Sexton)Core count contributes greatly to a processor's overall performance, but this alone does not determine whether one processor is faster than the other.
    It's entirely possible for a quad-core processor to be faster than an octa-core processor, and vice versa.MultithreadingWork that needs to be performed on the CPU cores comes into the processor in a somewhat chaotic fashion.
    Some processors take the work orders as they come in and simply proceed to work on them in the order they were received.
    Processors that do this implement what we know as an In-Order execution design.
    This has been shown to hamper a processor's overall performance.Each work order sent to the processor requires instruction information and raw data for the work to be completed.
    When an In-Order CPU core goes to work on a task, it must have both of these; otherwise, it will sit and wait while the needed instruction information or data is fetched.Processors that implement an "Out-of-Order" or "OoO" execution design largely circumvent this issue by re-ordering tasks as they come in.
    They can place work orders that have everything they need to run ahead of work orders that don't.
    Inevitably, some work orders still get to the CPU cores without everything they need, though, and this still leads to a stall while the required data gets fetched.That is, unless a processor implements simultaneous multithreading (SMT, for short).
    Essentially, what this technology does is open up a second line for work orders to come into the CPU.
    The processor isn't able to work on two work orders at once, so when everything is running smoothly, the processor continues to run through work orders from each line in order, back and forth.
    When a stall occurs, however, SMT technology enables the processor to set the stalled work order aside and work on items in the other line until the required data is fetched.This technology significantly reduces processor stalls and drastically improves performance.
    Processors that implement SMT will show as having two threads for each CPU core that supports it.
    This is why an AMD processor with eight cores and SMT technology will be touted as a 16-thread processor.
    The same is true for Intel processors, with the most notable difference being that Intel calls SMT "Hyper-Threading" on its processors.Just like with core count, thread count doesn't tell you enough to determine which processor is best, but it can give you an idea as to which processor is better in a given line.
    A processor with more threads may well have a performance advantage over one that has fewer threads supported, in applications that can take advantage of the technology.
    But as we said with the core count, all of these factors need to be taken into consideration to know for sure.Clock SpeedThe last and easiest-to-understand key defining characteristic of a processor is its clock speed.
    This directly relates to a processor's overall speed and is measured in hertz.
    Processors today are so fast that this is typically reported in gigahertz (GHz).(Credit: AMD)A processor's clock speed is sometimes reported as the total number of operations that it can perform at any given second.
    For example, a one gigahertz processor can theoretically perform 1,000,000,000 operations each second.
    Modern CPUs operate at multiple GHz with some, like Intel's Core i9-14900K, peaking at 6.0GHz.In truth, this description is inaccurate, as some operations require multiple clock cycles (multiple hertz) to complete, and this is where architecture comes in, coming full circle.
    When comparing processors that are part of the same generation and product line, it's safe to think the one with the most cores and the highest clock speed will perform the best.
    Comparing across different architectures and product lines, however, this is not always the case.On modern processors, you'll often see a base clock listed, as well as a "Boost Clock" or "Turbo Clock." You can essentially ignore the base clock listing if you see either of these other clocks listed.
    A base clock is a processor's true baseline speed, but modern CPUs are designed to increase their clock speed to a point, as long as the right conditions are met; those conditions are based on thermal and power-draw limitations.Modern processors run at these elevated clock speeds most of the time when under a heavy load, which is why these boosted numbers are far more important for determining performance than the base clock.
    It is also possible to increase the peak clock speed yourself on some processors by what is called overclocking, but that's for another guide.To overclock, you'll need a lot more specific information on the topic, beyond the scope of this article.
    You'll also need special hardware for overclocking (an appropriate motherboard, and robust CPU cooling).
    We point out which processors can overclock in our reviews, and while talking about specific products on this page, so you will know which to buy if you want to try your hand at overclocking.
    But you should make sure you do plenty of research on the topic first, as overclocking can be hazardous to your components.How to Buy the Right CPU: Final Buying AdviceThink carefully about your computing needs and pick a processor that fits them.
    If you have extra cash to spare and want to be extra safe, buy one a little better than your target chip.One thing we would recommend against is buying the most expensive processor that money can buy or that you can afford without thinking through the decision.
    Yes, more-expensive processors are typically better, in general—AMD and Intel charge more for them for a reason—but that doesn't mean you need that level of performance.No matter how performant a processor you buy, you will eventually want to upgrade to something newer and faster.
    Though you may be able to prolong the life of your PC by buying a newer and faster CPU, it might make better sense to opt for upgrading more frequently.The rate at which technology has been improving makes it likely that, in five years or so, you'll be able to buy a midrange processor that will be just as fast—if not faster than—today's very fastest processors.
    If you buy or build a new midrange PC every five years or so, you'll likely have a faster computer than someone who is still running a five-year-old PC with a high-end processor.Upgrading more often may not be better financially in the long term, as there is a definite cost and set of diminishing returns involved, but it does get you the improvements that come with changing platforms.
    As PC components eventually fail, it can also help to avoid unexpected downtime from old parts breaking.
    For further guidance, check our processor reviews for more details on each CPU.

