• PlayStation Studios boss confident Marathon won't repeat the mistakes of Concord

    PlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins."
    #playstation #studios #boss #confident #marathon
    PlayStation Studios boss confident Marathon won't repeat the mistakes of Concord
    PlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins." #playstation #studios #boss #confident #marathon
    WWW.GAMEDEVELOPER.COM
    PlayStation Studios boss confident Marathon won't repeat the mistakes of Concord
    PlayStation Studios boss Hermen Hulst has insisted that Bungie's upcoming live service shooter Marathon won't make the same mistakes as Concord.Discussing the company's live service ambitions during a fireside chat aimed at investors, Hulst said the market remains a "great opportunity" for PlayStation despite the company having a decidedly patchy track record when it comes to live service offerings.Last year, the company launched and swiftly scrapped live service hero shooter Concord after it failed to hit the ground running. It shuttered developer Firewalk weeks later after conceding the title "did not hit our targets."Sony scrapped two more live services titles in development at internal studios Bluepoint Games and Bend Studios in January this year. Earlier this week, it confirmed an undisclosed number of workers at Bend had been laid off as the studio transitions to its next project.Hulst said the company has learned hard lessons from those failures, and believes Marathon is well positioned to succeed as a result. "There are som unique challenges associated [with live service titles]. We've had some early successes as with Helldivers II. We've also faced some challenges, as with the release of Concord," said Hulst."I think that some really good work went into that title. Some really big efforts. But ultimately that title entered into a hyper-competitive segment of the market. I think it was insufficiently differentiated to be able to resonate with players. So we have reviewed our processes in light of this to deeply understand how and why that title failed to meet expectations—and to ensure that we are not going to make the same mistakes again."Related:PlayStation Studios boss claims the demise of Concord presented a learning opportunityHulst said PlayStation Studios has now implemented more rigorous processes for validating and revalidating its creative, commercial, and development assumptions and hypothesis. "We do that on a much more ongoing basis," he added. "That's the plan that will ensure we're investing in the right opportunities at the right time, all while maintaining much more predictable timelines for Marathon."The upcoming shooter is set to be the first new Bungie title in over a decade—and the first project outside of Destiny the studio has worked on since it was acquired by PlayStation in 2022.Hulst said the aim is to release a "very bold, very innovative, and deeply engaging title." He explained Marathon is currently navigating test cycles that have yielded "varied" feedback, but said those mixed impressions have been "super useful."Related:"That's why you do these tests. The constant testing and constant revalidation of assumptions that we just talked about, to me, is so valuable to iterate and to constantly improves the title," he added. "So when launch comes we're going to give the title the optimal chance of success."Hulst might be exuding confidence, but a recent report from Forbes claimed morale is in "free fall" at Bungie after the studio admitted to using stolen art assets in Marathon. That "varied" player feedback has also reportedly caused concern internally ahead of Marathon's proposed September 23 launch date.The studio was also made to ensure layoffs earlier this year, with Sony cutting 220 roles after exceeding "financial safety margins."
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  • Trump scraps Biden software security, AI, post-quantum encryption efforts in new executive order

    This audio is auto-generated. Please let us know if you have feedback.

    President Donald Trump signed an executive orderFriday that scratched or revised several of his Democratic predecessors’ major cybersecurity initiatives.
    “Just days before President Trump took office, the Biden Administration attempted to sneak problematic and distracting issues into cybersecurity policy,” the White House said in a fact sheet about Trump’s new directive, referring to projects that Biden launched with his Jan. 15 executive order.
    Trump’s new EO eliminates those projects, which would have required software vendors to prove their compliance with new federal security standards, prioritized research and testing of artificial intelligence for cyber defense and accelerated the rollout of encryption that withstands the future code-cracking powers of quantum computers.
    “President Trump has made it clear that this Administration will do what it takes to make America cyber secure,” the White House said in its fact sheet, “including focusing relentlessly on technical and organizational professionalism to improve the security and resilience of the nation’s information systems and networks.”
    Major cyber regulation shift
    Trump’s elimination of Biden’s software security requirements for federal contractors represents a significant government reversal on cyber regulation. Following years of major cyberattacks linked to insecure software, the Biden administration sought to use federal procurement power to improve the software industry’s practices. That effort began with Biden’s 2021 cyber order and gained strength in 2024, and then Biden officials tried to add teeth to the initiative before leaving office in January. But as it eliminated that project on Friday, the Trump administration castigated Biden’s efforts as “imposing unproven and burdensome software accounting processes that prioritized compliance checklists over genuine security investments.”
    Trump’s order eliminates provisions from Biden’s directive that would have required federal contractors to submit “secure software development attestations,” along with technical data to back up those attestations. Also now eradicated are provisions that would have required the Cybersecurity and Infrastructure Security Agency to verify vendors’ attestations, required the Office of the National Cyber Director to publish the results of those reviews and encouraged ONCD to refer companies whose attestations fail a review to the Justice Department “for action as appropriate.”

    Trump’s order leaves in place a National Institute of Standards and Technology collaboration with industry to update NIST’s Software Software Development Framework, but it eliminates parts of Biden’s order that would have incorporated those SSDF updates into security requirements for federal vendors.
    In a related move, Trump eliminated provisions of his predecessor’s order that would have required NIST to “issue guidance identifying minimum cybersecurity practices”and required federal contractors to follow those practices.
    AI security cut
    Trump also took an axe to Biden requirements related to AI and its ability to help repel cyberattacks. He scrapped a Biden initiative to test AI’s power to “enhance cyber defense of critical infrastructure in the energy sector,” as well as one that would have directed federal research programs to prioritize topics like the security of AI-powered coding and “methods for designing secure AI systems.” The EO also killed a provision would have required the Pentagon to “use advanced AI models for cyber defense.”
    On quantum computing, Trump’s directive significantly pares back Biden’s attempts to accelerate the government’s adoption of post-quantum cryptography. Biden told agencies to start using quantum-resistant encryption “as soon as practicable” and to start requiring vendors to use it when technologically possible. Trump eliminated those requirements, leaving only a Biden requirement that CISA maintain “a list of product categories in which products that support post-quantum cryptography … are widely available.”
    Trump also eliminated instructions for the departments of State and Commerce to encourage key foreign allies and overseas industries to adopt NIST’s PQC algorithms.
    The EO dropped many other provisions of Biden’s January directive, including one requiring agencies to start testing phishing-resistant authentication technologies, one requiring NIST to advise other agencies on internet routing security and one requiring agencies to use strong email encryption. Trump also cut language directing the Office of Management and Budget to advise agencies on addressing risks related to IT vendor concentration.
    In his January order, Biden ordered agencies to explore and encourage the use of digital identity documents to prevent fraud, including in public benefits programs. Trump eliminated those initiatives, calling them “inappropriate.” 
    Trump also tweaked the language of Obama-era sanctions authorities targeting people involved in cyberattacks on the U.S., specifying that the Treasury Department can only sanction foreigners for these activities. The White House said Trump’s change would prevent the power’s “misuse against domestic political opponents.”
    Amid the whirlwind of changes, Trump left one major Biden-era cyber program intact: a Federal Communications Commission project, modeled on the Energy Star program, that will apply government seals of approval to technology products that undergo security testing by federally accredited labs. Trump preserved the language in Biden’s order that requires companies selling internet-of-things devices to the federal government to go through the FCC program by January 2027.
    #trump #scraps #biden #software #security
    Trump scraps Biden software security, AI, post-quantum encryption efforts in new executive order
    This audio is auto-generated. Please let us know if you have feedback. President Donald Trump signed an executive orderFriday that scratched or revised several of his Democratic predecessors’ major cybersecurity initiatives. “Just days before President Trump took office, the Biden Administration attempted to sneak problematic and distracting issues into cybersecurity policy,” the White House said in a fact sheet about Trump’s new directive, referring to projects that Biden launched with his Jan. 15 executive order. Trump’s new EO eliminates those projects, which would have required software vendors to prove their compliance with new federal security standards, prioritized research and testing of artificial intelligence for cyber defense and accelerated the rollout of encryption that withstands the future code-cracking powers of quantum computers. “President Trump has made it clear that this Administration will do what it takes to make America cyber secure,” the White House said in its fact sheet, “including focusing relentlessly on technical and organizational professionalism to improve the security and resilience of the nation’s information systems and networks.” Major cyber regulation shift Trump’s elimination of Biden’s software security requirements for federal contractors represents a significant government reversal on cyber regulation. Following years of major cyberattacks linked to insecure software, the Biden administration sought to use federal procurement power to improve the software industry’s practices. That effort began with Biden’s 2021 cyber order and gained strength in 2024, and then Biden officials tried to add teeth to the initiative before leaving office in January. But as it eliminated that project on Friday, the Trump administration castigated Biden’s efforts as “imposing unproven and burdensome software accounting processes that prioritized compliance checklists over genuine security investments.” Trump’s order eliminates provisions from Biden’s directive that would have required federal contractors to submit “secure software development attestations,” along with technical data to back up those attestations. Also now eradicated are provisions that would have required the Cybersecurity and Infrastructure Security Agency to verify vendors’ attestations, required the Office of the National Cyber Director to publish the results of those reviews and encouraged ONCD to refer companies whose attestations fail a review to the Justice Department “for action as appropriate.” Trump’s order leaves in place a National Institute of Standards and Technology collaboration with industry to update NIST’s Software Software Development Framework, but it eliminates parts of Biden’s order that would have incorporated those SSDF updates into security requirements for federal vendors. In a related move, Trump eliminated provisions of his predecessor’s order that would have required NIST to “issue guidance identifying minimum cybersecurity practices”and required federal contractors to follow those practices. AI security cut Trump also took an axe to Biden requirements related to AI and its ability to help repel cyberattacks. He scrapped a Biden initiative to test AI’s power to “enhance cyber defense of critical infrastructure in the energy sector,” as well as one that would have directed federal research programs to prioritize topics like the security of AI-powered coding and “methods for designing secure AI systems.” The EO also killed a provision would have required the Pentagon to “use advanced AI models for cyber defense.” On quantum computing, Trump’s directive significantly pares back Biden’s attempts to accelerate the government’s adoption of post-quantum cryptography. Biden told agencies to start using quantum-resistant encryption “as soon as practicable” and to start requiring vendors to use it when technologically possible. Trump eliminated those requirements, leaving only a Biden requirement that CISA maintain “a list of product categories in which products that support post-quantum cryptography … are widely available.” Trump also eliminated instructions for the departments of State and Commerce to encourage key foreign allies and overseas industries to adopt NIST’s PQC algorithms. The EO dropped many other provisions of Biden’s January directive, including one requiring agencies to start testing phishing-resistant authentication technologies, one requiring NIST to advise other agencies on internet routing security and one requiring agencies to use strong email encryption. Trump also cut language directing the Office of Management and Budget to advise agencies on addressing risks related to IT vendor concentration. In his January order, Biden ordered agencies to explore and encourage the use of digital identity documents to prevent fraud, including in public benefits programs. Trump eliminated those initiatives, calling them “inappropriate.”  Trump also tweaked the language of Obama-era sanctions authorities targeting people involved in cyberattacks on the U.S., specifying that the Treasury Department can only sanction foreigners for these activities. The White House said Trump’s change would prevent the power’s “misuse against domestic political opponents.” Amid the whirlwind of changes, Trump left one major Biden-era cyber program intact: a Federal Communications Commission project, modeled on the Energy Star program, that will apply government seals of approval to technology products that undergo security testing by federally accredited labs. Trump preserved the language in Biden’s order that requires companies selling internet-of-things devices to the federal government to go through the FCC program by January 2027. #trump #scraps #biden #software #security
    WWW.CYBERSECURITYDIVE.COM
    Trump scraps Biden software security, AI, post-quantum encryption efforts in new executive order
    This audio is auto-generated. Please let us know if you have feedback. President Donald Trump signed an executive order (EO) Friday that scratched or revised several of his Democratic predecessors’ major cybersecurity initiatives. “Just days before President Trump took office, the Biden Administration attempted to sneak problematic and distracting issues into cybersecurity policy,” the White House said in a fact sheet about Trump’s new directive, referring to projects that Biden launched with his Jan. 15 executive order. Trump’s new EO eliminates those projects, which would have required software vendors to prove their compliance with new federal security standards, prioritized research and testing of artificial intelligence for cyber defense and accelerated the rollout of encryption that withstands the future code-cracking powers of quantum computers. “President Trump has made it clear that this Administration will do what it takes to make America cyber secure,” the White House said in its fact sheet, “including focusing relentlessly on technical and organizational professionalism to improve the security and resilience of the nation’s information systems and networks.” Major cyber regulation shift Trump’s elimination of Biden’s software security requirements for federal contractors represents a significant government reversal on cyber regulation. Following years of major cyberattacks linked to insecure software, the Biden administration sought to use federal procurement power to improve the software industry’s practices. That effort began with Biden’s 2021 cyber order and gained strength in 2024, and then Biden officials tried to add teeth to the initiative before leaving office in January. But as it eliminated that project on Friday, the Trump administration castigated Biden’s efforts as “imposing unproven and burdensome software accounting processes that prioritized compliance checklists over genuine security investments.” Trump’s order eliminates provisions from Biden’s directive that would have required federal contractors to submit “secure software development attestations,” along with technical data to back up those attestations. Also now eradicated are provisions that would have required the Cybersecurity and Infrastructure Security Agency to verify vendors’ attestations, required the Office of the National Cyber Director to publish the results of those reviews and encouraged ONCD to refer companies whose attestations fail a review to the Justice Department “for action as appropriate.” Trump’s order leaves in place a National Institute of Standards and Technology collaboration with industry to update NIST’s Software Software Development Framework, but it eliminates parts of Biden’s order that would have incorporated those SSDF updates into security requirements for federal vendors. In a related move, Trump eliminated provisions of his predecessor’s order that would have required NIST to “issue guidance identifying minimum cybersecurity practices” (based on a review of globally accepted standards) and required federal contractors to follow those practices. AI security cut Trump also took an axe to Biden requirements related to AI and its ability to help repel cyberattacks. He scrapped a Biden initiative to test AI’s power to “enhance cyber defense of critical infrastructure in the energy sector,” as well as one that would have directed federal research programs to prioritize topics like the security of AI-powered coding and “methods for designing secure AI systems.” The EO also killed a provision would have required the Pentagon to “use advanced AI models for cyber defense.” On quantum computing, Trump’s directive significantly pares back Biden’s attempts to accelerate the government’s adoption of post-quantum cryptography. Biden told agencies to start using quantum-resistant encryption “as soon as practicable” and to start requiring vendors to use it when technologically possible. Trump eliminated those requirements, leaving only a Biden requirement that CISA maintain “a list of product categories in which products that support post-quantum cryptography … are widely available.” Trump also eliminated instructions for the departments of State and Commerce to encourage key foreign allies and overseas industries to adopt NIST’s PQC algorithms. The EO dropped many other provisions of Biden’s January directive, including one requiring agencies to start testing phishing-resistant authentication technologies, one requiring NIST to advise other agencies on internet routing security and one requiring agencies to use strong email encryption. Trump also cut language directing the Office of Management and Budget to advise agencies on addressing risks related to IT vendor concentration. In his January order, Biden ordered agencies to explore and encourage the use of digital identity documents to prevent fraud, including in public benefits programs. Trump eliminated those initiatives, calling them “inappropriate.”  Trump also tweaked the language of Obama-era sanctions authorities targeting people involved in cyberattacks on the U.S., specifying that the Treasury Department can only sanction foreigners for these activities. The White House said Trump’s change would prevent the power’s “misuse against domestic political opponents.” Amid the whirlwind of changes, Trump left one major Biden-era cyber program intact: a Federal Communications Commission project, modeled on the Energy Star program, that will apply government seals of approval to technology products that undergo security testing by federally accredited labs. Trump preserved the language in Biden’s order that requires companies selling internet-of-things devices to the federal government to go through the FCC program by January 2027.
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  • Collaboration: The Most Underrated UX Skill No One Talks About