    Source: https://me.pcmag.com/en/processors/14418/the-best-cpus-for-2023" style="color: #0066cc;">https://me.pcmag.com/en/processors/14418/the-best-cpus-for-2023
    #the #best #cpus #for #uae #and #saudi #arabia
    The Best CPUs for 2025 in the UAE and Saudi Arabia
    CPU Consideration No. 1: Goals and UpgradesIt's important to set a goal for what you want to achieve with a change of desktop CPUs. You want better performance, but are you looking for gaming performance, specifically? Is it for a system you will use for day-to-day work? Or do you simply have an older computer sitting around that you'd like to spruce up for internet use and watching videos? We can't stress enough the importance of knowing what you want out of your system, to make sure you don't end up with a disappointing amount of horsepower in the end, whether that's due to overspending or underspending. This will also largely help you to determine if you want to upgrade your PC or build a new one.(Credit: Michael Justin Allen Sexton)First, we should be clear that upgrading is often a viable option, especially if you just want the system for light-duty use like web browsing. Technically, even antique PCs based on AMD's Phenom, Phenom II, and FX series are still suitable for this task, as are Intel's Core 2 Duo and Core 2 Quad systems, but these relics would certainly show a good deal of slowdown if you pushed them very hard. These aforementioned chips certainly aren't worth upgrading or purchasing now—far better options are available for the money.If your computer is relatively modern, though, it might be better for you to upgrade your current PC instead of buying a new one. This makes your choice of processor far simpler, as there will be a limited number of chips that will work with your current system. Upgrading isn't always an option, as you might already have the best CPU that your current motherboard supports. But as long as that's not the case, upgrading can be the most affordable way to end up with a faster PC, as you won't need to purchase other components.As to whether it's worthwhile to upgrade your system, a good rule of thumb is to consider the age of the system you're using. If that system was made within the last 10 years and doesn't already have the fastest CPU available for it (or close to it), upgrading may get you the performance boost you desire. Nothing older than this is remotely worth upgrading, as it becomes more practical to save for a newer system instead. And even with a system that's around 10 years old, it's only worth considering if you have something like an old Intel Core i3 or worse, and you are upgrading to an old Core i7—but this is also only worth considering if you can find that latter processor for cheap.A quick search shows that for older PCs based on Intel's LGA 1155 socket, which was the platform used by Intel's second- and third-gen Core "Sandy Bridge" and "Ivy Bridge" processors (now more than a decade old), you can buy second-hand Core i7-3770 processors for around $30 to $50 from take-your-chances sources like eBay. This processor today would lag behind a modern Core i3, but it would still be capable of web browsing or even use in a low-end gaming PC. Again, we must stress, however, that this sort of upgrade only makes sense if you have one of the slowest CPUs available for that old platform and are upgrading to one of the fastest ones. If you had a Sandy Bridge Core i5, it would make more sense to save for a new system instead of upgrading, since the ceiling for the best chip available on that platform isn't much higher.Upgrading more recent systems also follows this same logic, i.e. it only makes sense to upgrade if you are making a substantial jump on the same platform—and you can do so cheaply. Even on an almost new system, we would hesitate to upgrade from, say, an AMD Ryzen 5 9600X to an AMD Ryzen 7 9700X, or from an Intel Core Ultra 5 245K to an Intel Core Ultra 9 285K. It's not that you would not see a noticeable and measurable performance boost (our reviews show that there clearly would be one), but the gains you receive for the cost of upgrading often don't make it worthwhile. This makes it exceedingly important that you buy the right processor from the start, rather than waiting and trying to upgrade later.If your goal is to simply fix up your old PC for web browsing or low-end gaming, then you may want to stop reading here and see if an affordable upgrade option is available for your system. Each motherboard, including the one in your PC, has a list of supported processors that you should be able to find on the manufacturer's product page. If none of the processors supported on your current motherboard is affordably priced or a significant step up, then just forget about upgrading and start thinking about building or buying a new system instead. If your goal was instead to get a faster system for work or high-end gaming, or if upgrading just won't cut it for you, then keep reading.System Planning 101: How to Pick a Motherboard, a CPU, and RAM That Work TogetherIf you're going to build a new system, then you'll need to pick mostly new parts. If you had an older system, you might be able to re-use a few items, notably the power supply, case, or storage device, but everything else you'll likely have to buy. Some parts, like the ones we just listed that you could reuse, are compatible with a wide range of systems and can last for several generations. But motherboards, CPUs, and main system memory (RAM) are the opposite.(Credit: Joseph Maldonado)These items will only last for a few generations, at most. All motherboards have a socket that the CPU is designed to be mounted in, and at the chip maker's level, that socket's design has to be changed every so often to allow for the addition of new features. As a result, motherboards only support CPUs that will fit in (and are explicitly compatible with) their sockets, and the same is true vice versa for CPUs. (Sometimes a chip will physically fit, but it isn't supported.) RAM, similarly, has a custom set of slots that it mounts on a PC motherboard, and these slots only support one broad type of RAM and won't work with any others. (The latest types are known as DDR4 and DDR5.)(Credit: Joseph Maldonado)Due to sockets and, thus, motherboard platforms changing every few years, you will typically need to buy a new motherboard and, possibly, a new set of RAM if you want to buy a new CPU that succeeds your current one by more than a few years. The only time this won't be the case is if you are upgrading on the same platform, like in the possible scenarios discussed above. If you upgrade frequently, your old RAM might remain compatible with your new system. In that vein, when buying parts, you'll want to make sure the parts you get will be compatible with each other. CPU sockets are typically numbered; for mainstream CPUs bought by most consumers, the latest are AMD's AM4 and AM5, and Intel's LGA 1700 and LGA 1851, and both motherboards and processors will be identified by this number to make picking a matching pair easy. Still, you'll want to make certain that a given CPU is explicitly supported by a given board; verify that compatibility on the board maker's website.(Credit: Joseph Maldonado)For several years now, RAM has also followed a simple numbering scheme as we've progressed from DDR to DDR2, DDR3, DDR4, and now DDR5. None of these will work in RAM slots made for the other, and this is also detailed on the motherboard specs page, which again makes finding a matching compatible part relatively easy.Power, Now! Don't Build With Plans of UpgradingOften, people consider building a PC with plans to upgrade it in the future. The idea is that if you get a motherboard and CPU now and can later upgrade to a faster CPU, this might help you avoid having to build another computer and save costs down the road the next time you feel your PC slowing down.The problem with this train of thought? It rarely works out as planned. Intel, over the last decade, has changed to a new CPU socket every two or three years, typically once every two CPU generations. AMD postpones changing sockets longer, and it only recently introduced its AM5-socketed motherboards as a successor to its AM4 motherboards. AM4 was first launched in 2017, giving it a five-year reign during which time AMD pushed out four primary generations of processors for the platform. We don't know how long AM5 will be AMD's main platform at this time, but there's good reason to believe it will be used for roughly the same period as AM4 was.