    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration.
    Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chatswhere people align, adapt, and co-create.
    Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome.
    There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact.
    Why This Article Matters Now
    The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation.
    Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets.
    What Is Collaboration In UX, Really?
    Let’s start by clearing up a misconception. Collaboration is not the same as cooperation.

    Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.”
    Collaboration: “Let’s figure this out together and co-own the outcome.”

    Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project:
    Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney.
    Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process.

    After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration!

    It is definitely one of the most satisfying projects of my career.
    On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation.
    As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs.
    Why Collaboration Is So Overlooked?
    If collaboration is so powerful, why don’t we talk about it more?
    In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics.
    And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs.
    When Collaboration Is The User Research
    In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial.
    The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise!
    On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams.
    I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process.
    That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added.

    This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options.
    But What About Using AI?
    Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it.
    AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals.
    You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed.
    AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe.
    How To Strengthen Your UX Collaboration Skills?
    If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up:

    Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours.
    Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next.
    Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success.
    Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths.
    Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together.

    Conclusion: UX Is A Team Sport
    Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people.
    If there’s one thing I wish every early-career designer knew, it’s this:
    Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones.
    So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it.
    Because in the end, the best UX isn’t just what you make. It’s what you make together.
    Further Reading On SmashingMag

    “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco
    “Transforming The Relationship Between Designers And Developers,” Chris Day
    “Effective Communication For Everyday Meetings,” Andrii Zhdan
    “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw
    #collaboration #most #underrated #skill #one
    Collaboration: The Most Underrated UX Skill No One Talks About
    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration. Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chatswhere people align, adapt, and co-create. Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome. There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact. Why This Article Matters Now The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation. Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets. What Is Collaboration In UX, Really? Let’s start by clearing up a misconception. Collaboration is not the same as cooperation. Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.” Collaboration: “Let’s figure this out together and co-own the outcome.” Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project: Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney. Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process. After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration! It is definitely one of the most satisfying projects of my career. On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation. As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs. Why Collaboration Is So Overlooked? If collaboration is so powerful, why don’t we talk about it more? In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics. And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs. When Collaboration Is The User Research In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial. The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise! On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams. I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process. That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added. This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options. But What About Using AI? Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it. AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals. You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed. AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe. How To Strengthen Your UX Collaboration Skills? If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up: Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours. Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next. Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success. Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths. Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together. Conclusion: UX Is A Team Sport Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people. If there’s one thing I wish every early-career designer knew, it’s this: Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones. So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it. Because in the end, the best UX isn’t just what you make. It’s what you make together. Further Reading On SmashingMag “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco “Transforming The Relationship Between Designers And Developers,” Chris Day “Effective Communication For Everyday Meetings,” Andrii Zhdan “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw #collaboration #most #underrated #skill #one
    SMASHINGMAGAZINE.COM
    Collaboration: The Most Underrated UX Skill No One Talks About
    When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration. Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chats (e.g., Slack or Teams) where people align, adapt, and co-create. Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome. There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact. Why This Article Matters Now The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation. Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets. What Is Collaboration In UX, Really? Let’s start by clearing up a misconception. Collaboration is not the same as cooperation. Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.” Collaboration: “Let’s figure this out together and co-own the outcome.” Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project: Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney. Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process. After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration! It is definitely one of the most satisfying projects of my career. On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation. As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs. Why Collaboration Is So Overlooked? If collaboration is so powerful, why don’t we talk about it more? In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics. And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs. When Collaboration Is The User Research In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial. The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise! On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams. I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process. That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added. This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options. But What About Using AI? Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it. AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals. You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed. AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe. How To Strengthen Your UX Collaboration Skills? If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up: Cultivate curiosity about your teammates.Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours. Get comfortable facilitating.You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next. Share early, share often.Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success. Practice active listening.When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths. Co-own the outcome.Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together. Conclusion: UX Is A Team Sport Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people. If there’s one thing I wish every early-career designer knew, it’s this: Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones. So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it. Because in the end, the best UX isn’t just what you make. It’s what you make together. Further Reading On SmashingMag “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco “Transforming The Relationship Between Designers And Developers,” Chris Day “Effective Communication For Everyday Meetings,” Andrii Zhdan “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw
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  • Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle.
    Marvel Rivals Ultron Battle Matrix Protocol
    Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter.
    In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats.
    In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well.
    It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over.
    While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks.
    For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update.

    Marvel Rivals

    Platform:
    macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X

    Genre:
    Fighting, Shooter

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    Share
    #marvel #rivals #new #ultron #battle
    Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle. Marvel Rivals Ultron Battle Matrix Protocol Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter. In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats. In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well. It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over. While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks. For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update. Marvel Rivals Platform: macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre: Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #marvel #rivals #new #ultron #battle
    WWW.VIDEOGAMER.COM
    Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle. Marvel Rivals Ultron Battle Matrix Protocol Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter. In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats. In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well. It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over. While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks. For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
    0 Yorumlar 0 hisse senetleri
  • Scientists Spot Mysterious Object in Our Galaxy Pulsing Every 44 Minutes

    Astronomers have spotted something strange and spectacular: a mysterious object that keeps emitting pulses every 44 minutes.In a press release from Australia's Curtin University, which was part of the international team that detected the object just 15,000 light-years away in our Milky Way galaxy, astronomers explained that the find was all the more stunning because the signal is coming in the form of both X-rays and radio waves.The object, which was named ASKAP J1832-0911 after Australia's ASKAP radio telescope that was used to detect it, was discovered emitting two-minute-long pulses that would pause and then repeat 44 minutes later. As the Curtin press release explains, the researchers lucked out when they realized that NASA’s Chandra X-ray Observatory was observing the same part of the sky and detected the same repeating signal in X-ray form.This dual-natured pulse belongs to a newly-discovered class of space phenomena known as "long-period radio transients," or LPTs for short.Discovered in 2022 by the International Centre for Radio Astronomy Research — which also sponsored this latest study — these mystery pulses have unknown origins and occur in fixed intervals of minutes or hours. They're considered by astronomers to be remarkably slow as compared to the signals emitted by pulsars, those rapidly-rotating stars that send out similar bursts every few milliseconds when their poles point in Earth's direction.In the years since they were first discovered, astronomers around the world have only detected some 10 other LPTs — but before now, none have been run through X-ray telescopes as well.According to Ziteng "Andy" Wang, an ICRAR-affiliated Curtin astronomer and the lead author a paper about the finding that was just published in the journal Nature, discovering the dual nature of LPTs in such a coincidental manner "felt like finding a needle in a haystack.""The ASKAP radio telescope has a wide field view of the night sky, while Chandra observes only a fraction of it," Wang explained in the Curtin press release. "So, it was fortunate that Chandra observed the same area of the night sky at the same time."Because LPTs are such a new phenomenon to astronomers, they can't say for sure what causes them.When the first of them were discovered, astronomers posited that they could be coming from magnetars, a type of neutron star with extremely strong magnetic fields that also emit radio pulses at faster intervals, leading to the ICRAR team positing that they may have an "ultra-long-period magnetar" on their hands.While the magnetar theory appears to have been scrapped, the astronomers behind this update in LPT knowledge are hopeful that it will help them figure out what these strange, slow pulses are about."This object is unlike anything we have seen before," said Wang.Share This Article
    #scientists #spot #mysterious #object #our
    Scientists Spot Mysterious Object in Our Galaxy Pulsing Every 44 Minutes
    Astronomers have spotted something strange and spectacular: a mysterious object that keeps emitting pulses every 44 minutes.In a press release from Australia's Curtin University, which was part of the international team that detected the object just 15,000 light-years away in our Milky Way galaxy, astronomers explained that the find was all the more stunning because the signal is coming in the form of both X-rays and radio waves.The object, which was named ASKAP J1832-0911 after Australia's ASKAP radio telescope that was used to detect it, was discovered emitting two-minute-long pulses that would pause and then repeat 44 minutes later. As the Curtin press release explains, the researchers lucked out when they realized that NASA’s Chandra X-ray Observatory was observing the same part of the sky and detected the same repeating signal in X-ray form.This dual-natured pulse belongs to a newly-discovered class of space phenomena known as "long-period radio transients," or LPTs for short.Discovered in 2022 by the International Centre for Radio Astronomy Research — which also sponsored this latest study — these mystery pulses have unknown origins and occur in fixed intervals of minutes or hours. They're considered by astronomers to be remarkably slow as compared to the signals emitted by pulsars, those rapidly-rotating stars that send out similar bursts every few milliseconds when their poles point in Earth's direction.In the years since they were first discovered, astronomers around the world have only detected some 10 other LPTs — but before now, none have been run through X-ray telescopes as well.According to Ziteng "Andy" Wang, an ICRAR-affiliated Curtin astronomer and the lead author a paper about the finding that was just published in the journal Nature, discovering the dual nature of LPTs in such a coincidental manner "felt like finding a needle in a haystack.""The ASKAP radio telescope has a wide field view of the night sky, while Chandra observes only a fraction of it," Wang explained in the Curtin press release. "So, it was fortunate that Chandra observed the same area of the night sky at the same time."Because LPTs are such a new phenomenon to astronomers, they can't say for sure what causes them.When the first of them were discovered, astronomers posited that they could be coming from magnetars, a type of neutron star with extremely strong magnetic fields that also emit radio pulses at faster intervals, leading to the ICRAR team positing that they may have an "ultra-long-period magnetar" on their hands.While the magnetar theory appears to have been scrapped, the astronomers behind this update in LPT knowledge are hopeful that it will help them figure out what these strange, slow pulses are about."This object is unlike anything we have seen before," said Wang.Share This Article #scientists #spot #mysterious #object #our
    FUTURISM.COM
    Scientists Spot Mysterious Object in Our Galaxy Pulsing Every 44 Minutes
    Astronomers have spotted something strange and spectacular: a mysterious object that keeps emitting pulses every 44 minutes.In a press release from Australia's Curtin University, which was part of the international team that detected the object just 15,000 light-years away in our Milky Way galaxy, astronomers explained that the find was all the more stunning because the signal is coming in the form of both X-rays and radio waves.The object, which was named ASKAP J1832-0911 after Australia's ASKAP radio telescope that was used to detect it, was discovered emitting two-minute-long pulses that would pause and then repeat 44 minutes later. As the Curtin press release explains, the researchers lucked out when they realized that NASA’s Chandra X-ray Observatory was observing the same part of the sky and detected the same repeating signal in X-ray form.This dual-natured pulse belongs to a newly-discovered class of space phenomena known as "long-period radio transients," or LPTs for short.Discovered in 2022 by the International Centre for Radio Astronomy Research — which also sponsored this latest study — these mystery pulses have unknown origins and occur in fixed intervals of minutes or hours. They're considered by astronomers to be remarkably slow as compared to the signals emitted by pulsars, those rapidly-rotating stars that send out similar bursts every few milliseconds when their poles point in Earth's direction.In the years since they were first discovered, astronomers around the world have only detected some 10 other LPTs — but before now, none have been run through X-ray telescopes as well.According to Ziteng "Andy" Wang, an ICRAR-affiliated Curtin astronomer and the lead author a paper about the finding that was just published in the journal Nature, discovering the dual nature of LPTs in such a coincidental manner "felt like finding a needle in a haystack.""The ASKAP radio telescope has a wide field view of the night sky, while Chandra observes only a fraction of it," Wang explained in the Curtin press release. "So, it was fortunate that Chandra observed the same area of the night sky at the same time."Because LPTs are such a new phenomenon to astronomers, they can't say for sure what causes them.When the first of them were discovered, astronomers posited that they could be coming from magnetars, a type of neutron star with extremely strong magnetic fields that also emit radio pulses at faster intervals, leading to the ICRAR team positing that they may have an "ultra-long-period magnetar" on their hands.While the magnetar theory appears to have been scrapped, the astronomers behind this update in LPT knowledge are hopeful that it will help them figure out what these strange, slow pulses are about."This object is unlike anything we have seen before," said Wang.Share This Article
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  • The Worst Spinoffs of Beloved Movie Series