(Credit: Joseph Maldonado)Even with AMD's extended platform lifespan, you aren't overly likely to upgrade processors on the same motherboard. Compatibility remains a question mark even with AM4, as not all processors made for the platform are supported on all motherboards. AMD made efforts, especially toward the end of AM4's reign of dominance, to encourage board makers to push out updated BIOS versions for older motherboards to extend support for their newest AM4 CPUs to older motherboards. But this effort still relied on AMD's board partners to implement the new BIOS versions on dozens or even hundreds of boards. Long story short: You cannot buy a motherboard today and be absolutely confident it will support processors released a few years down the road, even if they are released for the same socket as the motherboard you are buying today.Even if you can upgrade the CPU on an existing board, strong reasons may arise why you might not want to. Newer motherboards with updated chipsets have their inherent benefits. These might include things like support for faster RAM, faster USB and storage connections, faster PCI Express slots and underlying buses, faster internet support, and myriad other potential benefits. Plus, after you upgrade, you'll be left with an orphaned CPU to then resell or put into a new motherboard. It starts to make a lot more sense to just think about selling (or giving away) your old PC or CPU/motherboard combo, and building new, most of the time, when you need something faster.If you are buying into an Intel platform, this is doubly true. Unless you buy a low-end CPU, to begin with, you aren't likely to want to upgrade in just one or two years before Intel introduces a whole new platform. Though there is some merit in the idea of doing just that (buying a low-end CPU to upgrade next year when high-end prices drop), it still raises overall costs, as you now have a low-end CPU you paid for in addition to a high-end CPU. You'd be better off just buying that high-end CPU to begin with and enjoy it that much longer.All in all, though some may view platforms that are aging out or about to be replaced as dead ends, it's best to view all platforms in this same frame of mind. That's not to say that none of them is worth buying (that's not true), but upgradability shouldn't be first on your mind when selecting a motherboard and CPU to use in your new PC. Some things can be easily upgraded later, like the RAM, storage, or graphics card, but this is not an advantage that motherboards or processors have.When you do buy a system, unless you are getting an exceptional deal, you should still buy into the newest platform available with the best processor you can afford that fits your needs. Currently, Intel's newest platform is the LGA 1700 platform, and AMD's (as mentioned above) is AM5. There's no harm in getting an AM4 system or a last-gen Intel LGA 1200 system, but, unless you're getting those steeply discounted from their launch prices, you're going to get a better system and more bang for your buck by going with what's newest.Buying Basics: Four Key Concepts to Know About CPUsNow that we've covered the basic considerations of whether to upgrade or buy new and the other hardware you'll need to consider when buying a CPU, let's talk about what differentiates one processor from another. A multitude of factors need to be considered here, but the most important ones are the microarchitecture, core count, thread count, and clock speed.MicroarchitectureThis is by far the most important aspect of any CPU, and indeed the same is true for just about any piece of technology. It's the design and internal blueprints of how the device is built and what makes it work. Due to differences in architecture, you can have multiple CPUs that operate at the same speed but still perform drastically differently. It might be helpful for you to picture each architecture in a similar vein as you might consider different makes of cars or airplanes. In the same way that you can have multiple cars with their engines running at 2,000rpm and get drastically different performance and speeds out of the cars, the same is true for CPUs.(Credit: Joseph Maldonado)Judging architectures is exceedingly difficult, as they are incredibly complex, with billions of transistors and a multitude of other external factors that bear on their performance. To gain an idea of how different architectures perform, you should read our reviews that touch on the subject and also compare processors utilizing different architectures against each other.(Credit: Michael Justin Allen Sexton)An important detail about microarchitectures that you should know, and that is easy to understand, is how to identify products based on different architectures. This is surprisingly easy if you learn the numbering systems used by AMD and Intel. If we take AMD's Ryzen 9 9950X as an example, for desktop chips the numbers break down like this...Recommended by Our Editors9 = Generational number. AMD's microarchitectures of recent years are named "Zen," followed by a number. All modern AMD desktop processors that start with a "9" utilize the Zen 5 microarchitecture, and all processors that start with a "7" utilize the Zen 4 microarchitecture. All modern AMD processors that start with a "5" utilize the Zen 3 microarchitecture. AMD has no desktop processors that begin with a "6"; these were mobile only. There were a few desktop Ryzen CPUs that begin with an "8", and these also run the Zen 4 microarchitecture. 9 = Product tier. AMD makes Ryzen 3, 5, 7, and 9 processors, with this numeral included after "Ryzen" in the product name and as the second digit in the product number.5 = Sub-product tier placement.0 = Sub-product tier placement. Rarely used.X = "Extreme" or higher-end variant of a processor. An AMD chip may or may not have a non-"X" variant.(Note that AMD is moving to a wholly different processor numbering scheme for its very latest mobile CPUs. See the details here; the guidelines above will not apply to them.)Traditionally, Intel used a similar coding scheme for its desktop processors that's still partly in use. Let's take an Intel high-end CPU, the Core i9-14900K, as an example...14 = Generational number. Number "14" is assigned to Intel's 14th Gen "Raptor Lake Refresh" processors. 13 = 13th Gen "Raptor Lake." 12 = 12th Gen "Alder Lake." 11 = 11th Gen "Rocket Lake." 10 = 10th Gen "Comet Lake."9 = Product tier. Intel makes Core i3, i5, i7, and i9 processors, which are included after the "Core" in the product name and as the third digit in the product number (or the second digit, in processors older than 10th Gen).0 = Sub-product tier placement.Second 0 = Sub-product tier placement.K = Indicates a higher-end variant of a processor with overclocking support. Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating that the CPU has no integrated graphics processor), and "KF" (indicating both aspects).With Intel's new "Arrow Lake" desktop processors, Intel has adopted a new naming scheme that diverges somewhat from previous generations, but it remains similar. The Core i9, i7, and i5 of previous generations are gone, replaced by Core Ultra 9, Core Ultra 7, and Core Ultra 5 families, respectively. The numbering scheme after these new names has been reduced to three digits, plus optional letter suffixes, which remain largely unchanged from previous generations. Here's an example of how the new naming scheme works, using the flagship Core Ultra 9 285K chip as an example.2 = Generational number. The number "2" is assigned to Intel's Arrow Lake processors. No desktop chips were assigned the number "1," and no additional desktop chips have used this naming sequence yet.8 = Relative performance differentiator. A higher number here general suggests higher performance in relation to other processors in the same product line. All Ultra 9 CPUs have an "8" here, while all Ultra 7 processors have a "6" here. Ultra 5 CPUs can have a "4," "3" or "2" in this position. This number is not an absolute, however, as ultra-efficiency models like the Ultra 9 285T could potentially be outpaced by chips like the Ultra 7 265K that support higher power ratings.5 = This digit currently holds little meaning; all Arrow Lake desktop processors so far have a "5" as the third digit. We'll see if that changes down the line.K = Indicates a higher-end variant of a processor with overclocking support. Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating no integrated graphics processor), and "KF" (indicating both aspects). Finally, the "T" suffix is used for desktop processors that are optimized for power efficiency and lower heat output. Some Arrow Lake desktop chips will have no letter at all at the end, terminating just in the "5." Using these numbers, you can compare processors of the same generation within a vendor's own line in terms of relative performance with some accuracy. It's always best to check reviews when possible and compare other details about the processor to more accurately compare CPUs.Core CountInside all mainstream desktop processors today are multiple CPU cores. In the past, processors only had one CPU core, but as technology has improved, more cores have been manufactured into processor silicon to increase performance. Each CPU core operates as a semi-independent component inside the processor and is capable of completing tasks.The advantage of having more CPU cores is simply that you can get more work done at a time. It wouldn't be too much of a stretch to think of the CPU cores as workers and the processor as the building in which they work.(Credit: Joseph Maldonado)Traditionally, all of these CPU cores would have been identical, but this changed starting with Intel's 12th Gen Alder Lake processors. Intel now employs two different types of CPU cores inside most of its desktop processors. Processors based on this design have what Intel calls "P-cores," which are built on a high-performance microarchitecture. Alongside the "P-cores," Intel also adds "E-cores," which utilize a different microarchitecture that enables these cores to be physically smaller and more energy-efficient.If we return to our comparison of CPU cores to employees, you could think of Intel's P-cores as higher-level workers with larger offices who can complete more work due to their more extensive experience and larger workspaces. At the same time, the E-cores could be thought of as lower-level workers with smaller offices to work in and lesser skill sets. They may get less done in a given period of time, but you can cram more of them in for the money, and they take up less space.Though the E-cores are slower, they still significantly improve the processor's performance. AMD hasn't adopted a similar scheme yet, which means all of the cores in an AMD processor are identical.(Credit: Michael Justin Allen Sexton)Core count contributes greatly to a processor's overall performance, but this alone does not determine whether one processor is faster than the other. It's entirely possible for a quad-core processor to be faster than an octa-core processor, and vice versa.MultithreadingWork that needs to be performed on the CPU cores comes into the processor in a somewhat chaotic fashion. Some processors take the work orders as they come in and simply proceed to work on them in the order they were received. Processors that do this implement what we know as an In-Order execution design. This has been shown to hamper a processor's overall performance.Each work order sent to the processor requires instruction information and raw data for the work to be completed. When an In-Order CPU core goes to work on a task, it must have both of these; otherwise, it will sit and wait while the needed instruction information or data is fetched.Processors that implement an "Out-of-Order" or "OoO" execution design largely circumvent this issue by re-ordering tasks as they come in. They can place work orders that have everything they need to run ahead of work orders that don't. Inevitably, some work orders still get to the CPU cores without everything they need, though, and this still leads to a stall while the required data gets fetched.That is, unless a processor implements simultaneous multithreading (SMT, for short). Essentially, what this technology does is open up a second line for work orders to come into the CPU. The processor isn't able to work on two work orders at once, so when everything is running smoothly, the processor continues to run through work orders from each line in order, back and forth. When a stall occurs, however, SMT technology enables the processor to set the stalled work order aside and work on items in the other line until the required data is fetched.This technology significantly reduces processor stalls and drastically improves performance. Processors that implement SMT will show as having two threads for each CPU core that supports it. This is why an AMD processor with eight cores and SMT technology will be touted as a 16-thread processor. The same is true for Intel processors, with the most notable difference being that Intel calls SMT "Hyper-Threading" on its processors.Just like with core count, thread count doesn't tell you enough to determine which processor is best, but it can give you an idea as to which processor is better in a given line. A processor with more threads may well have a performance advantage over one that has fewer threads supported, in applications that can take advantage of the technology. But as we said with the core count, all of these factors need to be taken into consideration to know for sure.Clock SpeedThe last and easiest-to-understand key defining characteristic of a processor is its clock speed. This directly relates to a processor's overall speed and is measured in hertz. Processors today are so fast that this is typically reported in gigahertz (GHz).(Credit: AMD)A processor's clock speed is sometimes reported as the total number of operations that it can perform at any given second. For example, a one gigahertz processor can theoretically perform 1,000,000,000 operations each second. Modern CPUs operate at multiple GHz with some, like Intel's Core i9-14900K, peaking at 6.0GHz.In truth, this description is inaccurate, as some operations require multiple clock cycles (multiple hertz) to complete, and this is where architecture comes in, coming full circle. When comparing processors that are part of the same generation and product line, it's safe to think the one with the most cores and the highest clock speed will perform the best. Comparing across different architectures and product lines, however, this is not always the case.On modern processors, you'll often see a base clock listed, as well as a "Boost Clock" or "Turbo Clock." You can essentially ignore the base clock listing if you see either of these other clocks listed. A base clock is a processor's true baseline speed, but modern CPUs are designed to increase their clock speed to a point, as long as the right conditions are met; those conditions are based on thermal and power-draw limitations.Modern processors run at these elevated clock speeds most of the time when under a heavy load, which is why these boosted numbers are far more important for determining performance than the base clock. It is also possible to increase the peak clock speed yourself on some processors by what is called overclocking, but that's for another guide.To overclock, you'll need a lot more specific information on the topic, beyond the scope of this article. You'll also need special hardware for overclocking (an appropriate motherboard, and robust CPU cooling). We point out which processors can overclock in our reviews, and while talking about specific products on this page, so you will know which to buy if you want to try your hand at overclocking. But you should make sure you do plenty of research on the topic first, as overclocking can be hazardous to your components.How to Buy the Right CPU: Final Buying AdviceThink carefully about your computing needs and pick a processor that fits them. If you have extra cash to spare and want to be extra safe, buy one a little better than your target chip.One thing we would recommend against is buying the most expensive processor that money can buy or that you can afford without thinking through the decision. Yes, more-expensive processors are typically better, in general—AMD and Intel charge more for them for a reason—but that doesn't mean you need that level of performance.No matter how performant a processor you buy, you will eventually want to upgrade to something newer and faster. Though you may be able to prolong the life of your PC by buying a newer and faster CPU, it might make better sense to opt for upgrading more frequently.The rate at which technology has been improving makes it likely that, in five years or so, you'll be able to buy a midrange processor that will be just as fast—if not faster than—today's very fastest processors. If you buy or build a new midrange PC every five years or so, you'll likely have a faster computer than someone who is still running a five-year-old PC with a high-end processor.Upgrading more often may not be better financially in the long term, as there is a definite cost and set of diminishing returns involved, but it does get you the improvements that come with changing platforms. As PC components eventually fail, it can also help to avoid unexpected downtime from old parts breaking. For further guidance, check our processor reviews for more details on each CPU. Source: https://me.pcmag.com/en/processors/14418/the-best-cpus-for-2023 #the #best #cpus #for #uae #and #saudi #arabia
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    The Best CPUs for 2025 in the UAE and Saudi Arabia