    It’s no secret that the film industry is dominated by series and franchises and shared universes, to the degree that every time a studio releases a successful movie, it’s only a matter of a couple years before that movie is the start of a new cinematic universe.Turning a simple series — first movie, sequel, sequel to the sequel, and so on — into a franchise only requires one thing: spinoffs that are just as well received as the original project. These could be based on pre-existing side characters who finally get their moment to shine, or based on related IP that exists in the same world but hasn’t gotten a feature yet, or an entirely new story with a couple Easter eggs thrown in to emphasize a connection.A lot of the time, this works. Every major studio is still chasing the highs of the Marvel Cinematic Universe — the Avengers saga plus all of its additions over the years. Other times, it doesn’t, and the exciting spinoff that was meant to be the start of an entirely new series of films turns out to be a dud, a literal non-starter, and whatever was planned to come after it is scrapped until everyone forgets how bad it was. Today, we’re celebrating these movies, the poorly planned, the poorly executed, and the just plain all-around terrible attempts to juice more story from a pre-existing world. Some of these even have fans, but even they will admit that the original is always better.The Worst Spinoffs of Beloved Movie FranchisesNot every movies series deserves its own cinematic universe of spinoffs. Gallery Credit: Emma StefanskyREAD MORE: 10 TV Spinoffs That Became Bigger Than the OriginalGet our free mobile appThe 10 Worst Sequels of the Last 10 YearsAudiences always push for sequels to their favorite movies. Sometimes, that backfires big time.
    #worst #spinoffs #beloved #movie #series
    The Worst Spinoffs of Beloved Movie Series
    It’s no secret that the film industry is dominated by series and franchises and shared universes, to the degree that every time a studio releases a successful movie, it’s only a matter of a couple years before that movie is the start of a new cinematic universe.Turning a simple series — first movie, sequel, sequel to the sequel, and so on — into a franchise only requires one thing: spinoffs that are just as well received as the original project. These could be based on pre-existing side characters who finally get their moment to shine, or based on related IP that exists in the same world but hasn’t gotten a feature yet, or an entirely new story with a couple Easter eggs thrown in to emphasize a connection.A lot of the time, this works. Every major studio is still chasing the highs of the Marvel Cinematic Universe — the Avengers saga plus all of its additions over the years. Other times, it doesn’t, and the exciting spinoff that was meant to be the start of an entirely new series of films turns out to be a dud, a literal non-starter, and whatever was planned to come after it is scrapped until everyone forgets how bad it was. Today, we’re celebrating these movies, the poorly planned, the poorly executed, and the just plain all-around terrible attempts to juice more story from a pre-existing world. Some of these even have fans, but even they will admit that the original is always better.The Worst Spinoffs of Beloved Movie FranchisesNot every movies series deserves its own cinematic universe of spinoffs. Gallery Credit: Emma StefanskyREAD MORE: 10 TV Spinoffs That Became Bigger Than the OriginalGet our free mobile appThe 10 Worst Sequels of the Last 10 YearsAudiences always push for sequels to their favorite movies. Sometimes, that backfires big time. #worst #spinoffs #beloved #movie #series
    SCREENCRUSH.COM
    The Worst Spinoffs of Beloved Movie Series
    It’s no secret that the film industry is dominated by series and franchises and shared universes, to the degree that every time a studio releases a successful movie, it’s only a matter of a couple years before that movie is the start of a new cinematic universe.Turning a simple series — first movie, sequel, sequel to the sequel, and so on — into a franchise only requires one thing: spinoffs that are just as well received as the original project. These could be based on pre-existing side characters who finally get their moment to shine, or based on related IP that exists in the same world but hasn’t gotten a feature yet, or an entirely new story with a couple Easter eggs thrown in to emphasize a connection.A lot of the time, this works. Every major studio is still chasing the highs of the Marvel Cinematic Universe — the Avengers saga plus all of its additions over the years. Other times, it doesn’t, and the exciting spinoff that was meant to be the start of an entirely new series of films turns out to be a dud, a literal non-starter, and whatever was planned to come after it is scrapped until everyone forgets how bad it was. Today, we’re celebrating these movies, the poorly planned, the poorly executed, and the just plain all-around terrible attempts to juice more story from a pre-existing world. Some of these even have fans, but even they will admit that the original is always better.The Worst Spinoffs of Beloved Movie FranchisesNot every movies series deserves its own cinematic universe of spinoffs. Gallery Credit: Emma StefanskyREAD MORE: 10 TV Spinoffs That Became Bigger Than the OriginalGet our free mobile appThe 10 Worst Sequels of the Last 10 Years (2015-2024)Audiences always push for sequels to their favorite movies. Sometimes, that backfires big time.
    8 Yorumlar 0 hisse senetleri
  • CetraRuddy shares updated visuals of a mixed-use casino complex proposed for Manhattan’s West Side