    CPU Consideration No. 1: Goals and UpgradesIt's important to set a goal for what you want to achieve with a change of desktop CPUs. You want better performance, but are you looking for gaming performance, specifically? Is it for a system you will use for day-to-day work? Or do you simply have an older computer sitting around that you'd like to spruce up for internet use and watching videos? We can't stress enough the importance of knowing what you want out of your system, to make sure you don't end up with a disappointing amount of horsepower in the end, whether that's due to overspending or underspending. This will also largely help you to determine if you want to upgrade your PC or build a new one.(Credit: Michael Justin Allen Sexton)First, we should be clear that upgrading is often a viable option, especially if you just want the system for light-duty use like web browsing. Technically, even antique PCs based on AMD's Phenom, Phenom II, and FX series are still suitable for this task, as are Intel's Core 2 Duo and Core 2 Quad systems, but these relics would certainly show a good deal of slowdown if you pushed them very hard. These aforementioned chips certainly aren't worth upgrading or purchasing now—far better options are available for the money.If your computer is relatively modern, though, it might be better for you to upgrade your current PC instead of buying a new one. This makes your choice of processor far simpler, as there will be a limited number of chips that will work with your current system. Upgrading isn't always an option, as you might already have the best CPU that your current motherboard supports. But as long as that's not the case, upgrading can be the most affordable way to end up with a faster PC, as you won't need to purchase other components.As to whether it's worthwhile to upgrade your system, a good rule of thumb is to consider the age of the system you're using. If that system was made within the last 10 years and doesn't already have the fastest CPU available for it (or close to it), upgrading may get you the performance boost you desire. Nothing older than this is remotely worth upgrading, as it becomes more practical to save for a newer system instead. And even with a system that's around 10 years old, it's only worth considering if you have something like an old Intel Core i3 or worse, and you are upgrading to an old Core i7—but this is also only worth considering if you can find that latter processor for cheap.A quick search shows that for older PCs based on Intel's LGA 1155 socket, which was the platform used by Intel's second- and third-gen Core "Sandy Bridge" and "Ivy Bridge" processors (now more than a decade old), you can buy second-hand Core i7-3770 processors for around $30 to $50 from take-your-chances sources like eBay. This processor today would lag behind a modern Core i3, but it would still be capable of web browsing or even use in a low-end gaming PC. Again, we must stress, however, that this sort of upgrade only makes sense if you have one of the slowest CPUs available for that old platform and are upgrading to one of the fastest ones. If you had a Sandy Bridge Core i5, it would make more sense to save for a new system instead of upgrading, since the ceiling for the best chip available on that platform isn't much higher.Upgrading more recent systems also follows this same logic, i.e. it only makes sense to upgrade if you are making a substantial jump on the same platform—and you can do so cheaply. Even on an almost new system, we would hesitate to upgrade from, say, an AMD Ryzen 5 9600X to an AMD Ryzen 7 9700X, or from an Intel Core Ultra 5 245K to an Intel Core Ultra 9 285K. It's not that you would not see a noticeable and measurable performance boost (our reviews show that there clearly would be one), but the gains you receive for the cost of upgrading often don't make it worthwhile. This makes it exceedingly important that you buy the right processor from the start, rather than waiting and trying to upgrade later.If your goal is to simply fix up your old PC for web browsing or low-end gaming, then you may want to stop reading here and see if an affordable upgrade option is available for your system. Each motherboard, including the one in your PC, has a list of supported processors that you should be able to find on the manufacturer's product page. If none of the processors supported on your current motherboard is affordably priced or a significant step up, then just forget about upgrading and start thinking about building or buying a new system instead. If your goal was instead to get a faster system for work or high-end gaming, or if upgrading just won't cut it for you, then keep reading.System Planning 101: How to Pick a Motherboard, a CPU, and RAM That Work TogetherIf you're going to build a new system, then you'll need to pick mostly new parts. If you had an older system, you might be able to re-use a few items, notably the power supply, case, or storage device, but everything else you'll likely have to buy. Some parts, like the ones we just listed that you could reuse, are compatible with a wide range of systems and can last for several generations. But motherboards, CPUs, and main system memory (RAM) are the opposite.(Credit: Joseph Maldonado)These items will only last for a few generations, at most. All motherboards have a socket that the CPU is designed to be mounted in, and at the chip maker's level, that socket's design has to be changed every so often to allow for the addition of new features. As a result, motherboards only support CPUs that will fit in (and are explicitly compatible with) their sockets, and the same is true vice versa for CPUs. (Sometimes a chip will physically fit, but it isn't supported.) RAM, similarly, has a custom set of slots that it mounts on a PC motherboard, and these slots only support one broad type of RAM and won't work with any others. (The latest types are known as DDR4 and DDR5.)(Credit: Joseph Maldonado)Due to sockets and, thus, motherboard platforms changing every few years, you will typically need to buy a new motherboard and, possibly, a new set of RAM if you want to buy a new CPU that succeeds your current one by more than a few years. The only time this won't be the case is if you are upgrading on the same platform, like in the possible scenarios discussed above. If you upgrade frequently, your old RAM might remain compatible with your new system. In that vein, when buying parts, you'll want to make sure the parts you get will be compatible with each other. CPU sockets are typically numbered; for mainstream CPUs bought by most consumers, the latest are AMD's AM4 and AM5, and Intel's LGA 1700 and LGA 1851, and both motherboards and processors will be identified by this number to make picking a matching pair easy. Still, you'll want to make certain that a given CPU is explicitly supported by a given board; verify that compatibility on the board maker's website.(Credit: Joseph Maldonado)For several years now, RAM has also followed a simple numbering scheme as we've progressed from DDR to DDR2, DDR3, DDR4, and now DDR5. None of these will work in RAM slots made for the other, and this is also detailed on the motherboard specs page, which again makes finding a matching compatible part relatively easy.Power, Now! Don't Build With Plans of UpgradingOften, people consider building a PC with plans to upgrade it in the future. The idea is that if you get a motherboard and CPU now and can later upgrade to a faster CPU, this might help you avoid having to build another computer and save costs down the road the next time you feel your PC slowing down.The problem with this train of thought? It rarely works out as planned. Intel, over the last decade, has changed to a new CPU socket every two or three years, typically once every two CPU generations. AMD postpones changing sockets longer, and it only recently introduced its AM5-socketed motherboards as a successor to its AM4 motherboards. AM4 was first launched in 2017, giving it a five-year reign during which time AMD pushed out four primary generations of processors for the platform. We don't know how long AM5 will be AMD's main platform at this time, but there's good reason to believe it will be used for roughly the same period as AM4 was.(Credit: Joseph Maldonado)Even with AMD's extended platform lifespan, you aren't overly likely to upgrade processors on the same motherboard. Compatibility remains a question mark even with AM4, as not all processors made for the platform are supported on all motherboards. AMD made efforts, especially toward the end of AM4's reign of dominance, to encourage board makers to push out updated BIOS versions for older motherboards to extend support for their newest AM4 CPUs to older motherboards. But this effort still relied on AMD's board partners to implement the new BIOS versions on dozens or even hundreds of boards. Long story short: You cannot buy a motherboard today and be absolutely confident it will support processors released a few years down the road, even if they are released for the same socket as the motherboard you are buying today.Even if you can upgrade the CPU on an existing board, strong reasons may arise why you might not want to. Newer motherboards with updated chipsets have their inherent benefits. These might include things like support for faster RAM, faster USB and storage connections, faster PCI Express slots and underlying buses, faster internet support, and myriad other potential benefits. Plus, after you upgrade, you'll be left with an orphaned CPU to then resell or put into a new motherboard. It starts to make a lot more sense to just think about selling (or giving away) your old PC or CPU/motherboard combo, and building new, most of the time, when you need something faster.If you are buying into an Intel platform, this is doubly true. Unless you buy a low-end CPU, to begin with, you aren't likely to want to upgrade in just one or two years before Intel introduces a whole new platform. Though there is some merit in the idea of doing just that (buying a low-end CPU to upgrade next year when high-end prices drop), it still raises overall costs, as you now have a low-end CPU you paid for in addition to a high-end CPU. You'd be better off just buying that high-end CPU to begin with and enjoy it that much longer.All in all, though some may view platforms that are aging out or about to be replaced as dead ends, it's best to view all platforms in this same frame of mind. That's not to say that none of them is worth buying (that's not true), but upgradability shouldn't be first on your mind when selecting a motherboard and CPU to use in your new PC. Some things can be easily upgraded later, like the RAM, storage, or graphics card, but this is not an advantage that motherboards or processors have.When you do buy a system, unless you are getting an exceptional deal, you should still buy into the newest platform available with the best processor you can afford that fits your needs. Currently, Intel's newest platform is the LGA 1700 platform, and AMD's (as mentioned above) is AM5. There's no harm in getting an AM4 system or a last-gen Intel LGA 1200 system, but, unless you're getting those steeply discounted from their launch prices, you're going to get a better system and more bang for your buck by going with what's newest.Buying Basics: Four Key Concepts to Know About CPUsNow that we've covered the basic considerations of whether to upgrade or buy new and the other hardware you'll need to consider when buying a CPU, let's talk about what differentiates one processor from another. A multitude of factors need to be considered here, but the most important ones are the microarchitecture, core count, thread count, and clock speed.MicroarchitectureThis is by far the most important aspect of any CPU, and indeed the same is true for just about any piece of technology. It's the design and internal blueprints of how the device is built and what makes it work. Due to differences in architecture, you can have multiple CPUs that operate at the same speed but still perform drastically differently. It might be helpful for you to picture each architecture in a similar vein as you might consider different makes of cars or airplanes. In the same way that you can have multiple cars with their engines running at 2,000rpm and get drastically different performance and speeds out of the cars, the same is true for CPUs.(Credit: Joseph Maldonado)Judging architectures is exceedingly difficult, as they are incredibly complex, with billions of transistors and a multitude of other external factors that bear on their performance. To gain an idea of how different architectures perform, you should read our reviews that touch on the subject and also compare processors utilizing different architectures against each other.(Credit: Michael Justin Allen Sexton)An important detail about microarchitectures that you should know, and that is easy to understand, is how to identify products based on different architectures. This is surprisingly easy if you learn the numbering systems used by AMD and Intel. If we take AMD's Ryzen 9 9950X as an example, for desktop chips the numbers break down like this...Recommended by Our Editors9 = Generational number. AMD's microarchitectures of recent years are named "Zen," followed by a number. All modern AMD desktop processors that start with a "9" utilize the Zen 5 microarchitecture, and all processors that start with a "7" utilize the Zen 4 microarchitecture. All modern AMD processors that start with a "5" utilize the Zen 3 microarchitecture. AMD has no desktop processors that begin with a "6"; these were mobile only. There were a few desktop Ryzen CPUs that begin with an "8", and these also run the Zen 4 microarchitecture. 9 = Product tier. AMD makes Ryzen 3, 5, 7, and 9 processors, with this numeral included after "Ryzen" in the product name and as the second digit in the product number.5 = Sub-product tier placement.0 = Sub-product tier placement. Rarely used.X = "Extreme" or higher-end variant of a processor. An AMD chip may or may not have a non-"X" variant.(Note that AMD is moving to a wholly different processor numbering scheme for its very latest mobile CPUs. See the details here; the guidelines above will not apply to them.)Traditionally, Intel used a similar coding scheme for its desktop processors that's still partly in use. Let's take an Intel high-end CPU, the Core i9-14900K, as an example...14 = Generational number. Number "14" is assigned to Intel's 14th Gen "Raptor Lake Refresh" processors. 13 = 13th Gen "Raptor Lake." 12 = 12th Gen "Alder Lake." 11 = 11th Gen "Rocket Lake." 10 = 10th Gen "Comet Lake."9 = Product tier. Intel makes Core i3, i5, i7, and i9 processors, which are included after the "Core" in the product name and as the third digit in the product number (or the second digit, in processors older than 10th Gen).0 = Sub-product tier placement.Second 0 = Sub-product tier placement.K = Indicates a higher-end variant of a processor with overclocking support. Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating that the CPU has no integrated graphics processor), and "KF" (indicating both aspects).With Intel's new "Arrow Lake" desktop processors, Intel has adopted a new naming scheme that diverges somewhat from previous generations, but it remains similar. The Core i9, i7, and i5 of previous generations are gone, replaced by Core Ultra 9, Core Ultra 7, and Core Ultra 5 families, respectively. The numbering scheme after these new names has been reduced to three digits, plus optional letter suffixes, which remain largely unchanged from previous generations. Here's an example of how the new naming scheme works, using the flagship Core Ultra 9 285K chip as an example.2 = Generational number. The number "2" is assigned to Intel's Arrow Lake processors. No desktop chips were assigned the number "1," and no additional desktop chips have used this naming sequence yet.8 = Relative performance differentiator. A higher number here general suggests higher performance in relation to other processors in the same product line. All Ultra 9 CPUs have an "8" here, while all Ultra 7 processors have a "6" here. Ultra 5 CPUs can have a "4," "3" or "2" in this position. This number is not an absolute, however, as ultra-efficiency models like the Ultra 9 285T could potentially be outpaced by chips like the Ultra 7 265K that support higher power ratings.5 = This digit currently holds little meaning; all Arrow Lake desktop processors so far have a "5" as the third digit. We'll see if that changes down the line.K = Indicates a higher-end variant of a processor with overclocking support. Several other "suffix" letters are used by Intel to indicate other differences, but the most common ones you will encounter are "K" (indicating overclockability), "F" (indicating no integrated graphics processor), and "KF" (indicating both aspects). Finally, the "T" suffix is used for desktop processors that are optimized for power efficiency and lower heat output. Some Arrow Lake desktop chips will have no letter at all at the end, terminating just in the "5." Using these numbers, you can compare processors of the same generation within a vendor's own line in terms of relative performance with some accuracy. It's always best to check reviews when possible and compare other details about the processor to more accurately compare CPUs.Core CountInside all mainstream desktop processors today are multiple CPU cores. In the past, processors only had one CPU core, but as technology has improved, more cores have been manufactured into processor silicon to increase performance. Each CPU core operates as a semi-independent component inside the processor and is capable of completing tasks.The advantage of having more CPU cores is simply that you can get more work done at a time. It wouldn't be too much of a stretch to think of the CPU cores as workers and the processor as the building in which they work.(Credit: Joseph Maldonado)Traditionally, all of these CPU cores would have been identical, but this changed starting with Intel's 12th Gen Alder Lake processors. Intel now employs two different types of CPU cores inside most of its desktop processors. Processors based on this design have what Intel calls "P-cores," which are built on a high-performance microarchitecture. Alongside the "P-cores," Intel also adds "E-cores," which utilize a different microarchitecture that enables these cores to be physically smaller and more energy-efficient.If we return to our comparison of CPU cores to employees, you could think of Intel's P-cores as higher-level workers with larger offices who can complete more work due to their more extensive experience and larger workspaces. At the same time, the E-cores could be thought of as lower-level workers with smaller offices to work in and lesser skill sets. They may get less done in a given period of time, but you can cram more of them in for the money, and they take up less space.Though the E-cores are slower, they still significantly improve the processor's performance. AMD hasn't adopted a similar scheme yet, which means all of the cores in an AMD processor are identical.