    Just a few days ago, Related Companies and Wynn Resorts scrapped their casino bid for Hudson Yards West. Silverstein Properties, Rush Street Gaming, and Greenwood Gaming and Entertainment have simultaneously updated their own proposal for a “first-class gaming facility” on Manhattan’s West Side, designed by CetraRuddy Architecture and Steelman Partners.

    The Avenir is a masterplan for 11th Avenue just north of the Javits Center, pushed up against the Port Authority Bus Terminal ramps, where construction is underway on a billion replacement complex by Foster + Partners.
    The plan entails a 1,000-room luxury hotel, over 12 bars and restaurants, conference and meeting rooms, a spa and fitness center, an outdoor pool, a community gallery on 11th Avenue, and a casino, should the development team earn a gaming license. There will also be 100 units of permanently affordable housing available through New York’s housing lottery system.
    The Avenir looking eastThe ground-floor community gallery on 11th Avenue would span the entire block between 40th and 41st Streets, the team noted. The casino would begin on the second floor, and comprise a total 12 percent of the Avenir’s footprint. It would also have natural light, making it noticeably different from other casinos.
    Renderings show a 785-foot tower that rests atop a podium. The base is 9 stories, and the tower tops out at 45 stories, with by a biophilic green rooftop. The casino would have a separate entrance from the community gallery and hotel to ensure good egress for both user groups.

    The sculptural qualities are meant to create a “rhythmic harmony within its dense urban surroundings,” developers said, “and the hotel tower is additionally sculpted to create an elegant silhouette on the skyline while creating view corridors from the surrounding neighborhood.”
    Entrance from 41st StreetNancy Ruddy, CetraRuddy founding principal, said, the “site is located at the crossroads of diverse neighborhoods and activity districts that currently are not connected.” Ruddy said too that the Avenir will “knit together the fabric of this part of the Far West Side by creating an exciting cultural hub that reinforces New York’s character as a pedestrian-friendly and walkable city.”
    There are today just about a dozen major proposals for New York gaming licenses that the team behind Avenir is up against.
    The State Gaming Commission is scheduled to announce its decision for the three gaming licenses by December 31, 2025.
    #cetraruddy #shares #updated #visuals #mixeduse
    CetraRuddy shares updated visuals of a mixed-use casino complex proposed for Manhattan’s West Side
    Just a few days ago, Related Companies and Wynn Resorts scrapped their casino bid for Hudson Yards West. Silverstein Properties, Rush Street Gaming, and Greenwood Gaming and Entertainment have simultaneously updated their own proposal for a “first-class gaming facility” on Manhattan’s West Side, designed by CetraRuddy Architecture and Steelman Partners. The Avenir is a masterplan for 11th Avenue just north of the Javits Center, pushed up against the Port Authority Bus Terminal ramps, where construction is underway on a billion replacement complex by Foster + Partners. The plan entails a 1,000-room luxury hotel, over 12 bars and restaurants, conference and meeting rooms, a spa and fitness center, an outdoor pool, a community gallery on 11th Avenue, and a casino, should the development team earn a gaming license. There will also be 100 units of permanently affordable housing available through New York’s housing lottery system. The Avenir looking eastThe ground-floor community gallery on 11th Avenue would span the entire block between 40th and 41st Streets, the team noted. The casino would begin on the second floor, and comprise a total 12 percent of the Avenir’s footprint. It would also have natural light, making it noticeably different from other casinos. Renderings show a 785-foot tower that rests atop a podium. The base is 9 stories, and the tower tops out at 45 stories, with by a biophilic green rooftop. The casino would have a separate entrance from the community gallery and hotel to ensure good egress for both user groups. The sculptural qualities are meant to create a “rhythmic harmony within its dense urban surroundings,” developers said, “and the hotel tower is additionally sculpted to create an elegant silhouette on the skyline while creating view corridors from the surrounding neighborhood.” Entrance from 41st StreetNancy Ruddy, CetraRuddy founding principal, said, the “site is located at the crossroads of diverse neighborhoods and activity districts that currently are not connected.” Ruddy said too that the Avenir will “knit together the fabric of this part of the Far West Side by creating an exciting cultural hub that reinforces New York’s character as a pedestrian-friendly and walkable city.” There are today just about a dozen major proposals for New York gaming licenses that the team behind Avenir is up against. The State Gaming Commission is scheduled to announce its decision for the three gaming licenses by December 31, 2025. #cetraruddy #shares #updated #visuals #mixeduse
    WWW.ARCHPAPER.COM
    CetraRuddy shares updated visuals of a mixed-use casino complex proposed for Manhattan’s West Side
    Just a few days ago, Related Companies and Wynn Resorts scrapped their casino bid for Hudson Yards West. Silverstein Properties, Rush Street Gaming, and Greenwood Gaming and Entertainment have simultaneously updated their own proposal for a “first-class gaming facility” on Manhattan’s West Side, designed by CetraRuddy Architecture and Steelman Partners. The Avenir is a masterplan for 11th Avenue just north of the Javits Center, pushed up against the Port Authority Bus Terminal ramps, where construction is underway on a $10 billion replacement complex by Foster + Partners. The plan entails a 1,000-room luxury hotel, over 12 bars and restaurants, conference and meeting rooms, a spa and fitness center, an outdoor pool, a community gallery on 11th Avenue, and a casino, should the development team earn a gaming license. There will also be 100 units of permanently affordable housing available through New York’s housing lottery system. The Avenir looking east (Courtesy Silverstein Properties) The ground-floor community gallery on 11th Avenue would span the entire block between 40th and 41st Streets, the team noted. The casino would begin on the second floor, and comprise a total 12 percent of the Avenir’s footprint. It would also have natural light, making it noticeably different from other casinos. Renderings show a 785-foot tower that rests atop a podium. The base is 9 stories, and the tower tops out at 45 stories, with by a biophilic green rooftop. The casino would have a separate entrance from the community gallery and hotel to ensure good egress for both user groups. The sculptural qualities are meant to create a “rhythmic harmony within its dense urban surroundings,” developers said, “and the hotel tower is additionally sculpted to create an elegant silhouette on the skyline while creating view corridors from the surrounding neighborhood.” Entrance from 41st Street (Courtesy Silverstein Properties) Nancy Ruddy, CetraRuddy founding principal, said, the “site is located at the crossroads of diverse neighborhoods and activity districts that currently are not connected.” Ruddy said too that the Avenir will “knit together the fabric of this part of the Far West Side by creating an exciting cultural hub that reinforces New York’s character as a pedestrian-friendly and walkable city.” There are today just about a dozen major proposals for New York gaming licenses that the team behind Avenir is up against. The State Gaming Commission is scheduled to announce its decision for the three gaming licenses by December 31, 2025.
    0 Yorumlar 0 hisse senetleri
  • Unearthed details from scrapped Black Panther game make me sad all over again