(Credit: Michael Justin Allen Sexton)Core count contributes greatly to a processor's overall performance, but this alone does not determine whether one processor is faster than the other. It's entirely possible for a quad-core processor to be faster than an octa-core processor, and vice versa.MultithreadingWork that needs to be performed on the CPU cores comes into the processor in a somewhat chaotic fashion. Some processors take the work orders as they come in and simply proceed to work on them in the order they were received. Processors that do this implement what we know as an In-Order execution design. This has been shown to hamper a processor's overall performance.Each work order sent to the processor requires instruction information and raw data for the work to be completed. When an In-Order CPU core goes to work on a task, it must have both of these; otherwise, it will sit and wait while the needed instruction information or data is fetched.Processors that implement an "Out-of-Order" or "OoO" execution design largely circumvent this issue by re-ordering tasks as they come in. They can place work orders that have everything they need to run ahead of work orders that don't. Inevitably, some work orders still get to the CPU cores without everything they need, though, and this still leads to a stall while the required data gets fetched.That is, unless a processor implements simultaneous multithreading (SMT, for short). Essentially, what this technology does is open up a second line for work orders to come into the CPU. The processor isn't able to work on two work orders at once, so when everything is running smoothly, the processor continues to run through work orders from each line in order, back and forth. When a stall occurs, however, SMT technology enables the processor to set the stalled work order aside and work on items in the other line until the required data is fetched.This technology significantly reduces processor stalls and drastically improves performance. Processors that implement SMT will show as having two threads for each CPU core that supports it. This is why an AMD processor with eight cores and SMT technology will be touted as a 16-thread processor. The same is true for Intel processors, with the most notable difference being that Intel calls SMT "Hyper-Threading" on its processors.Just like with core count, thread count doesn't tell you enough to determine which processor is best, but it can give you an idea as to which processor is better in a given line. A processor with more threads may well have a performance advantage over one that has fewer threads supported, in applications that can take advantage of the technology. But as we said with the core count, all of these factors need to be taken into consideration to know for sure.Clock SpeedThe last and easiest-to-understand key defining characteristic of a processor is its clock speed. This directly relates to a processor's overall speed and is measured in hertz. Processors today are so fast that this is typically reported in gigahertz (GHz).(Credit: AMD)A processor's clock speed is sometimes reported as the total number of operations that it can perform at any given second. For example, a one gigahertz processor can theoretically perform 1,000,000,000 operations each second. Modern CPUs operate at multiple GHz with some, like Intel's Core i9-14900K, peaking at 6.0GHz.In truth, this description is inaccurate, as some operations require multiple clock cycles (multiple hertz) to complete, and this is where architecture comes in, coming full circle. When comparing processors that are part of the same generation and product line, it's safe to think the one with the most cores and the highest clock speed will perform the best. Comparing across different architectures and product lines, however, this is not always the case.On modern processors, you'll often see a base clock listed, as well as a "Boost Clock" or "Turbo Clock." You can essentially ignore the base clock listing if you see either of these other clocks listed. A base clock is a processor's true baseline speed, but modern CPUs are designed to increase their clock speed to a point, as long as the right conditions are met; those conditions are based on thermal and power-draw limitations.Modern processors run at these elevated clock speeds most of the time when under a heavy load, which is why these boosted numbers are far more important for determining performance than the base clock. It is also possible to increase the peak clock speed yourself on some processors by what is called overclocking, but that's for another guide.To overclock, you'll need a lot more specific information on the topic, beyond the scope of this article. You'll also need special hardware for overclocking (an appropriate motherboard, and robust CPU cooling). We point out which processors can overclock in our reviews, and while talking about specific products on this page, so you will know which to buy if you want to try your hand at overclocking. But you should make sure you do plenty of research on the topic first, as overclocking can be hazardous to your components.How to Buy the Right CPU: Final Buying AdviceThink carefully about your computing needs and pick a processor that fits them. If you have extra cash to spare and want to be extra safe, buy one a little better than your target chip.One thing we would recommend against is buying the most expensive processor that money can buy or that you can afford without thinking through the decision. Yes, more-expensive processors are typically better, in general—AMD and Intel charge more for them for a reason—but that doesn't mean you need that level of performance.No matter how performant a processor you buy, you will eventually want to upgrade to something newer and faster. Though you may be able to prolong the life of your PC by buying a newer and faster CPU, it might make better sense to opt for upgrading more frequently.The rate at which technology has been improving makes it likely that, in five years or so, you'll be able to buy a midrange processor that will be just as fast—if not faster than—today's very fastest processors. If you buy or build a new midrange PC every five years or so, you'll likely have a faster computer than someone who is still running a five-year-old PC with a high-end processor.Upgrading more often may not be better financially in the long term, as there is a definite cost and set of diminishing returns involved, but it does get you the improvements that come with changing platforms. As PC components eventually fail, it can also help to avoid unexpected downtime from old parts breaking. For further guidance, check our processor reviews for more details on each CPU.
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  • #333;">Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer

    en pointe

    Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer
    "When you think of me, you should think of fire.
    Risen from ashes, again and again."

    Jennifer Ouellette



    May 13, 2025 10:08 am

    |
    0

    Credit:

    Lionsgate Entertainment

    Credit:

    Lionsgate Entertainment

    Story text
    Size
    Small
    Standard
    Large
    Width
    *
    Standard
    Wide
    Links
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    Orange
    * Subscribers only
      Learn more
    One last trailer for From the World of John Wick: Ballerina.

    We're about three weeks out from the theatrical release of From the World of John Wick: Ballerina,  starring Ana de Armas.
    So naturally Lionsgate has released one final trailer to whet audience appetites for what promises to be a fiery, action-packed addition to the hugely successful franchise.
    (Some spoilers for 2019's John Wick Chapter 3: Parabellum.)
    Chronologically, Ballerina takes place during the events of John Wick Chapter 3: Parabellum.
    As previously reported, Parabellum found Wick declared excommunicado from the High Table for killing crime lord Santino D'Antonio on the grounds of the Continental.
    On the run with a bounty on his head, he makes his way to the headquarters of the Ruska Roma crime syndicate, led by the Director (Anjelica Huston).
    The Director also trains young girls to be ballerina-assassins, and one young ballerina (played by Unity Phelan) is shown rehearsing in the scene.
    That dancer, Eve Macarro, is the main character in Ballerina, now played by de Armas.
    Huston returns as the Director, Ian McShane is back as Winston, and Lance Reddick makes one final (posthumous) appearance as the Continental concierge, Charon.
    New cast members include Gabriel Byrne as the main villain, the Chancellor, who turns an entire town against Eve; Sharon Duncan-Brewster as Nogi, Eve's mentor; Norman Reedus as Daniel Pine; and Catalina Sandino Moreno and David Castaneda in as-yet-undisclosed roles.
    The first trailer was released last September and focused heavily on Eve's backstory: Having been orphaned, she chose to train with the Ruska Roma in hopes of avenging her father's brutal death.
    Wick only made a brief appearance, but he had more screen time in the second trailer, released in March, in which the pair face off in an atmospheric wintry landscape.
    This final trailer opens with Eve looking up while directly in Wick's crosshairs.
    Much of the ensuing footage isn't new, but it does show de Armas to her best deadly advantage as she takes on combatant after combatant in true John Wick style.
    Her vow: "This isn't done until they're dead."
    From the World of John Wick: Ballerina hits theaters on June 6, 2025.
    Jennifer Ouellette
    Senior Writer
    Jennifer Ouellette
    Senior Writer
    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series.