    On Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traitsand who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More:
    #unearthed #details #scrapped #black #panther
    Unearthed details from scrapped Black Panther game make me sad all over again
    On Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traitsand who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More: #unearthed #details #scrapped #black #panther
    WWW.POLYGON.COM
    Unearthed details from scrapped Black Panther game make me sad all over again
    On Wednesday, EA both shuttered its studio Cliffhanger Games and cancelled the Black Panther game it was developing. Since it was originally announced in 2023, we hadn’t heard much about the game, other than that it would have been an open world adventure starring the titular hero. Now, a new report from Bloomberg has shed some light on what exactly Cliffhanger was working on, and I’m both sad and angered all over again.The entire report is worth reading, and the section that really catches my eye is about how the Black Panther game would have adapted the Nemesis System. Cliffhanger was started by ex-developers from Monolith Productions, the minds behind Middle-earth: Shadow of Mordor and its sequel Shadow of War, and reportedly the Cliffhanger team was attempting to create a new system that expanded on what the Nemesis System from those games could do. Monolith’s Nemesis System involved procedurally generated enemies who had unique traits (mostly grudges directed toward the protagonist Talion) and who would eventually return for a rematch. Some would flee from battle only to come back stronger later in the game. Others perhaps defeated Talion and were shocked to later see he was battling them again. Enemies would even get promoted among the ranks of Uruks, making it feel like your foes weren’t just nameless fodder to be slaughtered.It was a thoroughly inventive enemy system, and an expanded version of it sounds like it would have been a wild ride in Cliffhanger’s Black Panther game. According to the Bloomberg story, the game would have featured “various playable heroes” vying for the title of Black Panther, like T’Challa, his sister Shuri, and everyone’s favorite scene-stealer from the 2018 film, Killmonger. They would all be opposing an alien invasion from Skrulls, shape-shifting aliens featured in MCU films like Captain Marvel and comic event series like Secret Invasion.Skrulls sound like such a perfect fit for the Nemesis System; as Bloomberg reported, Skrull enemies could even pose as your allies, throwing a whole new layer of intrigue and immersion into the Nemesis System, already one of the more original ideas seen in contemporary video games. I can only imagine how exciting it’d be for one of your allies to suddenly attack you, revealing themself as a Skrull leader you thought you bested for good earlier in the game.And now because EA doesn’t seem to know what it’s doing, we won’t be getting Cliffhanger’s revamped Nemesis System. And, even worse, the talented developers behind this system are left looking for work and wondering what’s next for them.See More:
    0 Yorumlar 0 hisse senetleri
  • ‘Black Panther’ Video Game Canceled at Electronic Arts as Cliffhanger Games Shuts Down

    A video game based on Disney and Marvel’s “Black Panther” has been scrapped at publisher Electronic Arts as part of the closure of the game’s developer, Cliffhanger Games.

    As a result of EA shuttering Cliffhanger, multiple employees have been laid off at both that studio and across EA’s mobile and central teams. Variety has confirmed the number of staffers cut is less than the 300 that EA let go last month when it canceled its next planned “Titanfall” game, and the company is working to place these individuals with other teams throughout EA.

    Related Stories

    In an email sent to staff Wednesday, EA Entertainment president Laura Miele said these moves were made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”

    Popular on Variety

    The cuts come as EA chief Andrew Wilson has made it clear the company’s priority is its biggest franchises, including EA Sports, “The Sims,” “Battlefield” and “Apex Legends,” and upcoming game “Skate,” rather than making licensed games.

    “These decisions are hard,” Miele said. “They affect people we’ve worked with, learned from and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.”

    Representatives for EA declined to comment.

    This marks the third round of layoffs EA has made this year. In April, EA reduced its staff by more than 300 employees with approximately one third of the cuts made at developer Respawn, which was making “Titanfall” and one additional project, both of which were in “early-stage incubation,” according to Respawn. The layoffs mainly affected the teams working on games “Apex Legends” and “Star Wars Jedi.”

    IGN was first to report the news of the new EA layoffs and “Black Panther” game cancellation.
    #black #panther #video #game #canceled
    ‘Black Panther’ Video Game Canceled at Electronic Arts as Cliffhanger Games Shuts Down
    A video game based on Disney and Marvel’s “Black Panther” has been scrapped at publisher Electronic Arts as part of the closure of the game’s developer, Cliffhanger Games. As a result of EA shuttering Cliffhanger, multiple employees have been laid off at both that studio and across EA’s mobile and central teams. Variety has confirmed the number of staffers cut is less than the 300 that EA let go last month when it canceled its next planned “Titanfall” game, and the company is working to place these individuals with other teams throughout EA. Related Stories In an email sent to staff Wednesday, EA Entertainment president Laura Miele said these moves were made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.” Popular on Variety The cuts come as EA chief Andrew Wilson has made it clear the company’s priority is its biggest franchises, including EA Sports, “The Sims,” “Battlefield” and “Apex Legends,” and upcoming game “Skate,” rather than making licensed games. “These decisions are hard,” Miele said. “They affect people we’ve worked with, learned from and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.” Representatives for EA declined to comment. This marks the third round of layoffs EA has made this year. In April, EA reduced its staff by more than 300 employees with approximately one third of the cuts made at developer Respawn, which was making “Titanfall” and one additional project, both of which were in “early-stage incubation,” according to Respawn. The layoffs mainly affected the teams working on games “Apex Legends” and “Star Wars Jedi.” IGN was first to report the news of the new EA layoffs and “Black Panther” game cancellation. #black #panther #video #game #canceled
    VARIETY.COM
    ‘Black Panther’ Video Game Canceled at Electronic Arts as Cliffhanger Games Shuts Down
    A video game based on Disney and Marvel’s “Black Panther” has been scrapped at publisher Electronic Arts as part of the closure of the game’s developer, Cliffhanger Games. As a result of EA shuttering Cliffhanger, multiple employees have been laid off at both that studio and across EA’s mobile and central teams. Variety has confirmed the number of staffers cut is less than the 300 that EA let go last month when it canceled its next planned “Titanfall” game, and the company is working to place these individuals with other teams throughout EA. Related Stories In an email sent to staff Wednesday, EA Entertainment president Laura Miele said these moves were made to “sharpen our focus and put our creative energy behind the most significant growth opportunities.” Popular on Variety The cuts come as EA chief Andrew Wilson has made it clear the company’s priority is its biggest franchises, including EA Sports, “The Sims,” “Battlefield” and “Apex Legends,” and upcoming game “Skate,” rather than making licensed games. “These decisions are hard,” Miele said. “They affect people we’ve worked with, learned from and shared real moments with. We’re doing everything we can to support them — including finding opportunities within EA, where we’ve had success helping people land in new roles.” Representatives for EA declined to comment. This marks the third round of layoffs EA has made this year. In April, EA reduced its staff by more than 300 employees with approximately one third of the cuts made at developer Respawn, which was making “Titanfall” and one additional project, both of which were in “early-stage incubation,” according to Respawn. The layoffs mainly affected the teams working on games “Apex Legends” and “Star Wars Jedi.” IGN was first to report the news of the new EA layoffs and “Black Panther” game cancellation.
    13 Yorumlar 0 hisse senetleri
  • Apple tested M3 Ultra MacBook Pro, early iOS 18 code leaks

    Details about an unreleased MacBook Pro configuration have surfaced on Chinese social media, suggesting that Apple may have evaluated a version with the M3 Ultra chip.Apple tested an M3 Ultra variant of the MacBook Pro, according to an iOS 18 code leak.The current 14-inch MacBook Pro and 16-inch MacBook Pro are available with Apple's M4 line of chips, including the M4, M4 Pro, and M4 Max. The same can be said for their M3 series counterparts, but a new leak suggests there may have been a fourth configuration planned.On Friday, a post on the Chinese website BiliBili detailed a few scrapped iPhone, iPad, and Mac configurations. The post's author lists observations derived from the OS of a pre-production prototype of the iPhone 16. Rumor Score: Possible Continue Reading on AppleInsider | Discuss on our Forums
    #apple #tested #ultra #macbook #pro
    Apple tested M3 Ultra MacBook Pro, early iOS 18 code leaks
    Details about an unreleased MacBook Pro configuration have surfaced on Chinese social media, suggesting that Apple may have evaluated a version with the M3 Ultra chip.Apple tested an M3 Ultra variant of the MacBook Pro, according to an iOS 18 code leak.The current 14-inch MacBook Pro and 16-inch MacBook Pro are available with Apple's M4 line of chips, including the M4, M4 Pro, and M4 Max. The same can be said for their M3 series counterparts, but a new leak suggests there may have been a fourth configuration planned.On Friday, a post on the Chinese website BiliBili detailed a few scrapped iPhone, iPad, and Mac configurations. The post's author lists observations derived from the OS of a pre-production prototype of the iPhone 16. Rumor Score: 🤔 Possible Continue Reading on AppleInsider | Discuss on our Forums #apple #tested #ultra #macbook #pro
    APPLEINSIDER.COM
    Apple tested M3 Ultra MacBook Pro, early iOS 18 code leaks
    Details about an unreleased MacBook Pro configuration have surfaced on Chinese social media, suggesting that Apple may have evaluated a version with the M3 Ultra chip.Apple tested an M3 Ultra variant of the MacBook Pro, according to an iOS 18 code leak.The current 14-inch MacBook Pro and 16-inch MacBook Pro are available with Apple's M4 line of chips, including the M4, M4 Pro, and M4 Max. The same can be said for their M3 series counterparts, but a new leak suggests there may have been a fourth configuration planned.On Friday, a post on the Chinese website BiliBili detailed a few scrapped iPhone, iPad, and Mac configurations. The post's author lists observations derived from the OS of a pre-production prototype of the iPhone 16. Rumor Score: 🤔 Possible Continue Reading on AppleInsider | Discuss on our Forums
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