    Jennifer lives in Baltimore with her spouse, physicist Sean M.
    Carroll, and their two cats, Ariel and Caliban.

    0 Comments

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    Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer
    en pointe Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer "When you think of me, you should think of fire. Risen from ashes, again and again." Jennifer Ouellette – May 13, 2025 10:08 am | 0 Credit: Lionsgate Entertainment Credit: Lionsgate Entertainment Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more One last trailer for From the World of John Wick: Ballerina. We're about three weeks out from the theatrical release of From the World of John Wick: Ballerina,  starring Ana de Armas. So naturally Lionsgate has released one final trailer to whet audience appetites for what promises to be a fiery, action-packed addition to the hugely successful franchise. (Some spoilers for 2019's John Wick Chapter 3: Parabellum.) Chronologically, Ballerina takes place during the events of John Wick Chapter 3: Parabellum. As previously reported, Parabellum found Wick declared excommunicado from the High Table for killing crime lord Santino D'Antonio on the grounds of the Continental. On the run with a bounty on his head, he makes his way to the headquarters of the Ruska Roma crime syndicate, led by the Director (Anjelica Huston). The Director also trains young girls to be ballerina-assassins, and one young ballerina (played by Unity Phelan) is shown rehearsing in the scene. That dancer, Eve Macarro, is the main character in Ballerina, now played by de Armas. Huston returns as the Director, Ian McShane is back as Winston, and Lance Reddick makes one final (posthumous) appearance as the Continental concierge, Charon. New cast members include Gabriel Byrne as the main villain, the Chancellor, who turns an entire town against Eve; Sharon Duncan-Brewster as Nogi, Eve's mentor; Norman Reedus as Daniel Pine; and Catalina Sandino Moreno and David Castaneda in as-yet-undisclosed roles. The first trailer was released last September and focused heavily on Eve's backstory: Having been orphaned, she chose to train with the Ruska Roma in hopes of avenging her father's brutal death. Wick only made a brief appearance, but he had more screen time in the second trailer, released in March, in which the pair face off in an atmospheric wintry landscape. This final trailer opens with Eve looking up while directly in Wick's crosshairs. Much of the ensuing footage isn't new, but it does show de Armas to her best deadly advantage as she takes on combatant after combatant in true John Wick style. Her vow: "This isn't done until they're dead." From the World of John Wick: Ballerina hits theaters on June 6, 2025. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 0 Comments
    المصدر: arstechnica.com
    #ana #armas #caught #wicks #crosshairs #final #ballerina #trailer #pointe #quotwhen #you #think #should #firerisen #from #ashes #again #and #againquot #jennifer #ouellette #may #credit #lionsgate #entertainment #story #textsizesmallstandardlargewidth #standardwidelinksstandardorange #subscribers #only #learn #more #one #last #for #the #world #john #wick #we039re #about #three #weeks #out #theatrical #release #starring #armasso #naturally #has #released #whet #audience #appetites #what #promises #fiery #actionpacked #addition #hugely #successful #franchisesome #spoilers #2019039s #chapter #parabellumchronologically #takes #placeduring #events #parabellumas #previously #reported #parabellum #found #declared #excommunicado #high #table #killing #crime #lord #santino #d039antonio #grounds #continentalon #run #with #bounty #his #head #makes #way #headquarters #ruska #roma #syndicate #led #director #anjelica #hustonthe #also #trains #young #girls #ballerinaassassins #played #unity #phelan #shown #rehearsing #scenethat #dancer #eve #macarro #main #character #now #armashuston #returns #ian #mcshane #back #winston #lance #reddick #posthumous #appearance #continental #concierge #charonnew #cast #members #include #gabriel #byrne #villain #chancellor #who #turns #entire #town #against #sharon #duncanbrewster #nogi #eve039s #mentor #norman #reedus #daniel #pine #catalina #sandino #moreno #david #castaneda #asyetundisclosed #rolesthe #first #was #september #focused #heavily #backstory #having #been #orphaned #she #chose #train #hopes #avenging #her #father039s #brutal #deathwick #made #brief #but #had #screen #time #second #march #which #pair #face #off #atmospheric #wintry #landscapethis #opens #looking #while #directly #wick039s #crosshairsmuch #ensuing #footage #isn039t #new #does #show #best #deadly #advantage #combatant #after #true #styleher #vow #quotthis #done #until #they039re #deadquotfrom #hits #theaters #june #2025jennifer #ouellettesenior #writerjennifer #writer #senior #ars #technica #particular #focus #where #science #meets #culture #covering #everything #physics #related #interdisciplinary #topics #favorite #films #seriesjennifer #lives #baltimore #spouse #physicist #sean #mcarroll #their #two #cats #ariel #caliban #comments
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    Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer
    en pointe Ana de Armas is caught in Wick’s crosshairs in final Ballerina trailer "When you think of me, you should think of fire. Risen from ashes, again and again." Jennifer Ouellette – May 13, 2025 10:08 am | 0 Credit: Lionsgate Entertainment Credit: Lionsgate Entertainment Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more One last trailer for From the World of John Wick: Ballerina. We're about three weeks out from the theatrical release of From the World of John Wick: Ballerina,  starring Ana de Armas. So naturally Lionsgate has released one final trailer to whet audience appetites for what promises to be a fiery, action-packed addition to the hugely successful franchise. (Some spoilers for 2019's John Wick Chapter 3: Parabellum.) Chronologically, Ballerina takes place during the events of John Wick Chapter 3: Parabellum. As previously reported, Parabellum found Wick declared excommunicado from the High Table for killing crime lord Santino D'Antonio on the grounds of the Continental. On the run with a bounty on his head, he makes his way to the headquarters of the Ruska Roma crime syndicate, led by the Director (Anjelica Huston). The Director also trains young girls to be ballerina-assassins, and one young ballerina (played by Unity Phelan) is shown rehearsing in the scene. That dancer, Eve Macarro, is the main character in Ballerina, now played by de Armas. Huston returns as the Director, Ian McShane is back as Winston, and Lance Reddick makes one final (posthumous) appearance as the Continental concierge, Charon. New cast members include Gabriel Byrne as the main villain, the Chancellor, who turns an entire town against Eve; Sharon Duncan-Brewster as Nogi, Eve's mentor; Norman Reedus as Daniel Pine; and Catalina Sandino Moreno and David Castaneda in as-yet-undisclosed roles. The first trailer was released last September and focused heavily on Eve's backstory: Having been orphaned, she chose to train with the Ruska Roma in hopes of avenging her father's brutal death. Wick only made a brief appearance, but he had more screen time in the second trailer, released in March, in which the pair face off in an atmospheric wintry landscape. This final trailer opens with Eve looking up while directly in Wick's crosshairs. Much of the ensuing footage isn't new, but it does show de Armas to her best deadly advantage as she takes on combatant after combatant in true John Wick style. Her vow: "This isn't done until they're dead." From the World of John Wick: Ballerina hits theaters on June 6, 2025. Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 0 Comments
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